Do We Need Game Producers?
by Anton Bursch · 01/02/2007 (3:59 am) · 23 comments
A thread here got me thinking and talking about the role of game producers. The thread was a discussion about who should follow who's game design: artists or programmers. To which my response was: neither, how about a game designer. I also added that the artist/programmer pairing has clearly shown thru the life span of indie games to be a failed or at least rarely successful path to developing an indie game.
I suggested that games should be made by complete teams of at least: artists, programmers, game designer and producer. That leads to the question: what exactly does a producer do? I said my opinion and I shared this definition on Wikipedia. (click the quote to read the whole definition)
What do you guys think? Do indie teams need producers? Should someone be specifically in charge of overseeing development of a game? Someone besides the artist or programmer or designer?
What makes a good producer? Is it management? Is it communication? Is it breadth of understanding? Should people aspire to be producers? Or should only the artists and coders and designers be in charge? Can artists and coders and designers work together well enough for there to be no need for a producer?
I know my opinion, but what do you think? Game development teams without producers want to know.
I suggested that games should be made by complete teams of at least: artists, programmers, game designer and producer. That leads to the question: what exactly does a producer do? I said my opinion and I shared this definition on Wikipedia. (click the quote to read the whole definition)
Quote:A game producer is the person in charge of overseeing development of a video or computer game.
What do you guys think? Do indie teams need producers? Should someone be specifically in charge of overseeing development of a game? Someone besides the artist or programmer or designer?
What makes a good producer? Is it management? Is it communication? Is it breadth of understanding? Should people aspire to be producers? Or should only the artists and coders and designers be in charge? Can artists and coders and designers work together well enough for there to be no need for a producer?
I know my opinion, but what do you think? Game development teams without producers want to know.
About the author
I design and direct games for Somatic Vision. We primarily make games for use with biofeedback, but our latest game, Tropical Heat, a jet ski racing game, is for regular gamers and is available on PC/Mac and will be available on ipad and iphone soon.
#22
just wanted to add, having been in the seat of wearing multiple hats, that it is possible to do so, and that it actually works better when there is one persons whose sole (or primary) responsibility is management.
what seems to work for me is the management/designer role first, art director second (at a high level, I like making myself look good by handing off the details to others to make pretty art), and then production last, and only if the management and direction needs of the project let me do so. Trying to be the main 'producer' in terms of actually making useful art and code while managing is possible, but it is very hard (and makes for long hours). If it cannot be avoided, it still needs to be done (management).. but it is preferable not to try to do both jobs at once if there is some other way.
01/03/2007 (3:17 pm)
Quote:As others have pointed out, being a small indie developer means wearing multiple hats. While I think there's a good argument that this is the path to failure (doing lots of things adequately well instead of one or two things really well), unfortunately that's life for many of us.
just wanted to add, having been in the seat of wearing multiple hats, that it is possible to do so, and that it actually works better when there is one persons whose sole (or primary) responsibility is management.
what seems to work for me is the management/designer role first, art director second (at a high level, I like making myself look good by handing off the details to others to make pretty art), and then production last, and only if the management and direction needs of the project let me do so. Trying to be the main 'producer' in terms of actually making useful art and code while managing is possible, but it is very hard (and makes for long hours). If it cannot be avoided, it still needs to be done (management).. but it is preferable not to try to do both jobs at once if there is some other way.
#23
So I find myself most unexpectedly in this role of Game Designer, Producer, Project Leader, Artist, Writer, Recruiter, Web developer (which I do poorly, but I'm the only one who does it consistently, so I do it), and Adminsitrator, and all the other little things that fall into those categories. Definitely wearing a whole store full of hats! I didn't start out with this position as my destination... I just started out with a game idea, a passion, and a background in Organzational management, virtual leadership roles, and a love for online games. When I started out, severalpeople were telling me that if I wanted to make my own game I was going to have to learn programming. I took BASIC in high school... programming today just is NOT the same anymore! I looked at some C++ programming books. I am NOT a programmer. My brain is just not wired that way. I'm an artist and a writer. When I started out on this path of recruiting people to help me it was with the knowledge that i could not write code and I needed someone to help me. It was also with the idea that I was an officer and guildleader in online games, and I did recruiting to form raids, and build the guild, why couldn't I recruit people in a similar virtual environment to make a game? And so began the first step of my journey with that initial leap of faith.
