The old adage is that you only get two out of the three, and
producers need to do their best to nail all three.
It's fun but it's very, very challenging indeed.
The other thing other key responsibility is actually working with the publisher.
The development team will make games, but the publisher actually puts it out.
So producers for the most part get to work with the marketing department,
the legal department, public relations, sales, operations sometimes.
It's, It's a different set of needs, a different set of criteria and
priorities, and be able to see that business side of it as actually,
not only is it interesting, but it also has it's place.
It's important, and it's something that helps keep producers on their toes,
to recognize that you also have another set of, another corporation
effectively that, even though it has the same goals, i.e., to put out a good game,
how they go about delivering that may be different from how the team does it.
And working as a liaison between corporate publisher and the team,
is actually another responsibility of the producer.
I mean basically its working.
[NOISE] I'm talking out loud here, and
the stream of thought is like I think the essential responsibility of a producer,
is to successfully manage working with both the team and the publisher.
To successfully deliver the game that has its clearly defined vision and
quality requirements within the deadlines and budget that you have.
And that's a tall order usually, but it's fun,
in part because it's challenging and also because you are working with creative
people that have a lot of usually good ideas on how to achieve that goal.
Some of the key challenges that a producer may run across.
There's a lot of overlap with the key responsibilities, but
number one is establishing and then maintaining this clear project vision.
You're working with a lot of creative people.
They have wonderful opinions.
They're usually very strong opinions.
And trying to define, make the game fun, is usually very, very difficult to do.
Especially if you are in early pre-production and
you're talking in abstract terms.
You don't have anything in game, not even a prototype.
Maybe you have some concept art.
So figuring out what tools to use to successfully communicate that vision, and
how often you update that vision, and
how you work with a team to clearly communicate it, is a key challenge.
Let's face it, to get 200 plus people working in the same direction towards
a common goal can be very, very difficult.
And that's a segue into another key challenge,
which is basically communication.