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Game Development:
Management VS Creativity
Creativity
- is the act of turning new and imaginative
ideas into reality
- key to make something unique;
might even take to become popular
But not sure
  
• Rovio, Angry Birds
• Supercell, HayDay and Clash of Clans
• Zynga, Texas Hold’Em Poker, FarmVille and CityVille
• Playrix, GardenScape
• Murka, social slots
All these games were not the first games
released by the companies
Whether it’s easy to make a good Game?)
Management –
coordination and organization of activities,
operating resources (human and money) and
involves innovation and marketing.
Is in charge of planning, organizing,
directing, and controlling so to meet the
objectives of the policy.
No pain, no gain   
So, what you need to make your games
hit the market?)
Exactly - creative people
Game Dev -
• For People and about People
• People make everything
• People is the basic and main resource
Creative staff – goal of each Game Dev team
Creative Part -
each day task
Typical requests:
• Can you add features as in top games
• Can you make
mix of Clash of Clans
and Fortnight
• Can you add
Gamification to non-game
application?
So here we come to:
Game Designers and Game Producers
Game Designer Game Producer
• Out of the box thinking
• Ability to merge unexpected
things
• Creating new
features/storyline/gameplay
concepts
• General Game vision
• Financial project results
• LiveOps
• Game overall ‘Ownership’ as
a Driver and Stakeholder
Overall Management
Creative Part
Game Producer –
have the general game vision, knows good-working game
features, have financial plan for the game, make general game
setting and direction, focus on target metrics, arrange the game
development as a process. Should control the process.
Game Designer –
Make each ingame element interesting, arranging details of
meta-games, giving original presentation of ideas,
‘head in the clouds’ and creative thinking in details.
Covered within details and can miss administrative tasks/points.
Game
Designer
Game
Producer
(manager)
Game Development Process:
Game
Owner/
Stakeholder
Development team
Can the one handle all the tasks?
- Doubtful
These task are different by it’s nature. If you keeping
eye on money and process, you can’t free enough
your mind to dream up.
In a simple words,
there is no question what you really need
Management or Creative part -
you need both!
However,
you need different people for that
Tricky points:
• Demand for Creative Staff growing, now more
300+ open position in CIS.
• Remote work policies making competence
even harder
• More new companies from non-gaming
business coming to Game Dev
Advices:
• Have wide communication network within
Game Producers/Designers community.
• Review options to have part time/consultancy
work by experienced Producer/Designer.
• Growing your own talents just with
correlation/advices from experienced staff.
• Getting your own exp might cost you too much 
Let’s add more creativity
and still keep on track!

Thanks for your attention

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Ross Chekmarev: Management VS Creativity

  • 2. Creativity - is the act of turning new and imaginative ideas into reality - key to make something unique; might even take to become popular But not sure   
  • 3. • Rovio, Angry Birds • Supercell, HayDay and Clash of Clans • Zynga, Texas Hold’Em Poker, FarmVille and CityVille • Playrix, GardenScape • Murka, social slots All these games were not the first games released by the companies Whether it’s easy to make a good Game?)
  • 4. Management – coordination and organization of activities, operating resources (human and money) and involves innovation and marketing. Is in charge of planning, organizing, directing, and controlling so to meet the objectives of the policy. No pain, no gain   
  • 5. So, what you need to make your games hit the market?) Exactly - creative people Game Dev - • For People and about People • People make everything • People is the basic and main resource Creative staff – goal of each Game Dev team
  • 6. Creative Part - each day task Typical requests: • Can you add features as in top games • Can you make mix of Clash of Clans and Fortnight • Can you add Gamification to non-game application?
  • 7. So here we come to: Game Designers and Game Producers
  • 8. Game Designer Game Producer • Out of the box thinking • Ability to merge unexpected things • Creating new features/storyline/gameplay concepts • General Game vision • Financial project results • LiveOps • Game overall ‘Ownership’ as a Driver and Stakeholder Overall Management Creative Part
  • 9. Game Producer – have the general game vision, knows good-working game features, have financial plan for the game, make general game setting and direction, focus on target metrics, arrange the game development as a process. Should control the process. Game Designer – Make each ingame element interesting, arranging details of meta-games, giving original presentation of ideas, ‘head in the clouds’ and creative thinking in details. Covered within details and can miss administrative tasks/points.
  • 11. Can the one handle all the tasks? - Doubtful These task are different by it’s nature. If you keeping eye on money and process, you can’t free enough your mind to dream up.
  • 12. In a simple words, there is no question what you really need Management or Creative part - you need both! However, you need different people for that
  • 13. Tricky points: • Demand for Creative Staff growing, now more 300+ open position in CIS. • Remote work policies making competence even harder • More new companies from non-gaming business coming to Game Dev
  • 14. Advices: • Have wide communication network within Game Producers/Designers community. • Review options to have part time/consultancy work by experienced Producer/Designer. • Growing your own talents just with correlation/advices from experienced staff. • Getting your own exp might cost you too much 
  • 15. Let’s add more creativity and still keep on track!  Thanks for your attention