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The video game producer is the person responsible for overseeing the development of video games.


Video Video game producer



History

The earliest documented use of the in-game producer term is by Trip Hawkins, who established a position when he founded Electronic Arts in 1982. Hawkins said in 1983:

Producers basically manage relationships with artists. They find talent, complete product deals, sign contracts, manage them, and bring them to conclusions. The producers do most things done by a product manager. They do not do marketing, which in some cases product managers do. They do not make decisions about the packaging and selling of goods, but they are involved... they are like a book editor, a bit like a movie producer, and many like product managers.

The 1982 Sierra On-Line computer game Time Zone may be the first on the credit list for "Producer" and "Executive Producer". By the end of 1983, Electronic Arts had five producers: A product marketer and two others from the former Apple Hawkins company ("good at working with engineering people"), a former IBM salesman and executive recruit, and a product marketer from Automated Simulations; it popularizes the use of titles in industry. Hawkins's vision - influenced by his relationship with Jerry Moss - is that the manufacturer will manage the artist and repertoire in the same way as in the music business, and Hawkins brings record producers from A & M Records to help train the first producers. Activision made Brad Fregger their first producer in April 1983.

Although this term is the current industry standard, the term is considered a "Hollywood clone" by many game executives and members of the press at the time. Throughout its history, the role of the video game producer has been defined in various ways by different companies and teams, and there are various positions in the industry called producers .

There are relatively few game production superstars that parallel the movie, in part because top producers are typically employed by publishers who choose to downplay the publication of their contributions. Unlike many of their colleagues in movies or music, these manufacturers do not run their own independent companies.

Maps Video game producer



Manufacturers type

Most video games and computers are developed by third-party developers. In this case, there may be external and internal manufacturers. External producers can act as "executive producers" and are employed by game publishers. The internal producers work for the developer itself and have more direct roles. Some game developers may not have an internal producer, however, and may rely only on publisher producers.

For internal producers, partner manufacturers tend to specialize in areas of expertise depending on the team they produce and what skills they have in the background. This specialization includes but is not limited to: programming, design, art, sound, and insurance quality. Normal manufacturers are usually project managers and are responsible for delivering products to publishers on time and within budget. The executive producer will manage all the products in the company and ensure that they are on the right track to achieve their goals and stay within the company's goals and direction.

For external manufacturers, their job responsibilities can focus primarily on overseeing multiple projects undertaken by a number of developers. While continuing to update externally developed gaming developments, they inform management of pending project status publishers and any issues they may encounter. If publisher producers oversee games that are being developed internally, their role is more similar to that of an internal producer and will generally only work on one game or a few small games.

As the game has grown bigger and more expensive, line manufacturers have become part of several teams. Based on the tradition of filmmaking, line manufacturers focus on project scheduling and costing to ensure titles are completed on time and within budget.

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Responsibility

The internal producers are heavily involved in the development of, usually, a single game. The responsibilities for this position vary from company to company, but in general, people in this position have the following tasks:

  • Negotiate contracts, including licensing agreements
  • Act as a liaison between development staff and top stakeholders (publisher or executive staff)
  • Develop and maintain schedules and budgets
  • Creative watch (art and design) and technical development (game programming) of the game
  • Make sure delivery is on time (like achievement)
  • Schedule timely (test) quality assurance
  • Set up for beta and focus group testing, if applicable
  • Organize for localization
  • Change game idea to publisher

In short, the internal manufacturers are ultimately responsible for the timely delivery and final quality of the game.

For small games, producers can interact directly with programming and creative staff. For larger games, producers will seek help from major programmers, art leaders, game designers, and test leaders. While it is common for producers to meet with all development staff over time, for larger games, they will only meet with prospects on a regular basis to keep upgrading their development status. In smaller studios, producers can fill in the gaps in the production team by doing odd jobs writing game manuals or producing game assets.

For most games, the producer has no major role but has an influence on the development of video game design. Although not a game designer, the producer must weave the publisher's wish or upper-level management into the design. They usually seek help from the game designers in this effort. So the final game design is the result of the designer's effort and some of the producer's influence.

Generally, producers are not the "bosses" of the people on the game development team, but the "boss" of the games. So while a programmer can answer to the programming director, where the important things of the game are involved, they answer to the producer. Manufacturers can issue a warning or issue an award, but usually the fate of the developer's work is not in the hands of the producer. So while they may suggest termination or promotion of certain employees, producers usually can not fire or promote team members alone.

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Compensation

In general, video game manufacturers get the third largest game development position, behind the business (marketing/management) and programmers. According to the industry's annual salary survey, producers earn an average of USD $ 75,000 per year. Video game producers with less than 3 years of experience produce, on average, about $ 55,000 per year. Video game producers with more than 6 years of experience, on average, earn more than $ 125,000 per year. The salary of a video game producer will vary depending on the region and the studio.

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Education

Most video game manufacturers complete undergraduate degrees in game design, computer science, digital media, or business. The popular computer programming languages ​​for video game development include C, C, Assembly and Java. Some common courses are communication, math, accounting, art, digital modeling and animation.

Employers typically need three years of experience, because manufacturers have to go through the development cycle several times to really understand how unpredictable the business is. The most common way to become a video game producer begins by first working as a game tester, then going up the ladder of quality assurance, and then finally to production. This is easier to do if someone lives in the same studio, reaping the benefits of building relationships with the production department.

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See also

  • List of game video producers

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References


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External links

  • Producer in Eurocom
  • Justyn McLean - Game Boy at Mirror

Source of the article : Wikipedia

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