awesome-game-production

Game production guide

A curated collection of resources for game producers to learn about game development process and project management.

A curated list of awesome resources, related to game production process: books, articles, tools, project management stuff etc.

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Awesome Game Production / πŸ“š Books

Agile Game Development with SCRUM The book provides detailed explanations and real-world examples of how SCRUM can be used to increase productivity, improve communication, and deliver high-quality games on time and within budget
Agile Game Development: Build, Play, Repeat Comprehensive guide to implementing agile methodologies in game development, covering topics from team dynamics to production processes. The book features case studies, practical tips, and exercises that provide readers with a hands-on approach to creating successful games with agility
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made A behind-the-scenes look at the making of several popular video games, detailing the challenges faced by game developers and the intense pressures of the industry
Disrupting the Game: From the Bronx to the Top of Nintendo Highlights the challenges Garcia faced as a woman of color in a male-dominated industry, and provides valuable insights into leadership, innovation, and diversity in the tech industry
The Art of Game Design: A Book of Lenses If you're transitioning to a management role from game design, chances are you've read this one. If not, still consider it as it will help to understand the why's behind design decisions and challenge your team or your client
The Game Production Handbook Comprehensive guide to game production, covering topics such as project management, team building, and production processes. The book includes real-world examples and case studies from successful game studios, and provides practical tips and advice for game developers at all levels
Practical Project Initiation: A Handbook with Tools It is what it says. Can't get more practical than this. It is not gamedev related, but you might want to pick up a few tricks for your next pre-production
The Game Producer's Handbook Practical guide to game production, covering all aspects of game development from initial concept to final release. The book provides insights into production methodologies, team management, and project planning, and includes tips and advice from experienced game producers
Producing Games: From Business and Budgets to Creativity and Design πŸŽ“ - Read if you don't know a thing about how games are made, or skip otherwise. This book is old, but the production process hasn't fundamentally changed
User Story Mapping: Discover the Whole Story, Build the Right Product This book is about way more than just how to do story mapping. What stories are really about? How do you actually use them to change the world? If you're not using stories like it is described in this book, then you're not using stories at all

Awesome Game Production / πŸ“° Articles / Game Producer Role and Skills

What A Video Game Producer Actually Does πŸŽ“ - A nice summary by Jason Schreier - the dude, who you should probably follow
So, You Want To Be a Video Game Producer? πŸŽ“ - The article explains what a video game producer does, their career path and title development, and the key skills required to become one
So, You Want To Be a Video Game Producer? Part #2 πŸŽ“ - Focuses on the skillset of a video game producer, which includes project management methods and tools, communication and people skills, problem solving, technical skills, and a genuine interest in playing and knowing about video games
So, You Want To Be a Video Game Producer? Part #3 πŸŽ“ - Provides five steps for landing a job as a video game producer, including identifying your realistic career level, optimizing your resume and cover letter, applying to multiple companies, preparing for interviews, and networking with recruiters
What Makes a Good Game Producer? Part 1 Explores the qualities and skills that make for a successful game producer, including leadership, communication, and adaptability, with insights from experienced industry professionals
What Makes a Good Game Producer? Part 2 Delves deeper into the role of a game producer, including project management, risk assessment, and team coordination, and provides tips for aspiring producers on how to develop their skills and excel in the role
Five tips on being a better producer The title might feel gimicky, but there are a few very important pieces of advice, which are worth considering
Production Pipeline: a Design Tool? πŸŽ“ - A broad overview of a common production timeline: milestones, deliverables, dos and don'ts. Beware though, as presented pipeline is just one of the many: different studios tend to flavor this pipeline with their own set of adjustments

Awesome Game Production / πŸ“° Articles / Game Production Best Practices and Tips

Breaking The Wheel πŸ”₯ - Justin Fischer's absolutely awesome collection of best practices and tips to leading game production. Must read

Awesome Game Production / πŸ“° Articles / Agile Project Management

User Story Mapping for Games - An Example If using Agile on your project, User Story Mapping can greatly help prioritize and plan releases. This article gives a explanation and provides and example. Replaced original link with Web Archive version, as it became unavailable
AgileEVM – Earned Value Management in Scrum Projects 🀯 - Thesis (theoretical) on the AgileEVM - adaptation of the classic , that uses Scrum's key values
Measuring Integrated Progress on Agile Software Development Projects 🀯 - A little bit more practical article on how to actually calculate AgileEVM
Writing Good User Stories πŸŽ“ - A concise and easy to understand explanation of the user story and acceptance criteria concepts. Some theses might be arguable, but still worth bookmarking as a hands-on (PDF)
Basics of User Story Mapping Same as above, a very concise and well explained user story mapping technique (PDF)
Building an Agile User Story Map Hands-on guide to building a user story map (PDF)

