From Business and Budgets to Creativity and Design
Master the secrets behind video game production - from concept to completion - with these comprehensive tips and tricks from two accomplished, working game producers. Discover how to lead a team, communicate effectively, budget, schedule, staff, and design quality next-generation games. Producing Games walks you through every stage of the production process with a focus on the part the producer plays at each phase.
D.S has worked with some of the industry giants in everything from production and design, to marketing and PR, and he has been credited in more than 50 games. He runs the Classic Video Game section of About.com.
Sergio A. Bustamante II is currently producing, developing, and designing games for Brash Entertainment. Brash is a new publisher focused in on developing great games based on film IP. Currently, he is working on three unannounced titles, with some AAA developers, that will hit the store shelves in 2009 - 2010. Prior to Brash Entertainment, he was at EA-Tiburon for two years working on Superman Returns and working in their external developers group. Before that, he was at Treyarch for almost 5 years as an Audio Director and Producer involved in hit titles like Spider-Man: The Movie Game, Spider-Man 2, NHL 2K2, NHL 2K3, and Draconus: Cult of the Wyrm. Sergio is a veteran of the industry and has been involved in it for 14 years.
"This book is a must-have in any game producer's library. Its in-depth coverage of game producing is invaluable insight for anyone entering the profession--and for those game producers already in the industry, it's a great reminder of how to take a game to the next level." --Kevin A. Brown, Art Development manager, Sony Computer Entertainment of America
"Whether you are a current or aspiring video game Producer or simply a student of the games industry, Producing Games is for you. Full of valuable information and advice from experienced industry insiders, this book is definitely worth your time."--Troy Dunniway, President & CCO, Dunniway Design
Producing Overview; Producing Roles; History of Game Development; The Development Team; Publisher Responsibilities During a Project; An Introduction to Scheduling; Development Plan Management (Scheduling to Production); Milestones; Being an Organized Producer; Internal Management; Team Management; Risk Avoidance; Pre-Production Phase Overview; The Creative; The Game Prototype; Risk Management; Production Phase Overview; Hitting Your Milestones; What Publishers Need; Localization; Problems and Solutions; Critical Stage Analysis; Preparing for first party submissions; End of Production Phase Overview; Quality Assurance/Testing; Wrapping Things Up; Archiving