I think everyone who finds themself on this path, probably started out on a different road. I kind of have a feeling that there isn't "one correct way" to get into a leadership role. Some of it is talent, some of it is training, and some of it is sheer neccesity - because it has to be done, and people start looking at you as if you're the one supposed to do it. SO you do it. One of the most significant things I have learned in the last 3 years is that we're all just regular folks. None of us are perfect. VERY FEW are truly experts, though some rare few are exceptionally talented! The world is not being run by "the best" people, it's being run by the people who were willing to step forward and do what has to be done to get the job done. As I was confiding in a team mate recently, saying I often wonder why God called ME to do this job, why did He call ME to make this game? I worry sometimes that I'm just chasing rainbows. I often feel underqualified and overwhelmed. But he assured me that he is absolutely certain God called me to make this game, and that perhaps He didn't call me because I was qualified, but because I was available. I think this may be true for many, if not most, "Producers" out there. Maybe they didn't start out qualified, maybe they didn't even start out with the goal of becoming a Producer, maybe they learn their skills in the school of hard knocks just like me, they BECOME qualified, because they endure the trials, and stay the course, and keep on running even when they don't know where they are going, until they get to the end. They earn their stripes through trial and frustration, through blood, sweat and tears, and they truly know the joy of triumph because they have experienced the pain of defeat as they conquor their fears along the way.
So the question... does every indie team need a producer? Probably to the same degree that the game design demands. If you're just making a little tic-tac-toe game then no you probably don't need a producer. If you're making a MMORPG, you need someone who has the time, talent and above all the DESIRE to make sure everyone is on the same page. If you're all reading the same book, but not even in the same chapter it can be difficult to maintain effective concentration on the project. Some people like to read ahead, while others don't even like to open the cover. Some people are enthusiastic self-starters who are excited about the project and want to see it succeed, some are ambivalent co-dependant hermits that just want some experience to put on their resume, most are somewhere inbetween. As Project Leader - or as this thread calls the role, Producer - you have to get all these people working together cooperatively and learn how to balance the variable rate of output from contributors so that when one person slacks off, it doesn't hold up the entire team. This takes some time to figure out sometimes. But you need someone who is dedicated to figuring it out. That person might fill in gaps in the lines sometimes, as their abilities allow. Producer might draw a quick sketch for the artists to build a model out of, might model a quick prop, or something small. Might fill in some special quest text that needs to be done and no one has picked up as an assignment yet. But the producer/project leader rarely has time to really get involved in a detailed animation sequence, or a multipart storyline. Too many other obligations pull at their time.
OK I just realised that I've written more text here than the originator of this thread. (Is that like the sin of wearing a prettier dress than the bride?) So I will stop now. I've probably stepped over the line into "wasting time" now and should really get back to work. But this topic has personal passion for me. Because I am in the midst of the journey. I haven't fully arrived yet, but I'm definitely out of the starting box! I hope it is of some help to someone who comes after me and is seeking encouragement.
