Harvard Bonin, MBA, PMP
I'm very fortunate to have learned from many talented colleagues. For me, they are my family and mentors. I'm here to share my professional, sometimes misguided and hopefully helpful stories. My articles are designed to provoke thought and debate. I'm an experienced producer with over twentyish published titles in my portfolio. My past studios include Sony Computer Entertainment America, Electronic Arts, Westwood Studios Pacific and Virgin Interactive. I'm proud to have been a part of some great teams that created Command & Conquer, God of War: Ascension, Warhawk, Starhawk and The Lord of the Rings: The Battle for Middle-earth.
Personally, I believe that the producer's role is to do anything possible to unlock the creative talents of the team. Historically the production discipline has been vague and hard to pin down. I'm committed to mentoring and helping other young producers learn more about their craft and the tools available to them often used outside video game development.
Feel free to contact me through Linked In. I'm at www.linkedin.com/in/harvardbonin
I will continue to update my articles. I learn everyday and my posts will become outdated. They will change.
In our industry it seems lay offs happen every few days. I thought I was safe but I was wrong. I was laid off in 2014. Here is how I got my "ness" back.
So far this is my most personal blog and I hope it helps other game devs in similar circumstance
While our industry has embraced Scrum and its used across our business many other project management methods go unnoticed. In this article I'll outline the principles of Lean Six Sigma and apply them to game development.
I believe that there’s an idyllic road map for all game development. It can apply to all manner of projects. I call it the “Bigfoot Model of Phased Development. It's also mythical.
Demos are a reality in video game development. They are also responsible for crunching teams, missing targets and all around poor morale. So why do I think properly managed demos are positive for game development? Read on and please share your comments
There are plenty of methodologies producers and project managers can utilize in game making. One very popular method is Scrum. So why does it drive so many game makers crazy? Is it the method or the implementation?
Video game production has been an undefined and a misunderstood craft within our business. How can we, as producers, strive to improve our craft? This article discusses ideas on this topic.
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