Awesome Game Production / πŸ“° Articles / Open Minimalist Modules

Nearly Universal Principles of Projects πŸŽ“ - NUPP is a collection of nearly universal principles of projects: those we’d do well to follow in all projects, regardless of the methodologies and approaches that we use, to maximize our success
P3.express πŸŽ“ - P3.express is a minimalist, practical project management system. It’s easy to learn, easy to use, and easy to teach
micro.P3.express πŸŽ“ - micro.P3.express is a flavor of P3.express designed for micro-projects with approximately 1 to 7 team members

Awesome Game Production / πŸ“° Articles / Designing a Production Process

Designing a Production Process: Part 1 Provides an introduction to designing a production process for game development studios, covering topics such as team structure, workflow, and asset management
Designing a Production Process: Part 2 Delves deeper into the components of a production process, including milestone planning, risk management, and quality assurance
Designing a Production Process: Part 3 Focuses on production methodologies, providing an overview of popular approaches such as Agile, Waterfall, and Scrum, and discussing the advantages and disadvantages of each

Awesome Game Production / πŸ“° Articles / Schedule Management

Evidence-Based Scheduling A system, that produces reliable shipping schedules, based on the past performance of the team. It uses Monte Carlo simulation to generate distributions of possible ship dates, and then combines them with the team's availability to give a reliable date range
When will the Agile Project be done? How to make an educated forecast of the project's end date, based on the team's velocity

Awesome Game Production / πŸ“° Articles / Post-mortems

Ensemble Studio's Age of Empires II: Age of Kings Age of Empires II: Age of Kings was developed by Ensemble Studios with the aim of improving upon the original game in every aspect, from graphics to user interface. Modern game developers can learn from Ensemble's dedication to innovation within the genre and their use of tools and automated testing to streamline their development process
Baldur's Gate II: The Anatomy of a Sequel Baldur's Gate II, developed by BioWare, focused on improving upon the original game by refining the development process, learning from past mistakes, and incorporating player feedback. Modern game developers can apply these lessons by prioritizing features, establishing clear development guidelines, and fostering open communication between team members to create an even better sequel
Blizzard's Diablo II Diablo II, developed by Blizzard Entertainment, focused on refining and expanding the gameplay mechanics of the original Diablo, while also addressing player feedback and criticisms. Modern game developers can learn from this approach by continually iterating on their game's core elements and incorporating player feedback to create a sequel that captures the essence of the original while offering fresh and engaging experiences
Irrational Games' System Shock 2 System Shock 2, developed by Irrational Games, was a sequel created under challenging circumstances, including inexperienced developers, tight deadlines, and a small budget. Modern game developers can learn from the team's ability to adapt to these constraints and design within their technological limitations, as well as their focus on simple, reusable gameplay elements and cooperative development to create a worthy sequel
Epic Games' Unreal Tournament Unreal Tournament, released in 1999, was developed by Epic Games and Digital Extremes, who had an unusual development cycle and a very loose development process. The game managed to evolve from a single-player game into a deathmatch-oriented design and ultimately earned more than five "Game of the Year" awards and is consistently rated in the top ninetieth percentile in reviews

Awesome Game Production / πŸ“Ί Videos

Producer Bootcamp: High Performance Producers Gearbox Software's Aaron Thibault helps viewers build personalized progress charts in the pursuit of improving their production mastery
My To-Do List: Organizing a Producer's Work Oculus' Bernard Yee provides a suggested to-do list for people who manage a team and project's to-do list, why they are important and how to be effective on a daily basis
Taming the Chaos: Lessons in Project Management Clinton Keith explains how to deliver great games on schedule without breaking the bank or the backs of your team
Up Sh*t Creek: Pro Tips for Managing the Unmanageable Project Amy Dallas explores a mindset for producers that can help one be successful when faced with managing a seemingly impossible project and shares some survival tips to keep you focused when everything seems to be going sideways
User Story Mapping: Developing a Shared Understanding Jamie Winsor shares how user story mapping is used to cut development waste and align team members behind a single, well-defined goal
Anatomy of Modern Game Design Documents Your game will start with a GDD and the production process will stem from the design documentation regardless of the production pipeline. Making sure you're having right documentation at the right time can help you avoid overhead during development big time (slides are )
How to prepare yourself for Game Production πŸŽ“ - A detailed and very well explained summary of what a producer's job is about, but it contains a few gamedev specific terms
So You Want To Be a Producer πŸŽ“ - We'll put summary for newcomers. Consider watching other Extra Credits videos about game development (they used to focus on those back in the day)
Embracing Ambiguity: How to Do Good Work When You Don't Know What to Do Ruth Tomandl discusses the concept of ambiguity and methods for determining whether it's a problem or not in game production
What is Earned Value Management? EVM in a nutshell 🀯 - EVM explained in 3 minutes. Hopefully, will whet your appetite for the EVM topic
How The Witcher Devs Turn Great Ideas Into Game Features Timestamped video, where Lead Game Designer from CD Project Red talks about their approach to breaking down the game into features and them. Can be used as a framework as-is in your production
One-Page Designs πŸ”₯ - You know how in agile you want to make sure your user stories are concise and too detailed to incentivize communication? This video explains how you could apply the same principle to game design documents. Visualizing to make sure everyone discussing the design is on the same page also reminded me of the book. Watch, because it might just change your GD pipeline
Game Development Caution Timothy Cain discusses the shift towards a culture of caution in game development, contrasting his experiences with project management and creative processes during the development of titles like Fallout and The Outer Worlds. He reflects on how this caution impacts creativity, innovation, and the overall charm of games, urging a return to passion-driven development
This Problem Changes Your Perspective On Game Dev πŸ”₯ - An interesting perspective on game development: design process is a search algorithm in pursuit of the deepest point in a lake, symbolizing the best possible game. This metaphor serves to illustrate the importance of strategic experimentation and exploration in game design, emphasizing the balance between speed and accuracy, the dangers of local minima, and the value of daring to explore new ideas. A very simple way to explain how one should prototype a game
The Red & Green Flags of Studio Leadership πŸ”₯ - While Rami Ismail is talking about studio leadership in general, I actually think he describes the very essence of how a producer needs to lead in order to gain trust of their team and become their best friend. A must-watch

