There are many roles in a game development process. I'll give
you a basic idea which roles there are and what they represent.
I'll give you a corporate version and my/single indie dev
Corporate version is:
-above authorities(boss of the company, CEOs, contractors,
-development authorities(quality assurance, project manager)
Actual developer roles:
-graphical and musical artists
My version is:
all of the above.
I basically do all the work myself. So I break the work into a
manageable workload units. What I'm trying to show here
ambition isn't a bad thing and neither is pursuing the dream
you really want. You adjust a big project in a sense you like
it and you'll be well on the way of having a plan to pull it off.
include originality, variety, and innovation.
An important thing to mention for roles is your
specialization. The authorities delegate tasks and
recruit people they like.
However, nobody can force you into deciding for
your specialization. You might need to adjust a lot
in the corporate world or when production phase
(after design/idea phase) starts, but if you don't
like your actual specialization(even if you like
doing multiple roles and you are proficient in all
of them), you will not want to do it after a couple