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PRODUCING A NEW GAME IP
Sergei Savchenko
Exec. Producer
WB Games Montréal
WHY?
 Players desire better entertainment experiences
 Strong business need
 It is rewarding for the creators
PRODUCING A NEW GAME IP 2
MOST REWARDING:
 Creatively
 Peer and audience acceptance
 $$$
PRODUCING A NEW GAME IP 3
MOST RISKY:
 $$$
 Technologically
 In terms of pain and stress for
the creators
PRODUCING A NEW GAME IP 4
REALLY, REALLY DIFFICULT…
PRODUCING A NEW GAME IP 5
3DO
Skwork Studio
EA
Sava Transmedia
WB Games
PRODUCING A NEW GAME IP 6
?
WHAT NOT TO DO…
PRODUCING A NEW GAME IP 7
PRODUCING A NEW GAME IP 8
PRODUCER’S ROLE IN TERMS OF
 Helping Creativity
 Leading Teams
 Managing Process
PRODUCING A NEW GAME IP 9
PRODUCING A NEW GAME IP
 New gameplay?
 New characters?
 New visuals?
 New tech?
New type of VALUE PROPOSITION for the player
PRODUCING A NEW GAME IP 10
VALUE PROPOSITION ELEMENTS
 Projected entertainment time
 Venue for Relatedness/Social comparison
 Venue for Autonomy/Self-expression
 Pleasure
 Novelty or Legacy Appeal
PRODUCING A NEW GAME IP 11
MAN PLAY AND GAMES
Pleasure Types:
 Agon: Confrontation, victory
 Alea: Chance, hope
 Mimicry: Role play
 Ilinx: High perceptual experiences
PRODUCING A NEW GAME IP 12
Roger Coillois
PRODUCING A NEW GAME IP 13
PRODUCING A NEW GAME IP 14
BLUE OCEAN STRATEGY
What to focus and not to focus on
when building a new product or
service
PRODUCING A NEW GAME IP 15
W. Chan Kim and Renée Mauborgne
PRODUCING A NEW GAME IP 16
PRODUCING A NEW GAME IP 17
TRENDS
PRODUCING A NEW GAME IP 18
VR
3D TV
PRODUCING A NEW GAME IP
 Finding budget?
 Hiring Team?
 Leading?
 Managing?
 Planning?
Guarding PLAYER’S ROI
PRODUCING A NEW GAME IP 19
Not the one to take the credit if it is successful…
The one to be fired if it fails…
PRODUCING A NEW GAME IP 20
MANAGING CREATIVITY AND
INNOVATION
Basic Principles and the
conventional view
PRODUCING A NEW GAME IP 21
IDEAS -- PRODUCTS OF ASSOCIATIONS
 Divergent Associations
 Convergent Associations
PRODUCING A NEW GAME IP 22
DIVERGENT ASSOCIATIONS
 Combine different unusual elements from
worldview
 Reformat an element through the prism of another
element
PRODUCING A NEW GAME IP 23
IDEA CONVERGENCE
 Deduce implications
 Fit the constraints
PRODUCING A NEW GAME IP 24
PRODUCING A NEW GAME IP 25
PRODUCING A NEW GAME IP 26
PRODUCING A NEW GAME IP 27
Designing Your Design Team, Richard Carrillo, GDC’15
VISIONARY ≠ DIVERGENT THINKER
ANALYST ≠ CONVERGENT THINKER
PRODUCING A NEW GAME IP 28
NEUROSCIENCE
 No left Brain vs.
Right Brain
 Default Mode
Network vs. Executive
Control Network
PRODUCING A NEW GAME IP 29
PRODUCING A NEW GAME IP 30
TYPICAL CREATIVE ISSUES
 Indecision – Creative Block
 Frequent Divergent Ideas with lack of Convergence
 Creative Vision doesn’t translate into Player Value
 Game lack’s Accessibility to the Player
PRODUCING A NEW GAME IP 31
INDECISION – CREATIVE BLOCK
 Suggest a starting point
 Safety and stress?
