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Game Producer
How hard can that be?
Ed Magnin
Big Design / Game Dallas
September 18, 2015
previous games
2
recent
games
3
What does it take to make a game?
4
• an idea - a game concept
• a plan - a game design
• art assets - artist(s)
• programming - programmer(s)
• music & sfx - audio specialist
• project management - producer
• persistence
What makes a good game?
5
• something you can’t do in real life
• something where you can make a difference
• something that is easy to learn but difficult to master
• If you can’t sell it with 5 screenshots and some text, don’t make it!
Why are most games late?
6
• an unrealistic deadline in the first place
• many assume that they won’t have any problems
• we need it by this date
• Alan Wake
• Duke Nukem Forever
• Why does it take several years to make a sequel?
• Add a bonus for on-time completion.
How to manage a game project
7
• What does a good producer do?
• makes sure his team has all the resource it needs
• manages his bosses expectations
• Avoid unnecessary crunch time - avoid burnout.
• Try to get your work done during normal hours.
• There’s no free lunch, but there’s a free dinner!
What happens when you get behind?
8
• manage feature requests — new features take time, plus testing time.
• review outstanding features — is there anything that you don’t really need?
• perform triage
• be careful adding more people to the project
• read The Mythical Month
• take away any unnecessary duties that don’t have anything to do with
finishing the game.
Reaching the finish line
9
• How long is a marathon?
• 26 miles, 385 yards
• The first 90% of the project takes 90% of your time.
• The last 10% takes another 90% of your time.
Start play testing early
10
• Starting early lets the play testers get familiar with your game.
• Don’t take it personal when they gloat after finding a “bug”.
• Remember they are professional game players.
• Whenever you make a last minute change, you have to allow time to test all
the things it could possibly affect.
11
12
Contact

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Game Producer - How hard can that be?

  • 1. Game Producer How hard can that be? Ed Magnin Big Design / Game Dallas September 18, 2015
  • 4. What does it take to make a game? 4 • an idea - a game concept • a plan - a game design • art assets - artist(s) • programming - programmer(s) • music & sfx - audio specialist • project management - producer • persistence
  • 5. What makes a good game? 5 • something you can’t do in real life • something where you can make a difference • something that is easy to learn but difficult to master • If you can’t sell it with 5 screenshots and some text, don’t make it!
  • 6. Why are most games late? 6 • an unrealistic deadline in the first place • many assume that they won’t have any problems • we need it by this date • Alan Wake • Duke Nukem Forever • Why does it take several years to make a sequel? • Add a bonus for on-time completion.
  • 7. How to manage a game project 7 • What does a good producer do? • makes sure his team has all the resource it needs • manages his bosses expectations • Avoid unnecessary crunch time - avoid burnout. • Try to get your work done during normal hours. • There’s no free lunch, but there’s a free dinner!
  • 8. What happens when you get behind? 8 • manage feature requests — new features take time, plus testing time. • review outstanding features — is there anything that you don’t really need? • perform triage • be careful adding more people to the project • read The Mythical Month • take away any unnecessary duties that don’t have anything to do with finishing the game.
  • 9. Reaching the finish line 9 • How long is a marathon? • 26 miles, 385 yards • The first 90% of the project takes 90% of your time. • The last 10% takes another 90% of your time.
  • 10. Start play testing early 10 • Starting early lets the play testers get familiar with your game. • Don’t take it personal when they gloat after finding a “bug”. • Remember they are professional game players. • Whenever you make a last minute change, you have to allow time to test all the things it could possibly affect.
  • 11. 11