A friendly reminder that I have a Telegram channel now. It's almost the same as the blog with some addition of random materials that are too small for the blog but just right for a short channel message. I also do it in two languages.
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"But what exactly are you doing?" - a question I get a lot from all kinds of people, from grandmothers to industry peers. I started my journey in the video game industry with a small company, where, as in most small companies, managers have to wear different hats. I've been a lawyer/legal consultant, business development manager, project manager, product manager, wrote dialogues and texts for tutorials, did game and UX design to some extent, and even created sounds for our games.
After several years of building expertise and a portfolio, and taking a variety of courses and classes, I became what's known as a "T-shaped person" - someone with broad horizontal expertise in several areas and deep understanding in one particular role. For me, that role was about management, helping teams achieve results.
If you take a look at job descriptions on LinkedIn, you'll see that for some studios "producer" means "project manager", for some it means "product manager", for some "game designer", for some "scrum master", for some "budgeting" and for some "that guy who sits in a trailer and complains about everything being slow". In this article, I want to answer some most frequently asked questions about producer's job from my point of view.
Q: What does a producer do?
A: It depends on the company. There are many options, but it all boils down to supporting the teams in delivering the product on time and within budget, without losing their minds along the way. A game producer is responsible for overseeing the development of the game from start to finish, and even afterward if we're talking about games as a service (GaaS). This involves coordinating with different teams, setting timelines, and ensuring that everything is on track. A producer might also find themselves rolling up their sleeves and doing field work whenever needed, whether that be some data digging or actual work with the engine. The role requires a blend of strategic oversight and hands-on problem-solving. One day you might be setting up long-term goals and the next, diving deep into technical issues that block your team's progress.
Q: What is the difference between a project manager and a producer?
A: While there are similarities between the roles, the key difference lies in their core responsibilities and focus areas. Project managers typically focus on the process—ensuring projects are delivered on time, within scope and budget. While producers are also concerned with these aspects, they are deeply integrated into the creative and operational processes. They not only manage schedules but also actively shape the product's vision, ensuring alignment across diverse teams such as design, development, and marketing. Producer often acts as a bridge between the technical and creative aspects of game development.
Q: Why do you like being a producer?
A: There are several reasons. I enjoy helping people focus on what they love doing by taking planning and management tasks off their plates, which positively affects team spirit and focus. I appreciate bringing my own touch to the team, like inventing an incredible machine on paper and then watching it come to life. Since my court days, I like working with people and solving communication issues as if they were puzzles. I love that my role is constantly evolving, pushing the boundaries of my comfort zone and helping me grow both professionally and personally. Being close to the center of decisions allows me to influence the product directly and contribute to the company's success.
Q: What skills are required for game producers?
A: Effective communication, leadership, problem-solving, time management, adaptability, attention to detail, a solid understanding of game design and marketing, resource management - all these things are crucial. It’s also nice to have some hard skills like programming or 3D modeling, at least at a basic level, so you can speak the same language with your team.
Q: What measures your success as a producer?
A: Success is measured by the timely and budget-conscious delivery of the product, the well-being of the team, the completion of sprints, and the ability to address critical problems in a timely manner. A producer's success is intertwined with the team's success as it's about ensuring both product quality and team health. If you want to establish clear KPIs, those can be: On-Time Delivery Rate, Budget Adherence, Sprint Burndown, Velocity Tracking, Bug/Defect Rate Post-Release, User Satisfaction Score, Employee Satisfaction and turnover, Stakeholder Satisfaction, Risk Mitigation Success Rate. In my team we also use MEH to measure and reduce the routine manual labor in our flows.
Q: What is the worst trait a producer can have?
A: Effective production does not go well with inflated ego. Expecting constant pat on the back or believing that your opinion is the only one that matters can lead to toxic and ineffective management. Producers must serve and protect, not divide and conquer. Additionally, a lack of flexibility and an inability to think outside of the box are also not great traits. Producers often need to be self-organized and creatively overcome obstacles. In most cases, no one will tell you how to do your job, you'll just have some long-term goals to achieve and it's up to you to figure out how to do that.
Q: Does your education matter?
A: Not much, especially if this isn't your first job. Most of what you need can be learned from books, webinars, and short-term courses/classes. Then, it's all about practice, practice, practice... Remember, learning without application won't stick.
Q: What is the salary range for this role?
A: It depends on the company, region, industry, your experience and track record... Let's say roughly, on average, it's from $38,000 to $96,000 per year.
Q: Is it hard to be a producer?
A: Yes, it's a lot of stress. You're often in a rush, need to act fast while keeping calm so the team is confident that you know how to solve the crisis. It involves making mistakes that you must reasonably and often publicly admit. It involves late hours as you're often the one who "switches off the light at the end of the day", as my colleague Preben says. When the team achieves something, it’s a shared victory, but when there’s a failure, it’s first of all your responsibility and a lesson to learn.
Q: What part of your job is the most challenging?
A: Balancing the creative aspirations of the team with the practical limitations of timelines and budgets. Additionally, managing a large, diverse team can be emotionally demanding as you navigate different personalities and make sure that everyone is motivated and productive.
Q: Can you describe a typical working day?
A: No two days are the same, but a typical day might involve starting with a stand-up meeting to catch up on the team's progress and address any immediate concerns. Most of my day is about communication: meetings, interviews, messages, e-mails, etc. A big part of it is also solving unexpected issues, planning future phases of the project, working with the backlog, releasing new versions to stores, looking for tools that can speed up our process and implementing them.
Q: What tools and technologies are essential for a game producer?
A: Project management and task tracking software (Jira, monday.com, Asana, Clickup), communication tools (Slack, Microsoft Teams), documentation databases (Confluence, Notion), real-time collaborative tools (Google Workspace, Miro, Zoom to some extent).
Q: What advice would you give to someone aspiring to become a game producer?
A: For those looking to break into game production, I recommend starting by gaining a broad understanding of game development through courses or self-study. Getting hands-on experience, even in smaller or independent projects, is priceless. Networking with industry professionals and possibly finding a mentor or a coach can provide many insights and open doors.