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If there were a Hitchhiker's Guide to game production, this would be it.
It's
not easy to describe the work of a producer. In practical terms, the
producer is the person ultimately responsible for the planning,
development, and delivery of a game. Involved in all aspects of
production, a producer holds the broadest possible view of a project,
and orchestrates its unfolding at the highest level.
Yet
producing is also much more than that. In many ways, producing is the
most complex and versatile job in the entertainment industry, and those
involved in production often claim that their jobs vary as much from
day to day much as they do from project to project.
So how does one approach a field this large, this complex, and this rewarding? There's no single answer, but the The Game Producer's Handbook is a good place to start.
The Game Producer's Handbook
is a comprehensive, pragmatic guide to the producer's role in game
development. Drawing on his own experience as producer of the Myst
franchise, Dan Irish presents a complete A-to-Z of game producing,
focusing on the processes and practices that make for a successful
producer and a smoothly-run production.
Welcome to the World of the Producer
The book opens with the legendary question: “What exactly does a producer do
?”
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The Game Producer's Handbook
Author:
Dan Irish
Publisher: Thomson Course Technology
ISBN:
1-59200-617-5
Published:
March 11, 2005
Pages: 352
Pros
- Outstanding all-around guide to the art and science of producing games.
- Comprehensive yet specific approach addresses all areas of game production.
- Author balances pragmatism and efficiency with passion and integrity.
Cons
- Focus is largely on producers, but the material is applicable at all levels of production.
- Book
is conceptually well-organized, but needs clearer visual organization –
e.g. clear indications of main sections and sub-sections.
- Readers might benefit from a bundled CD-ROM containing sample documents and other digital resources.
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A
producer and his or her team, says Irish, are responsible for ensuring
that a game is developed to spec, on schedule, under budget, and at an
acceptable level of quality. The producer is the central hub connecting
the development team, the publisher, and the production staff – and by
extension, any studio executives, contractors, marketing coordinators,
or other parties who might get involved along the way.
This
translates into a great many responsibilities over the course of a
production cycle. From developing design documents to planning tools
acquisitions, a producer must coordinate all major activities
associated with a project, and balance a wide palette of tasks that can
vary from the ordinary to the wholly unexpected.
Exploring
these various areas of responsibility, and detailing the best practices
for handling them, is the primary focus of this book.
The Biggest Job in the Industry
Using
specific examples and techniques, Irish addresses every major aspect of
production, supplementing the general discussion of each topic with
sample documents, checklists, and professional testimony. The result is
a comprehensive overview of all facets of a game producer's job.
Here is a general summary of the areas focused on in the book.
Best Practices. Generally
speaking, the author outlines many of his best practices for game
production – tips and tricks which help streamline a production and
bring about efficiency and success. Examples include weekly leads
meetings, conservative use of overtime, daily delta reporting, building
slack into the schedule, and using postmortems to continually improve
efficiency.
Design Documentation. Irish
places great emphasis on the importance of creating clear and
comprehensive design documents. Included are tips on creating a concise
executive summary, delivering a clear and passionate presentation to a
publisher, creating adequate technical documentation, and regularly
revisiting all design documents over a game's life cycle.
Scheduling. Scheduling
and resource allocation are in many ways the heart of a producer's job.
The author discusses at length the processes that go into creating
manageable schedules, setting realistic milestones, and tracking the
interaction between human resources, production assets, and deadlines.
Specific techniques for linking information via Microsoft Project and
Microsoft Excel are also included.
Budgeting. The
discussion on game development financials covers the management of
global and departmental budgets, the differences between fixed and
incidental costs, and the finer points of financial modeling, such as a
Profit and Loss statement. Irish also offers techniques for identifying
and managing calculated risk.
Legal. On
the legal side of production, the book offers a wealth of information
on working with contracts and outlines steps to ensure that all bases
are covered when entering into a legally binding agreement with a third
party. (A point-by-point explanation of a typical studio contract is
especially useful for anyone involved in contract negotiation.) The
author also offers pointers for working with contractors, attorneys,
and unionized employees, including both SAG and non-SAG actors.
Audio Production. Perhaps
one of the most important aspects of game development, the book
addresses the various areas of audio production in which a producer
might be involved. These include choosing music, interviewing and
hiring composers, managing sound effects assets, and wrangling
voiceover work, as well as licensing and/or developing a sound engine.
Tools. Since
a producer is ultimately responsible for the tools that his or her team
uses to make a game, the author includes an overview of some key
applications used by a typical development house. These include
programming tools such as OpenGL, CGI packages such as Maya, and
industry-specific tools such as Valve's “Source” engine. The book also
addresses the pros and cons of using a proprietary toolset.
QA. The
QA process, though often relegated to a secondary position in the
production pipeline, is emphasized as a critical component of the
development process. The author discusses the importance of
establishing an organized, methodical approach to QA, and encourages
fixing issues as they arise rather than at the end of production. Irish
also presents breakdowns of a typical QA hierarchy and of common QA
practices.
Marketing. Lastly,
Irish addresses the relationship between producer and marketing
department, and the importance of factoring marketing needs into the
budget and schedule. He discusses the merits of a strong demo, the
importance of good screen shots, and the wisdom of planning for
accessory products such as a soundtrack or a strategy guide.
The
author also addresses the degree to which producers must understand the
game industry per se in order to successfully manage a game's
development. This includes the specific technological and financial
constraints of today's market, as well as a discussion of the inherent
challenges of straddling the fence between production and design.
An Indispensable Handbook
It's
worth noting that this book has added relevance outside the game
industry, particularly in animation production and digital filmmaking.
Leveraging middleware or working with game testers are of course
industry-specific considerations, but the general nature of production
is the same throughout the entertainment industry, and the material in
this book has much to offer for production professionals in related
sectors.
Irish also recognizes that the manner
in which a producer approaches his or her work impacts the quality of a
production. At several points in the book, he examines the habits and
attitudes that allow a producer to be successful, and ties these back
to producing and production management.
If
there's one genuine critique of this book, it's that the author
over-emphasizes the degree to which his material applies to
“producers.” Irish does address the full scope of the production
hierarchy, from Executive and Associate Producers down to PAs and
Interns – but the general emphasis on the producer could lead less
experienced readers to miss out on material that is applicable at
levels of the command chain.
Yet
overall, what Irish delivers is a great guidebook for professional game
production, covering every major aspect of the field in enough detail
to be useful and accessible, while paying fair due to the habits and
behaviors that characterize a strong producer. Appropriate for
experienced professionals and up-and-comers alike, The Game Producer's Handbook
is an excellent text on the overall art and science of producing games,
and the book is highly recommended for anyone with an interest in this
topic.
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