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How to build a student game team

How to build a student game team? In this article, Professor Chen Jingwei shares her thoughts.

For a newly formed student team, the first challenge is usually not technical.

It is the awkwardness of working with strangers, and the friction that comes from different assumptions and different ways of thinking. So rather than jumping straight into roles and schedules, it is worth starting with a light icebreaker. It lifts the mood, builds a baseline of trust, and helps everyone’s communication style and interests show up early. That makes later discussions far smoother.

Then we move into team formation. At the core, you need a basic triangle: design, programming, and art, with at least one person for each. The team does not need to be big. What matters is whether you can produce the core experience.

If the project is small, make responsibilities explicit so you do not end up waiting on each other. If the project is larger, define boundaries clearly so you avoid duplicated work and unclear ownership. When you form the team, be very clear about what each role actually means. Who makes the final calls on experience trade-offs? Who is responsible for system implementation? Who is responsible for visuals and atmosphere? The aim is to build stable interfaces between roles, rather than having everyone work in parallel with no real connection.

Once the team is formed, you also need a workflow that can actually run. Game design is practical. Before something is made, it is only a hypothesis. A prototype turns that hypothesis into something playable, and that is what makes discussion concrete.

Our class process follows that logic. In the first two weeks, we confirm a general direction. After that, we do weekly iteration reviews. Early on, you use 48 to 72 hours to build several quick prototypes to test directions. Then you choose the strongest one and refine it until it can be played smoothly for five minutes. In week eight, you submit a playable demo as a mid-term milestone. After that, you keep refining through testing and player feedback until the final version is ready. The core principle is simple: make mistakes early, make them quickly, and make them often.

Group work also needs rules as a safety net. Make requirements clear. Provide references properly. Break down technical tasks early, rather than discovering at the last minute that something is not feasible. During discussions, use short confirmation lines to reduce misunderstanding, such as “My understanding is this. Does that match our current agreement?” As you get close to delivery, keep checking what is ready to hand over so you do not get stuck at the point of integration.

In the end, project management is about goals and people. Break goals into milestones, versions, and iterations, so you avoid being busy without making progress. With people, focus on playing to strengths. Put each person’s strengths in the right place. The team becomes steadier, and it becomes much more likely you will complete the whole cycle.

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Game Design for Beginners: Create Your First Game

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FutureLearn - Learning For Life