Author Archives: locke

Producer, Project Manager and Product Manager

We have noticed, me and my wife, that in each company we’ve worked there are  different definitions for these words. Wikipedia has this on file:

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.

I guess it is ok, but the problem is that sometimes I have a really hard time understanding my qualification. I have been usually doing project management and my wife the same thing. It seems that most of the time, Producer, Project Manager and Product Manager seem to refer to the same activity, mind the “Hollywood” type of video games companies, where there is a different ladder, and probably more documented in terms of responsibilities.

Usually being a “Producer” for games means that you are an organizer. You are using tools like Microsoft Project or Basecamp or even Excel to brake the work on a project in tasks and then assign each of these tasks to specific teams or people. Then you have to talk with each team leader or even each person and create estimates using other type tools, mostly dependent on the methodology you are using (agile, waterfall etc.). In some cases, you also have a budget, which means that you need to fit the project inside a time frame and inside a budget. This shouldn’t be a problem if we would talk about building a house in a controlled environment. But working with creative people is a totally different story, because you also need to have another thing in mind – The Quality of the product, which is really beastly thing.

Most of the really creative people, in terms of programming or art want the quality to be the most important concern of the company and, of course, for the producer. But that is usually not entirely the case… It is proven that only some incredibly disciplined and rich companies like Valve or Blizzard  can deliver on quality, not minding the Time and the Budget too much. Which usually paid up later, of course. But for this, the company and the project manager need to have complete trust in the skills and motivation of the team which is really not a common company profile.

Going back to the “Producer” concept, we thought when we’ve entered in this industry that a Producer will pretty much handle the whole product aspects and will have most of the responsibility for the quality, budget and time frame  of the product. That is a lot of responsibility, but also gives the Producer the power to influence a product in a really decisive way. Which is true, if you work with an Activision producer for example. Interesting is that if you read a different Wikipedia definition, it seems that such a Producer is in fact a Product Manager. Which really gets me confused now.

product manager investigates, selects, and develops products for an organization, performing the activities of product management.

A product manager considers numerous factors such as intended demographic, the products offered by the competition, and how well the product fits with the company’s business model. Generally, a product manager manages one or more tangible products. However, the term may be used to describe a person who manages intangible products, such as music, information, and services.

So, the conclusion could be that a Producer is in fact a Project Manager probably dealing with a “true” budget, but without the responsibility of a Product Manager, which is in fact a… Executive Producer. Or it is just that all these are names for rather blurry activity.


Other work…

There is a reason for lack of posting here and that is this site – www.sebastianbularca.com. And of course, also the fact that we are working with Simbin for GTR 3 and other small projects.

Since I haven’t had much activity as game designer, except for a few personal drafts, I have nothing to write about for the moment. I could write something about being a producer, but since I am still in the initial part of the learning curve, I can’t say anything of value. I am sure in time I’ll be able to recount some of the new experiences I’ve had here.

I have also discovered in the meantime that I am not the best tester around. It seems that something about this particular job does not work with my current skill set. I am doing all I can to become better at it, since it is necessary, but I do not feel very confident that I will manage to evolve too much.

As for the rest, our Swedish experience is great and we just can’t get enough.


We are in Sweden!

This was one incredible month. We’ve lived in a traditional Swedish house, we have been spoiled by the people we are working with, we have been seeing such beautiful landscapes. And we also found a very beautiful apartment to live in. We have Internet now, we have great places to work, we are just happy.

And, you know all the good things you are reading on the Internet about Sweden? They are all truth. It is just incredible…

And when the things get rough, or problems from the past are hunting us, we just look outside on the window and remind to ourselves – “We are in Sweden!”. And then we realize that all we did in our lives was leading us to this incredible experience. This is how life should be. We regret nothing and we love you all.


