Book description
Computer games are big business - tens of billions of dollars are spent annually by the worldwide video games market. The cost of producing video games has ballooned to beyond $20 million dollars in many cases, and team sizes are quickly growing past 100 team members. At the center of this storm is the producer - one person who transforms the money, the hours spent by the team, and the latest technology into a work of art that millions of people will call fun. This book will dig deeply into the role of the producer and expose secrets of game production that stand the test of time: how to build a great team, how to plan a major game development project, and how to pull the development team toward the vision of a great game.
Table of contents
- Front Cover
- Title
- Copyright
- Dedication
- Table of Contents
- About the Authors
- Acknowledgements
- Intro: So You Want to be a Video Game Producer
- Section One What is a Video Game Producer?
- Section Two The Process in a Nutshell
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Section Three Scheduling and Structure
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13 Scheduling and Structure
- The Producer’s Role in Scheduling
- Why Schedule? Heavy Scheduling vs. No Scheduling
- Who Owns the Schedules?
- Man-Month Schedule
- Milestones: How They Affect Everything
- Scrum, Waterfall, Agile, and Cowboy Coding
- Elements of a Schedule
- Troubleshooting
- Other Teams’ Needs and Schedules
- Hardware
- DLC, Expansion Packs, and Sequels
- Marketing, PR, and Sales Needs
- Screenshots and PR/Marketing Materials
- Holidays and Vacation
- 14 Development Plan Management (Scheduling to Production)
- 15 Budget Management
- 16 The Milestone Schedule
- 17 Pipelines
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13 Scheduling and Structure
- Section Four Managing Your Project, Your Team, Your Time, and Yourself
- Section Five Concept Phase
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Section Six Pre-Production
- 29 Looking Ahead
- 30 What You Hope to Achieve at Pre-Production
- 31 The Producer’s Role at Pre-Production
- 32 The Game Design Doc
- 33 Tech, Art, and Sound Design Docs
- 34 The Tech Side at Pre-Production
- 35 Proof of Concepts, Target Renders, and Prototypes
- 36 Risk Management: What Can Go Wrong at Pre-Production
- Section Seven The Production Phase
- Section Eight Crunch Mode
- Section Nine Post-Production
- Index
Product information
- Title: Producing Games
- Author(s):
- Release date: September 2012
- Publisher(s): Routledge
- ISBN: 9781136138775
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