Guest Speaker
Guest speaker Paul MacGillivray – production in games development
Worked in production and QA over 17 years in games industry
Role of a producer in games:
- Help discipline heads to create the game roadmaps
- Tracking tasks and ensuring work will be completed in time
- Set up processes that help others work their best
- Spot potential risks/roadblocks and work to mitigate them
Production triangle diagram – cost/\time scope quality
Cyberpunk example of large scope but not enough time to make it without bugs
Zelda example of time and cost having more time to make it polished
Defining scope
Define the scope, time and cost, how do you validate if you can do it in time
Create your gdd, break down the key features of the game into deliverables, tools like miro can be a good way to do this at a high level with collaboration.
Once u have a scope, break down the work into deliverables, also known as epics or user stories. ‘I want X so that i can’. Deliverables are goals you are working towards they need to be broken down into tasks covering individual pieces of work.
Tasks are the steps you take to achieve the deliverables, makes tracking and collaboration easier. Define time, estimate more than you think you’ll need. Adding up estimated tasks and that will be your project time.
Create roadmap with tasks and time
Prioritise work and organise tasks. dependencies.
Group task –

Ended up leaving time for 36 mins for meal, condensed it to 20 through doing multiple tasks at a time. To reduce it further to 10 we removed the chicken from the recipe.