Video game producer

From MyLzH Speedruns
Jump to navigation Jump to search

A video game producer is the person in charge of overseeing development of a video game.

The earliest documented use of the term producer in games was by Trip Hawkins, who established the position when he founded Electronic Arts in 1982. His vision—influenced by his relationship with Jerry Moss—was that producers would manage artists and repertoire in the same way as in the music business, and Hawkins brought in record producers from A&M Records to help train those first producers.

Although the term is an industry standard today, it was dismissed as "imitation Hollywood" by many game executives and press members at the time. Over its entire history, the role of the video game producer has been defined in a wide range of ways by different companies and different teams, and there are a variety of positions within the industry referred to as producer.

There are relatively few superstars of game production that parallel those in film, in part because top producers are usually employed by publishers who choose to play down publicizing their contributions. Unlike many of their counterparts in film or music, these producers do not run their own independent companies.

Types of producers

Most video and computer games are developed by third-party developers. In these cases, there may be external and internal producers. External producers may act as "executive producers" and are employed by the game's publisher. Internal producers work for the developer itself and have more of a hands-on role. Some game developers may have no internal producers, however, and may rely solely on the publisher's producer.

For an internal producer, associate producers tend to specialize in an area of expertise depending on the team they are producing for and what skills they have a background in. These specializations include but are not limited to: programming, design, art, sound, and quality assurance. A normal producer is usually the project manager and is in charge of delivering the product to the publisher on time and on budget. An executive producer will be managing all of the products in the company and making sure that the games are on track to meet their goals and stay within the company's goals and direction.

For an external producer, their job responsibilities may focus mainly on overseeing several projects being worked on by a number of developers. While keeping updated on the progress of the games being developed externally, they inform the upper management of the publisher of the status of the pending projects and any problems they may be experiencing. If a publisher's producer is overseeing a game being developed internally, their role is more akin to that of an internal producer and will generally only work on one game or a few small games.

As games have grown larger and more expensive, line producers have become part of some teams. Based on filmmaking traditions, line producers focus on project scheduling and costing to ensure titles are completed on time and on budget.

Responsibilities

An internal producer is heavily involved in the development of, usually, a single game. Responsibilities for this position vary from company to company, but in general, the person in this position has the following duties:

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

For small games, the producer may interact directly with the programming and creative staff. For larger games, the producer will seek the assistance of the lead programmer, art lead, game designer and testing lead. While it is customary for the producer to meet with the entire development staff from time to time, for larger games, they will only meet with the leads on a regular basis to keep updated on the development status.

For most games, the producer does not have a large role but does have some influence on the development of the game design. While not a game designer, the producer has to weave the wishes of the publisher or upper management into the design. They usually seek the assistance of the game designer in this effort. So the final game design is a result the effort of the designer and some influence of the producer.

In general, the producer is not the "boss" of the people on the game development team, but the "boss" of the game. So while a programmer may answer to a programming director, where matters of the game are involved, they answer to the producer. Producers may issue reprimands or issue accolades, but usually the fate of the developer's employment is not in the hands of the producer. So while they may suggest termination or promotions of certain employees, the producer normally cannot fire or promote team members single-handedly.

Compensation

In general, video game producers earn the third most out of game development positions, behind business (marketing/management) and programmers. According to an annual survey of salaries in the industry, producers earn an average of USD$75,000 annually. Associate producers with less than three years experience earn $43,800 while those with between three to six years of experience earn an average of $55,700 annually. Executive producers with over six years experience earn an average of $103,000 annually.[1]

See also

References

  1. This is the {{basepage subpage}} meta-template. This template helps other templates detect if they are on a basepage, subpage or subsubpage. However, a subpage can be detected without using another template, by instead using a single #ifeq with parser function #titleparts (see below: Alternatives for simpler text).

    Usage

    This template takes one or more parameters, like this:

    {{basepage subpage
    | Basepage text
    | Subpage text
    }}
    

    If the template is on the page "User:Example", it shall return this:

    Basepage text

    If the template is on "User:Example/test" or "User:Example/test/test" or any page lower than that, it will return this:

    Subpage text

    This template can also detect "subsubpages", like this:

    {{basepage subpage
    | Basepage text
    | Subpage text
    | Subsubpage text
    }}
    

    If the template is on "User:Example/test/test" or any page lower than that, it will return this:

    Subsubpage text

    By using an empty parameter you can make it so the template doesn't render anything for some specific page type. Like this:

    {{basepage subpage
    | Basepage text
    | Subpage text
    | 
    }}
    

    The code above will render nothing when on "User:Example/test/test" or lower, but will return this when on "User:Example/test":

    Subpage text

    The "page" parameter

    For testing and demonstration purposes this template can take a parameter named page. Like this:

    {{basepage subpage
    | Basepage text
    | Subpage text
    | page = User:Example/test
    }}
    

    No matter on what kind of page the code above is used it will return this:

    Subpage text

    The page parameter makes this template behave exactly as if on that page. Thus, if a subsubpagename like "User:Example/test/test" is fed, then it returns the subsubpage text if there is one, otherwise it returns the subpage text.

    The pagename doesn't have to be an existing page.

    If the parameter is empty or undefined, the name of the current page determines the result.

    You can make it so your template also understands the page parameter. That means you can demonstrate the different appearances of your template in the documentation for your template. Then do like this:

    {{basepage subpage
    | Basepage text
    | Subpage text
    | page = {{{page|}}}
    }}
    

    Technical details

    Templates have a problem to handle parameter data that contains equal signs "=". But that is easily solved by using numbered parameters. Like this:

    {{basepage subpage
    | 1 = Basepage text
    | 2 = Subpage text
    | 3 = Subsubpage text
    | page = {{{page|}}}
    }}
    

    This template detects subpages even when used in namespaces that doesn't have the MediaWiki subpage feature enabled. Thus this template works the same in all namespaces.

External links