Category Archives: Author’s Notes

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.


From 3D to 2D

Every day is a new day. After having the usual “authorithy” and “who’s right” fight with “I know who”, we’ve managed to get together to decide on some kind of platform. Until now we kinda excluded a 2D platform, since, doh, we live in the 3D era. But, after seeing this engine, I kinda changed my view immediately, since, obviously, there are some advantages.  I always loved 2D games, mainly because they have this indie/old/passionate aura, and because they tend to concentrate on other aspects than “looking good”. Looking good is expensive, takes a lot of time and a lot of work which we either don’t have, either we are not able to provide.

So, this is it. We also decided on the prototype main focus, which is and editor for… for something that it is supposed to be one of the main features of the game. And the subject, or the subjects to be more precise, they need to look in a certain way, which should be at least marginally similar with… You’ll see!

 

So, the game is going to be 2D, it has a road and it will focus on…


We have a ROAD

“We are all waiting for you!”

 

Well, this is the point where we are. They are all waiting for me to write some design specifications. Which it shouldn’t be very hard, considering that I should know and understand what is the focus of our game. But I don’t so I will have to grab all the ideas everyone had, put them together in a big hazy and meaningless concept and give it a form, a scope, a focus. Which is awfully hard, since it is… HAZY.

Anyway, without revealing to much, we have decided to go backwards, which means first the story and the meaning and later the gameplay. I personally think it is a bad idea, since we have some limitations, actually some really big limitations, like for example the fact that we are only 4, and 3 of us can’t really do programing. I can do some scripting, it is true, or edit some textures and other technicalities, but I will not be able to scratch the volume of work needed to be done by ONE single man, our programmer. Starting with a story and iterating gameplay means that we may finish the game in 10 – 15 years. I guess it is up to me to come with the perfect gameplay idea. How nice…

Since everybody is waiting for me, well… I better start working. We have ROAD. A road that goes to unknown, pretty much like life. And on our way there, we have all sort of barriers to open or break. Of course, the only thing I have to figure out is why should people go down on the ROAD. Out of curiosity, out of boringness, out of stupidity, inertia… so here I am, trying to create gameplay around the meaning of life itself which I will have to find, it seems. An easy task… Oh, and it shouldn’t evolve around direct confrontation, combat, war, but around other things like the human compassion, need to discover, to explore, to develop, to learn and evolve etc. And it has to have some dragons in the end. And of course, it has to be somehow sandbox. It has to have a non-linear campaign, and multiplayer and you have to leave something behind. And we cannot do complicated animations. And the engine is limited to small spaces. And it was supposed to be side-scroller, but now… whatever. Help!

 

I am telling you, it is gonna be a ride. I will have to feed my imagination and I am afraid that a strong dose of opium will not be enough… Not that I am really curious to find out… Maybe an overdose… That will solve many of my problems…

Kidding. The worse case scenario is for me to just say “How about doing it yourselves, lassies?!”.


We have a team!

As you know, except for the case in which you are Notch, in order to create a successful game you need a team. And working in a team is the biggest challenge of them all, because, especially in the small teams, everybody needs and has to say something about anything. Te keep the team together, everybody has to work for fun.

So, lately we got involved with our newest universal friends here in Italy (in this industry, there is no nationality) in creating a game, any game. We have started pitching ideas, we have a wiki where we try to write all the ideas we have etc. In other words, we have a 4 people team, Programer, Artist, Designer and Producer, and we are ready to make a game…

But…

What Kind of Game?!

 

Well, this is a problem. Our idea is to make game we would like to play, because it is so very important that you believe in your project. The problem is that we all like to play different types of games, and that we are 50% men and 50% women in the team. While us, the man, need some more aggressive challenges, the women would like some more creative challenges. Some ideas are possible some not, due to the fact that we are only four people and we need to finish the game fast. Technical limitations are also an issue at this point. We cannot afford to take to much time to do a project. It is always better to deliver something fast, in order to get some confidence, to be able to show something later. This will help us not only get a better job or become independent, but also have something to show to those that are willing to invest in you passion, to give you the opportunity of creating better games and become really independent.

The main thing we need to remember is that we have to do a fun game, not a scientific game, not a educational or ideological game, but a fun game. Later, if we will find a way to add layers of science, a deep and meaningful story or other things like ideological teachings and world changing solutions, by all means, if it will remain as fun as it should be.

 

We are not in it for money, which is a very important statement. We just need to put all that creative energy we have accumulated while working for corporates, in something that matters, not something that sells. Even more, we are still searching for better jobs, preferably in the more northern parts Europe, where people talk less and do more.

 

So, we have set up our first milestone, and that in a few days. We need to find a simple and really, really fun idea for a game, in order to start working it. I shall keep those interested posted.

Laterz!


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


Employer’s rite of passage

Most companies have a probation period policy towards new hires. It makes sense; it may take a lifetime to know a person, or even more, and so there’s always a degree of risk when you are prepared to work with somebody new. As an employer, all you’ve got is a handful of paper with facts that may or may not be true, and a limited amount of time where you get to test the candidate, after which you’ll have to trust your instinct or your recruiter (or both) to take a leap of faith in a pretty demanding and -hopefully- long term commitment. To counter that, as an employer, you may rightfully use a probation period or limited contracts or all sorts of other legal tools to back yourself up in case of failure. But I strongly believe in the idea that, as a worker, the probation period applies to me as well, to evaluate a company that I know only from fame and PR. In the end, it takes two to make a commitment.

So here’s my employer’s rite of passage. Here is what I expect from a company with which I want to build a long term commitment , especially when that company is a video game studio where I plan to invest a lot of time and passion; where I expect nothing less of me than to go above and beyond to help create great video games and, as such, where I know I’ll need the proper motivation from my colleagues, partners, friends.

By the way, whilst a company sounds more like an object, it is composed of people. So I’ll reffer to it as to a human being, which is usually expressed in the metaphoric image of a boss.

Continue reading