
Different studios will have different approaches to production
It can be very independent role or just tasks executor
Producer is a manager: she manages process, timelines and teams
Focal point of game production
Most Important difference between Project Manager and Producer: keep game vision together across disciplines and makes sure that games looks and plays in coherent, unified way in acceptable time and budget. Project manager ensures that project is going according to plan, on time and on budget.
Producer should have in-depth knowledge of the games business, the genre at hand, and games in general. Producer should also have a high level knowledge of each discipline in the team. While Producer doesn't need to know how to code or do art, she needs to understand how art and coding work on a high level.
EP stands for Executive Producer.
Associate Producer/Junior Producer = entry production point, assists Producer and backs up
Producer = team lead and project lead; responsible for shipping on time
Live Producer = responsible for maintenance of the live game
Custom Producer = in charge for specific, custom game SDK (for example, Chinese market game or minor technical platform)
Senior Producer = experienced producer often with product owner/EP responsibilities
Executive Producer = In charge for overall game execution as well as product management and business side
Production Lead = often equals Senior Producer with some EP responsibilities or another name for Head of Production
Head of Production = oversees overall production in the studio; initiate processes, represents production as a discipline, creates and maintains relationships with key service providers, coaches and mentors, strategic planning for overall production
These titles can mean different things in different studios, so it's always important to get yourself familiar with the studio structure.
Minor technical platforms examples: smart TV, Samsung store.
EP examples = brings or decides about publisher on board, long term game planning, commercial opportunities outside of the studio (product placement, relationship with video ads providers etc.)
- Statistics show that only 1 in 5 games (that got some type of funding) ever gets finished
- The game is never perfect and an objective view is needed to push the game live in optimal time
- Ensures that the team works well together
- It saves money and time
- In small companies can even save the company (when artists and coders have different visions…)
- Decision on outsourcing, prioritizing tasks, etc.
- Can have a huge impact on quality and delivery