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  • Smash_Bro - August 15, 2013 7:26 p.m.

    I find the comment about game producers to be rather interesting and, yet, contradictory. I've heard, from a few professionals in the industry, that you need to be really good at one specific aspect of game design to really get noticed and go far (in terms of getting a job). They've said that advanced knowledge of one area is generally better than knowing a bit of everything. And yet, this type of producer is "a jack of all trades, master of none kind of job?" Interesting. See, one of the countless reasons I love GR is because they give us helpful articles like this.
  • Gerard_Cueto - August 16, 2013 8:14 a.m.

    Hey there! As a programmer or an artist or a game designer, you can specialize in a specific skill (level design, UI programming, background art). As a producer, you'll be forced to look at all aspects of development (seeing as you'll be one of the people in charge of a game's overall quality). Some programmers or artist or designers move onto becoming producers and as I mentioned in the article, they may be experts in their field of specialization but they'll also need to have knowledge in departments outside of their expertise.
  • ObliqueZombie - August 14, 2013 12:17 a.m.

    Producer sounds like "my kind of thing." I'm not saying it'll be bright rainbows and fun times everyday, but for all my life I've been okay to good at things and have never truly exceled at anything. Not for lack of trying, but my inate interest in a lot of things kind of makes it hard to focus. God I sound conceited... Anyway, what exactly does a producer do during the development? How "high up" is he, what is his or her's say in the game?
  • Gerard_Cueto - August 14, 2013 9:45 a.m.

    Ultimately, a producer is a manager/project manager. The producer handles planning/scheduling for a game project, team meetings, coordination with internal and external stakeholders (different departments, publisher, outsourcing, etc.) and has a say in both creative (design, art) and technical aspects (tools to be used) especially with regard to how they affect the project schedule.
  • ObliqueZombie - August 14, 2013 11:36 a.m.

    That was incredibly helpful information, thank you kindly!
  • khairul - August 13, 2013 8:04 p.m.

    Wanted to add on the 'good luck shacking up with a AAA developer in Malaysia'. There is one company that is not on gamedevmap but has dealt with AAA games through outsourcing; Streamline Studios. The latest being Bioshock Infinite.
  • Sy87 - August 13, 2013 11:58 a.m.

    Yep all true. Never thought of making it a profession but I thought about making a ryona game. May take a look into Unity however a dev that I been following has been dealing with lots of random problems. Nice article just reinforces previous thoughts but I am only thinking about it hobby wise, not profession my praise to the devs that make a living off of this and dealing with other aspects of the industry.

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