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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

272<br />

U L T I M A T E G A M E D E S I G N<br />

producer is usually mentored by an associate producer, while the associate producer<br />

is mentored by a producer.<br />

If you like highly specialized, detail-oriented work that will throw you curve balls<br />

when you least expect them, then you might like to work in <strong>game</strong> production. You<br />

will often be responsible to upper management for meeting milestones, keeping <strong>game</strong><br />

projects on schedule and on budget, and keeping a solid relationship established with<br />

your publisher at all times. This is a job that combines detail and communications<br />

work with a solid understanding of the technical tasks involved in building <strong>game</strong>s.<br />

Before there were official <strong>game</strong> design positions available, many producers doubled<br />

as <strong>game</strong> designers. Many programmers and artists doubled as designers, too. These<br />

days, some have decided to stay on the <strong>game</strong> design side, while others have left more<br />

design-oriented tasks behind and are working in a pure production capacity.<br />

There is no way to learn how to be a good <strong>game</strong> producer, other than by getting a<br />

chance to work with a few good ones along the way. There is no real “bar” or measuring<br />

post for the production role, so some suspicious characters sometimes make<br />

their way into production roles.<br />

Your day to day duties would include team planning, milestone tracking, <strong>game</strong><br />

build evaluation, design coordination, art approval, and training support, and then<br />

you’ll also work on all the other details that no one else has time to deal with. This can<br />

include marketing, PR interfacing, special events, food runs, event planning, counseling,<br />

and making breakfast the morning after a milestone is successfully completed.<br />

Production as a Career Choice<br />

Developers tend to grow their own producers up through a company. This is not to<br />

say that companies don’t hire producers from outside their current ranks—they do.<br />

Yet, since producers ultimately get a glimpse of the business <strong>game</strong> plan for a development<br />

studio or publisher, a trust factor needs to be in place. It can be hard for a development<br />

studio to find someone from the outside they’re comfortable with. On the<br />

flip side, only promoting from within, and never or rarely hiring externally, can lead<br />

to a somewhat stagnant talent pool as developers only know how “they” have always<br />

done it, and cannot necessarily benefit from the learning that comes with seeing<br />

everyone else make mistakes first.<br />

Production positions also suffer from the numbers <strong>game</strong>s. Even in a relatively<br />

large, independent development studio, there are rarely more than just a couple of<br />

producers. There might only be two or three full-time producer positions available<br />

among many more positions available to programmers and artists. This tends to<br />

lower your individual odds of getting a position as a producer.

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