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I have been warm to the idea of adding the roles "designer" and "finisher" from the art production world to the software world. 1 person hacked demos, in the f
by agentultra 16y ago
I have been warm to the idea of adding the roles "designer" and "finisher" from the art production world to the software world.
1 person hacked demos, in the full knowledge that the code would thrown away.
This is akin to the character designer in the art production world. They produce the initial sketches and ideas.
These works are generally too rough or "out there" to be used in the production and are handed off to a "finisher" who has the technical know-how to flesh out the character to be used by production artists.
In the software world the designer would throw caution to the wind to pursue the big ideas. They would produce software that "works" but would in all likelihood need revision to be useable and maintainable by a team.
The finisher would take this rough code and apply their deep understanding of good software and revise the code to be maintainable, stable, and scalable.
But maybe this is an artificial division of responsibility. In practice I've been on both sides. I start with an idea and get it to a point where it works correctly. Then I switch gears and refine it so that it's stable and most importantly: maintainable. However, that switch is always a big one and elucidates many different feelings (usually one of excitement to one of dread and fear of boredom). The work can be done by one person, but I like to think I could increase my output if I stayed on one side of it.