Blessings to you,
-Sparkling
http://www.visionsgame.com
01/26/2007 (12:30 pm)
Hmmm by the definition inferred through this discussion I guess I am very much a Producer. I didn't set out with the idea "I want to be a game producer, so I'll do...such&such". Producer sounds like such a presumptuous title to declare oneself... I started out as a homeschooling gamer Mom frustrated by the games available on the market. I want something different. Something better. I want games that are both meaningful AND fun! If it isn't fun it doesn't matter how accurate or educational the game is, if it isn't fun no one will play it to find out. Fun is of absolute importance. But as a Mom, fun has to be balanced with meaningful or I feel like it is a waste of my time and I still won't play it, because I don't have time to waste, I have more important things to do. And I do have some game ideas. Several actually, but through prayer and soul searching I decided that I needed to make the Biblical gamefirst. And due to the scope and magnitude of Visions, it is impossible for us to work on more than one game at a time - we barely have time enough for Visions as it is. So, I'm just making one game right now. A huge game. a 3d graphics mmorpg set in the 2nd century holy land. And it is not "just another mmorpg" it's a different kind of game for a different kind of gamer. At least, I hope so! You can read more about it on my website if you're interested, this is not the time or place for that discussion. :)So I find myself most unexpectedly in this role of Game Designer, Producer, Project Leader, Artist, Writer, Recruiter, Web developer (which I do poorly, but I'm the only one who does it consistently, so I do it), and Adminsitrator, and all the other little things that fall into those categories. Definitely wearing a whole store full of hats! I didn't start out with this position as my destination... I just started out with a game idea, a passion, and a background in Organzational management, virtual leadership roles, and a love for online games. When I started out, severalpeople were telling me that if I wanted to make my own game I was going to have to learn programming. I took BASIC in high school... programming today just is NOT the same anymore! I looked at some C++ programming books. I am NOT a programmer. My brain is just not wired that way. I'm an artist and a writer. When I started out on this path of recruiting people to help me it was with the knowledge that i could not write code and I needed someone to help me. It was also with the idea that I was an officer and guildleader in online games, and I did recruiting to form raids, and build the guild, why couldn't I recruit people in a similar virtual environment to make a game? And so began the first step of my journey with that initial leap of faith.
I think everyone who finds themself on this path, probably started out on a different road. I kind of have a feeling that there isn't "one correct way" to get into a leadership role. Some of it is talent, some of it is training, and some of it is sheer neccesity - because it has to be done, and people start looking at you as if you're the one supposed to do it. SO you do it. One of the most significant things I have learned in the last 3 years is that we're all just regular folks. None of us are perfect. VERY FEW are truly experts, though some rare few are exceptionally talented! The world is not being run by "the best" people, it's being run by the people who were willing to step forward and do what has to be done to get the job done. As I was confiding in a team mate recently, saying I often wonder why God called ME to do this job, why did He call ME to make this game? I worry sometimes that I'm just chasing rainbows. I often feel underqualified and overwhelmed. But he assured me that he is absolutely certain God called me to make this game, and that perhaps He didn't call me because I was qualified, but because I was available. I think this may be true for many, if not most, "Producers" out there. Maybe they didn't start out qualified, maybe they didn't even start out with the goal of becoming a Producer, maybe they learn their skills in the school of hard knocks just like me, they BECOME qualified, because they endure the trials, and stay the course, and keep on running even when they don't know where they are going, until they get to the end. They earn their stripes through trial and frustration, through blood, sweat and tears, and they truly know the joy of triumph because they have experienced the pain of defeat as they conquor their fears along the way.
So the question... does every indie team need a producer? Probably to the same degree that the game design demands. If you're just making a little tic-tac-toe game then no you probably don't need a producer. If you're making a MMORPG, you need someone who has the time, talent and above all the DESIRE to make sure everyone is on the same page. If you're all reading the same book, but not even in the same chapter it can be difficult to maintain effective concentration on the project. Some people like to read ahead, while others don't even like to open the cover. Some people are enthusiastic self-starters who are excited about the project and want to see it succeed, some are ambivalent co-dependant hermits that just want some experience to put on their resume, most are somewhere inbetween. As Project Leader - or as this thread calls the role, Producer - you have to get all these people working together cooperatively and learn how to balance the variable rate of output from contributors so that when one person slacks off, it doesn't hold up the entire team. This takes some time to figure out sometimes. But you need someone who is dedicated to figuring it out. That person might fill in gaps in the lines sometimes, as their abilities allow. Producer might draw a quick sketch for the artists to build a model out of, might model a quick prop, or something small. Might fill in some special quest text that needs to be done and no one has picked up as an assignment yet. But the producer/project leader rarely has time to really get involved in a detailed animation sequence, or a multipart storyline. Too many other obligations pull at their time.
OK I just realised that I've written more text here than the originator of this thread. (Is that like the sin of wearing a prettier dress than the bride?) So I will stop now. I've probably stepped over the line into "wasting time" now and should really get back to work. But this topic has personal passion for me. Because I am in the midst of the journey. I haven't fully arrived yet, but I'm definitely out of the starting box! I hope it is of some help to someone who comes after me and is seeking encouragement.
Blessings to you,
-Sparkling
http://www.visionsgame.com

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