Moving to Sweden, livin’ a dream

In a few weeks we will be moving to Sweden from Italy. It feels like running from a war we never knew it will come. Since our dream as developers always was to go in a Scandinavian country, from obvious reasons, you could say we are happy. Still, one eye laughs the other cries, because as much as we gain by moving, we are still loosing the battle with our… problem. The world is in trouble and we are on its long list of possible victims. The only hope lies in me being able to break into some industry in Sweden and get paid as soon as possible. Because else, things will get worse.

On a diffrent tone, we are going in the place where freedom speech, technology and awesome principles are creating one of the best games of this century. So hell yeah, this is exciting and we can hardly wait to get there. Because here was… somehow different than expected.

As for our project, it is momentary on hold. But hopefully not for long. To many changes are taking place in all our lives, way to many changes…


A smart fail

After careful evaluation, we realized that we are striving to high. We fell in the same trap all the possibile indies are falling – the game is too complicated, with an AI too complicated, with design issues too complicated etc.  And we don’t have the time, the will and, I think, neither the capabilities of creating such a game.

Still it was and still is a good idea. Maybe, if everyone agrees, I will publish my design notes. I would like to do that, just for the sake of sharing.

 

As a side note, some of us are trying to develop something much more simple. Unfortunately we are progressively falling in the same trap. Since I have ruled myself out partially from this new project, due to other calls, I can only assume that is not… me.

It hurts, because the Lara’s idea is quite cool, but it’s looses consistency since it becomes more and more complicated.


Running Hot!

Just to give an update, our project is running HOT. We met every day, we discuss and we work. As much as we have the time to do it. We even have a code-name, which is HOME. Yeah, just like the sponsored youtube.com HD movie about the planet Earth. Of course, the game has a slightly different subject.

Anyway, we use Google Docs for sharing documentation and specifications and Manymoon.com for project management, since it is very well integrated with Google. Basically everything is set up and running great. We don’t have a final design but something tells me that we will never actually have one. We write documentation on the go and we are working based on the “last news”. Not the best practice, but at least everything gets written, all ideas, no matter how off-topic. Of course, when something is final, is going into the the “Final design” directory.

My only concern for now is that the project is getting a little to big. I would say that we have a little too many features, a little too much AI behaviors to be programmed, event a little too graphical assets to be drawn. Not mentioning that balancing them all is going to be a pain… The kind of pain that I enjoy, to be honest. I am not too happy with my day job right now…

Did I mention how much I love Google Docs?! I mean, you don’t really need much more than the tools offered by Google (giving also its integration with many free solutions like the project management one mentioned above). Oh, and I have started to dig again in the calculation tool that is Wolfram Alpha. Great tool for designers.



Practicing Balance, part 1


The Theory

Now…

…the problem is that one of the most required qualities of a designer is the understanding of the concept of EQUILIBRIUM/BALANCE, not only in games, but in life. This is one thing that is really hard to get. This is why some people with extremely good logic can fail miserably at being game designers. Because balance means everything around us. There are exceptions, but usually the best conceptual game designers are those people who are extremely open minded, up to obsesion, which helps them see more things and understand more complex and even apparently highly abstract systems, with no theoretical logic of their own.  They can see how things fall into place around them, without even thinking of it. On the other side, they can make terrible, terrible mistakes, because of their inherited self-confidence.
Balancing sometimes can be dependent on things eluding even the most accomplished and experienced people in this field. Things can be so complicated that you mind will just hang on anything to create a understandable balance, and not wait to discover it.

 

To jump on the main subject…

…for example, the problem of the automation. How many things you can automate in a game. Should I let you gather things, or should I let give you the possibility of creating a system that will make gathering an automate process. Should I force this automatic gathering system to require from player to create additional systems to control it efficiently, or should I make it as efficient as it can be and just give it to the player to use it. Would this be a game/fun breaker or no?

I am writing this since me and Silverbolt were discussing about him programing a Minecraft mod, which would give you a box that will gather things that fall on the ground near the box. As you know, Minecraft is quite a rudimentary world where you use very, lets say, archaic methods of doing things. For example, the most complicated thing is a Cake, which is made out of many ingredients. On the other hand by mining and using redstone (working as a conducting wire), a stick and a block you can make a diode. Having a diode, you can build a ALU, basic logical unit and, even a simple computer using only blocks and redstone. Incredible, but true. The concept is quite revolutionary.


