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Remember the movie Six Degrees of Separation?
It was a heartwarming story about some poor guy who scammed his way into
high society, with the shocking conclusion that poor people are human after
all. Anyway, the title expresses an intense idea: Everyone is a friend of
a friend of a friend of a friend of a friend of a friend (hence the term
"six degrees").
Let's apply this idea to the artist hard at work on a game. The artist's
first-degree contacts are the developers that the artist interacts with daily,
as shown in Figure 2; second-degree contacts perform functions such as testing
and sound production, as well as nondevelopment things such as legal, marketing,
and so on.

[zoom]
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FIGURE 2
The Six Degrees of Separation.
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The Art Director. This person tells the artist
what design/style of art to create and reviews the work for visual
quality.
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Artists. Peers who interact as they work. Other
artists who may be working off site report directly to the art director.
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Tool Programmer. This person tells the artist
exactly how to import art into the game (and usually writes that code).
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Game Designers. The designer decides what art
pieces are needed for the specific game experience.
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Producer. Generally, the person in charge.
The producer makes decisions about what the game will and won't consist of,
in terms of its features and the overall look and feel. They also coordinate
other development efforts, such as sound and testing, and act as a firewall
for publishers, lawyers, press, and other nondevelopers involved in the
project.
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Lead Game Programmer. This person decides what
the game can do (and codes the functionality of the game). Depending on the
team, the lead programmer may or may not directly interact with the
artist.
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Project Manager. The project manager keeps
track of the schedule, equipment, and costs. Sometimes, the producer takes
on this role.
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