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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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JustEnki

Being a Producer

2 posts in this topic

For a long time, working on games has been a hobby of mine. I've always enjoyed the games, and the community that comes out of playing them. When I was in my senior year of high school, a group of my friends and I developed a fun, quirky idea for a multiplayer FPS Source mod based upon pulp science fiction of the 1930s, 40s and 50s. When I came onto the project, I had no skills other than a youthful enthusiasm to creatively add to one of my cherished communities. My friend Eric came up with the Game Design Doc, so he became the designer. Alan spent all day with the computer and had some cursory programing knowledge. Spenser had 3 months in the industry as an low level environment artist. And I had no skills, so I became the producer. Unfortunately, being a group of high school aged kids, we loved talking more than producing and 6 months later we all called it quits. Two years past, I studied economics and finance in college and I still played with the idea of going into the industry. Spenser had stayed and was interested in starting an independent company eventually. He called me because he knew that I was a business major and we both knew that we balanced each other out. We agreed to work together to see if we could make it as independents. We started where we left off, changing the structure to more management roles as we tried to build connections and networks to create the game. It worked out better, we had a some concept work done and we flushed out a lot of game direction, but we didn't end up with a game. One of the environment modelers we connected with, Jono Forbes, invited me to participate as a producer on his game. Needlemouse: The Emerald Hills has gone splendidly and we are roughly two weeks from our first beta release. Needlemouse is a reexamination of Sonic the Hedgehog through a Dali/Dr. Seuss artistic direction. We've had several ups and downs and we've pushed the release back several times, mainly because we think we can accomplish a lot more than we actually can in the allotted time. Call it youthful ambition. I took my senior year of college off, I currently work for City Year, a national non profit thats under the umbrella of Americorps. I've always felt a need to serve my country, and in my position, I'm gaining valuable management experience. This year has allowed me to refocus and work on achieving entrance into the industry (aka a paying job). I plan on finishing my last year of college and then applying for work. I also hope to snag an internship next summer. If you've read all this, thank you. I know I've rambled on, but its given me some sense of significance into the work I have done. I originally wrote this to ask a few questions: "How do I become a producer?" -I know that many become producers by going through QA, I'd really prefer to not go that route, I have a two solid years of management experience, a college degree and hopefully two finished independent games. I'm not saying I want to be an exec producer on a triple A title, but I'd like to actually be working as a producer. "What skills should I have as a producer?" -Obviously time and people management is useful, what should I learn as far as programming, art, design and other production skills and how in depth should I go? I know learning more is always better, but its a trade off between learning something excellently or learning something else functionally. "Is there a website dedicated to producers?" -There seems to be several forums dedicated to different technical aspects of the development community, and although being a producer is mainly about soft skills, I'd still like to have that support. "What should I expect as far as the corporate ladder is concerned?" -Ultimately, I want to build enough capital to be a venture capitalist/angel investor and a business consultant for start up development studios. Its always been my dream to help others reach theirs. I have more questions, but its 4 am and I need a nap. Thank you again for reading and participating in this thread. Justin Elder
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Hi Justin,
I didn't read the first part of your post. I just skimmed quickly down to the questions:

>"How do I become a producer?"
>-I know that many become producers by going through QA, I'd really prefer to not go that route

OK, you need a breaking in plan. What non-QA job can you use as your way of getting your foot in the door? Read these:
http://www.sloperama.com/advice/lesson7.htm
http://www.sloperama.com/advice/lesson41.htm
http://www.sloperama.com/advice/lesson10.htm
http://www.sloperama.com/advice/lesson27.htm

And you need to live in a city where there are numerous game companies nearby. With your background being outside the game industry, you might be able to wangle your way in on a production track somehow, but not long-distance.

>"What skills should I have as a producer?"
>-Obviously time and people management is useful, what should I learn as far as programming, art, design and other production skills and how in depth should I go?

What you mainly need is game industry experience, extensive game knowledge, a willingness to do whatever it takes to get a game done, and a thick skin. Read FAQ 42:
http://www.sloperama.com/advice/lesson42.htm

>"Is there a website dedicated to producers?"

Yes. http://www.igda.org/leadership/
Get on the mailing list.

>"What should I expect as far as the corporate ladder is concerned?"
>-Ultimately, I want to build enough capital to be a venture capitalist/angel investor and a business consultant for start up development studios. Its always been my dream to help others reach theirs.

That's two different things you're talking about. The "corporate ladder" is one thing -- starting up your own company is another. You might want to read the chapter on Production in the book "Introduction to Game Development," and read the book "The Game Production Handbook."

As for startups, read http://www.sloperama.com/advice/lesson29.htm
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Quote:
Original post by Tom Sloper
>"Is there a website dedicated to producers?"

Yes. http://www.igda.org/leadership/

And there's also http://www.igda.org/forums/sigs/production-management (takes a VERY long time to load -- allow two minutes. Yes, I said two minutes, not two seconds).
And there's also http://www.gamedev.net/community/forums/forum.asp?forum_id=5 here on this site.
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