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Eve Online 2 – Hybrid Modules

This is a short design that I have submitted for a Game Design Challenge edition, on the Game Career Guide website.


The Purpose

Making EVE Online more accessible for new and/or more casual players by simplifying the game’s complex mechanics of fitting a ship.

 

The Backstory

After the last war with Sansha Nation, the 4 empires have been greatly weakened. Large territories have been lost to different players and/or NPC factions that took advantage of the situation. 75% of the high security zones have lost Concord protection and become low security. Chaos arose. The battle for power is at its peak. Low skilled pilots have no chance in a universe dominated by brutal combat, giving the amount of knowledge they are forced to assimilate in such a  short time. The resources are scarce. The Hunger, the revolts and the suffering compose the new normality in Eden.
Empires are forced to hire mercenaries companies to retake control of the lost high-sec systems. With unlimited resources and open unhindered access to the Jovian and Sleepers technology, and no control from the empires, these companies have raised the technology to a level unimaginable a few years back. The end result is a an organic technology with instinctive behaviour, capable of learning and adapting. Named Edeneides, these organic nanobots are capable of taking over a module or ship and reshape it according with the current chemical programing.

 

Due to potential damage, only small Edeneides use is permitted, with no self-replicating capabilities and their enhanced “existence” dependant on a special chemical substance, a protein neurotransmitter extremely complex and hard to reproduce, called Edeine. The Edeine fabrication process is known by few individuals and monopolized by a handful of companies. Its existence removes the necessity for CPU and Energy grid in the ships and buildings fitting process.

Continue reading


The Child, The Critique and a Developer


Postmortem on personal criticism

 

As his mother said, and his wife is saying, he has an endless bag of arguments when he is making a point. He can go on and on, and for the more untrained people in the ways of debate, he may seem so convincing that some will break into crying.

This, let’s say perk of his, took him all the way to a games magazine editorial office and made him a games journalist, in the Romania of 2001. And then he trained, and struggled to understand that, and then the other, and the more difficult ones and so on. They, the editors,  were practicing New Games Journalism even before Kieron realized what he was doing. They were naive, they believed in games, kissing developers, hating publishers, swearing distributors, criticizing everything. They were journalists for Level Romania, the greatest, the biggest the most important paper on the market in its area, for PC Games sakes! They were bad asses and most important, they were free to speak!

 

And then, suddenly they grew up, after 8 years or so of gaming and reviewing. Well, at least some of them. Since the whole idea behind the magazine style was to actually write from the heart, one of them decided decided to move on. His heart was getting filled with huge amounts of boring objectivity which was sometimes punctured by needles of hate, because the games were not as before, when he was younger. The damn realistic thinking got into him, changing him, making him older and rigid. Continue reading


The Next Frontier of Game Design

Today’s game titles are only scratching the surface of what’s possible. What will the games of tomorrow look like? What will the games of the future do, and ask players to do? And what challenges and opportunities will await game designers?

 

In 80 packed pages, The Next Frontiers of Game Design delves into…

  • Today’s Industry: Why the industry is what is is today, with a stalled console cycle, independent titles taking off, and more
  • Distoring Reality: Alternate Reality games, how they’re shaping our non-profits and our political elections, and where they’re looking next
  • Big Brother: Geolocation and identity uses in games, and what it means for players privacy, and designer’s abilities, and the future of consumerism
  • Beyond: Future Platforms, the companies that are building them, and why they’re going to change everything

Augmented reality, digital fine arts, games for military and medicine, it’s all coming. The Next Frontiers of Game Design is complete tour of what’s next, following the companies, developers, and new media that are taking games to the next level, and where they’re going in the future.


Official info for the book on http://thegameprodigy.com/frontiers/