Académique Documents
Professionnel Documents
Culture Documents
1
Game Production
and Management
Concept Phase
GDD
Team selection
Internal staffing plan
Existing employees (same roles)
Promotions, transfers (new roles)
Hire new employees
3
External Development
Developer’s obligations
Publisher’s obligations
IP ownership
Warranties
Termination
Milestones
5
Milestones
7
Scheduling
10
Budgeting
Personnel costs
Salary x time x involvement %
Developer/Contractor payments
Equipment & software
Supplies
Travel & meals
Shipments 11
Profit & Loss Analysis (P&L)
Costs
Production budget
Cost of goods (COGs)
Marketing
Licensor royalties
Developer royalties
Revenues
Projected Sales
Wholesale price
Ancillary sales (OEM, strategy guides)
12
Kickoff Green Light
Sound list
Music specification
Story text
Voice-over script
Creation of sounds
Creation or licensing of music
Recording of voice-overs 16
1st Playable – Proof of Concept
Pre-production
Production
Early production
Mid-production
Alpha
Late production
Beta
Post-production
18
The Multitasking Producer
Time management
Managing mid-production
Expecting the unexpected
Red flags in mid-production
Design by committee = consensus?
Late production
19
Working with Marketing
20
Post-Production
Personnel transfers
Localizations
ESRB rating
Box & docs
Strategy guide
21
Quality Assurance
Test plan
The QA database
QA – the view from inside
The QA-producer relationship
22
End of the Line
Operations
OEM & bundled versions
Post mortem
23