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M3Gamer

Member Since 10 Sep 2012
Offline Last Active Oct 13 2012 09:19 AM

#4984836 Want to become a game producer?

Posted by M3Gamer on 28 September 2012 - 01:44 PM

Hi everyone i hope you enjoy reading!

The game industry requires innovations, as publishers cannot profit from constant release of repetitive sequels and imitations. Every year new independent development companies open and some manage to develop hit titles. Similarly, many developers close down because they cannot find a publishing contract or their production is not profitable. It is difficult to start a new company due to high initial investment required.




What is a producer?

Technically speaking a producer is a person, company or country that produces supplies/grows goods etc.
In this case we're talking about a video game producer which means that the definiton of the title 'producer' would shift slightly. Simply put: a video game producer is a person in charge of overseeing development of a video game. Now, this can fall into a few categories such as executive producer for example.
“The producer’s job,” explains Universal Interactive Executive Producer Pete Wanat, “is to shepherd a product from the conceptual stage until the game code ships to the manufacturer (or is uploaded digitally).


How do I become a producer?

There are many ways in order for someone to become a game producer, first of all you need to take steps to achieve this goal, by this i mean that not everyone becomes a game produces even with decent qualifications due to the fact that they need to have experience in this subject matter(production-related experience) combined with a high-level of understanding of how video game development works.
This is why people start off as a former programmer/artist for example, then you wait for promotion and learn from your former leaders/bosses or the department your working in.
So you could probably start off looking for some video gaming courses/schools, or if you have prior experience you can search for jobs.


What's the best project management software?
There are a variety of softwares that fit into this category which is mainly/usually decided by the company you are working for.
Recommended: http://www.gtdagenda.com/
http://www.rationalplan.com/

On top of this you'll find many more,also to add to this you can find professional softwares that will satisfy your needs greatly for reasonable prices if you do some research.
What's the best production method for my project?
if you have money you can buy this software: http://www.preactor.com/Landing-Pages/Production-Planning.aspx?lang=en-GB&gclid=CPaHutm_wrICFcENfAody3AAmg
If not then you'll have to do it the usual way :) The one that i have experience with is the software develpment life-cycle/process. This process expands and opens up lots of doors,the one that i approve of is the Waterfall Model which im familiar with since this was the model Java developers have used. I cannot go deep into how this model works since that would fit much better in another article dealing primarily with software development models.


More info on software development processes:
To name a few:
1. the waterfall model
2. Rapid prototyping methodology

3. The Spiral model( which combines some key aspects of the waterfall model and rapid prototyping methodologies.)


How do I find developers?
developers? programmers? easy!(this is the case if you have enough money to pay them) You have to pay them unless they're voluntary workers which i will doubt, if that's not the case on this website there are 25 places where you can find a freelance worker for hire. It is, as you might have noticed, very easy to find a developer but the only problem might be money.
Link: http://pragmaticoutsourcing.com/resources/25-best-places-to-find-a-freelancer/

You can also find many more websites by googling it.

Got the job, now what?
Now you need to sit back carefully and think.:)
In general you'll have the following responsibilities 8 responsibilities since they might vary according to the company you are working for:
1. Negotiating contracts, including licensing deals.
2. Acting as a liaison between the development staff and the upper stockholders (publisher or executive staff)
3. Developing and maintaining schedules and budgets.
4. Overseeing creative (art and design) and technical development (game programming) of the game.
5.Ensuring timely delivery of deliverables (such as Milestones)
6.Scheduling timely quality assurance (testing)
7.Arranging for beta testing and focus groups, if applicable.
8.Arranging for localization.

How do I estimate time?
You might think: why do i need this? Think about it, imagine it took Fifa13 2 and a half years to come out! That would be a disaster, thats why you need estimate time carefully and this also reflects whether your project has succeeded or not depending on whether it was delivered on time and on budget
Key things to keep in mind when estimating times are:
1. understand what needs to be done, analyse the project.
2. identify the order of activities(order in which they need to happen), not how long they are going to take.
3. make estimates:
-time needed to complete a 'single' task.
-List assumptions, exclusions and relevant info.
+ Method for estimating: i wont go into all the methods but rather just explain one of them: Bottom-up estimating
- estimates the project as a whole
- break larger tasks into smaller ones(then estimate time that is going to be needed to complete each individual task)
- add up total amount of time.

This would make much more sense if you understood the software development processes.

How do I estimate cost?
The constructive cost model (COCOMO) uses a basic regression formula with parameters that are derived from the project data and characteristics. (NOTE: this method is only used for demonstration purposes)
Basic COCOMO computes software development effort (and cost) as a function of program size(lines of source code).
The basic COCOMO equations take the form
Effort Applied (E) = ab(KLOC)bb [ man-months ]
Development Time (D) = cb(Effort Applied)db [months]
People required (P) = Effort Applied / Development Time [count]

where KLOC is the estimated number of delivered lines (expressed in thousands ) of code for project.

Oh crap, the project is in trouble!
How do I move up the ranks?

Quit the project
Blame the team members and strategy
is that what you thought? even though thats not what you might think this is very common.

1. Review the project plan
2. Devise recovery plan





IF anyone wants an article dealing with software development processes let me know

thanks for reading!


#4980385 C++ Alternative to Unity?

Posted by M3Gamer on 15 September 2012 - 08:32 AM

try learning c# in unity game perspective: full series excellently made. here: http://www.gamertogamedeveloper.com/ dont worry its not one of those tutorials who just skip half of the stuff, he does it properly and shows you how to use it in the game, my best recommendation.

or just use Ogre3D: free and uses cpp thats all i know.


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