 Broaden worldview
PRODUCING A NEW GAME IP 32
PRODUCING A NEW GAME IP 33
LACK OF CONVERGENCE
 Help establish constraints and intensions
 Switch attention to MVPs
PRODUCING A NEW GAME IP 34
CREATIVE VISION DOESN'T TRANSLATE INTO
PLAYER VALUE
 Always question player value of all Ideas
 Need an analyst and empath on your team
 Make sure game-makers and not specialists are in
charge
 Organize a Braintrust
PRODUCING A NEW GAME IP 35
CREATIVITY, INC.
Overcoming the unforeseen forces
that stand in the way of true
inspiration.
PRODUCING A NEW GAME IP 36
Ed Catmull
GAME LACKS ACCESSIBILITY TO THE PLAYER
 Need an empath designer
 Help establish Braintrust
 Culture of player testing
 Analytics!
PRODUCING A NEW GAME IP 37
PRODUCING A NEW GAME IP 38
BUILDING NEW IP TEAM
 Structure vs. Organization
 Process vs. Culture
PRODUCING A NEW GAME IP 39
TYPICAL TEAM ISSUES
 Inability to Hire the Team
 Lack of Experience on the team
 Lack of Cohesion or Infighting
 Lack of Motivation
PRODUCING A NEW GAME IP 40
INABILITY TO HIRE THE TEAM
 Need a salesmen on your team
 Need to build an employment brand
 Communicate!
PRODUCING A NEW GAME IP 41
LACK OF EXPERIENCE ON THE TEAM
 Start with experienced core
 Training
 Internal Game Jams or focus efforts
 Give talent a chance
PRODUCING A NEW GAME IP 42
PRODUCING A NEW GAME IP 43
LACK OF COHESION OR INFIGHTING
 Reduce the number of
games being built to One
 Identify common end
 Team empathy training
 Patiently build
organization and culture
PRODUCING A NEW GAME IP 44
PRODUCING A NEW GAME IP 45
LEGO MINDSTORMS
 Role empathy training
 Switch roles (producers
code, coders produce)
 Build a Lego Mindstorms
robot to navigate and claim
reward
 Iterate
PRODUCING A NEW GAME IP 46
LACK OF MOTIVATION
 Regular Q&A with the team
 Give autonomy
 Provide Learning opportunities
 Give outlets for social comparison with peers
PRODUCING A NEW GAME IP 47
PSYCHOLOGY OF MOTIVATION
PRODUCING A NEW GAME IP 48
DRIVE
 Autonomy
 Mastery
 Purpose/Relatedness
PRODUCING A NEW GAME IP 49
Daniel H. Pink
LEADERSHIP VS. MANAGEMENT
 Leadership is about people
 Management is about planning
PRODUCING A NEW GAME IP 50
TYPICAL PROCESS ISSUES
 Over-Scoped
 Demo to Demo to Demo
 Chaotic Process
 Overly Inflexible Process
PRODUCING A NEW GAME IP 51
OVER-SCOPED
 The amount of content ≠ More playing time
 Quality ≠ High Fidelity
 What not to re-invent
 Delay production planning until MVP is built
PRODUCING A NEW GAME IP 52
PRODUCING A NEW GAME IP 53
THINKING FAST AND SLOW
Intuition, logic and cognitive biases
PRODUCING A NEW GAME IP 54
Daniel Kahneman
DEMO TO DEMO TO DEMO
 Maintain trust and transparency with your
publisher
 Find a champion
 Simplify your message
PRODUCING A NEW GAME IP 55
PRODUCING A NEW GAME IP 56
1. The Skunk Works manager must be delegated practically complete control of
his program in all aspects. He should report to a division president or higher.
#1 of Kelly Johnson’s 14 Rules of Skunkworks
CHAOTIC PROCESS
 Establish minimal process
 Set 3-5 clear key goals per milestone
 Change the process when needed
PRODUCING A NEW GAME IP 57
OVERLY INFLEXIBLE PROCESS
 Change it!
 You won’t be able to make it on
budget/time/scope and quality anyway…
 Fire the inflexible producer 
PRODUCING A NEW GAME IP 58
PRODUCING A NEW IP THE ART OF
 Understanding and Patience
 Asking Right Questions
 Intentional Underinvestment
 Focused Investment and Support
PRODUCING A NEW GAME IP 59
THANK YOU!
QUESTIONS?
Sergei Savchenko
sergei.savchenko@wbgames.com
PRODUCING A NEW GAME IP 60

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