Awesome Game Production / πŸ“Ί Videos / Courses

Deeply Practical Project Management This is what you'd call a "no BS" course on project management. Concise, to the point, and highly practical. It is not focused on game development, but I think you should still take it, because it closes many (if not all) gaps with just one course (~9 hours). Once completed, just adapt to your needs or just use some of the principles. It also includes numerous document templates and examples

Awesome Game Production / πŸ”§ Tools and templates / Tools

Machinations A tool, that helps prototyping game mechanics, economy flow and states either for production or for demo purposes. This tool has been mentioned by Jesse Schell in his , so its old but it has transformed over the years. Not necessarily a tool for a producer to use, but it is often overlook, so go ahead and give your game designers a tip
Excalidraw A free and online drawing tool. Neither gamedev or project management related, but is so versatile, I find myself using it quite often
ChatGPT πŸŽ“ - Every time you are about to Google something, I would strongly advice first to ask ChatGPT your question. We, producers, might often need to reference or look up a term or a concept, which is where ChatGPT shines
GPT for Google Sheets and Docs An awesome Google Workspace extension, that allows querying ChatGPT from within sheets or docs. You can generate data and modify any data tables or just text in any way using forumulas and functions directly in the documents
SteamDB As they say, database of everything on Steam. Very useful to follow your competitors and compare the numbers
VG Insights One of the better analytics tools and sources of estimated sales data. They also have some unique tools other similar services don't, e.g. revenue calculator, unit sales estimator and some others
Steam Wishlists To Sales Calculator Simple tool to help you ballpark sales numbers based on the wishlists count on Steam. It is not as accurate, as some other tools are, but is the simplest one

Awesome Game Production / πŸ”§ Tools and templates / Templates

Art Asset List template A basic and process agnostic template to keep track of all in-game assets, that need to be produced, their status (high-level) and naming. Should be adjusted to your production pipeline
GameDiscoverCo - BASIC net revenue predictions A simple template to calculate your sales projections. As the name implies, it is very basic
Forecasting model by Fellow Traveler A solid template to use when forecasting sales numbers for your game
Altshift Steam Market Study template Another template to help you analyze your competitors and calculate your potential sales numbers. Ideally, use this in combination with other templates mentioned aboe to refine your guesstimations

Awesome Game Production / πŸ“¨ Subscriptions / YouTube

GDC Game Developers Conference YouTube channel, all sorts of talks on anything game development related. It's huge and is updated frequently, but you'll have to filter the information you need
Noclip - Video Game Documentaries Crowdfunded documentaries about the production process of different kinds of games. Kind of a peek behind the curtains, sometimes with interesting "post-mortem" type of insights
Game Production Academy Videos on agile topics for Game Producers. Check out their for extra articles
Timothy Cain I've listed one Tim's video in the Videos section above, but I strongly suggest to subscribe to his channel, it's just full of stories and experience, that will help you have good context on game development all around

Awesome Game Production / πŸ“¨ Subscriptions / Newsletters

Deconstructor of Fun Not directly production related, but offers in-depth analysis on recent gamedev events, e.g. Brawl Stars ditching lootboxes: why, how and what was the outcome. You want to know about things like this when leading the production of your next mobile action game. And they also have a
The GameDiscoverCo Newsletter Focused on the business side of game production and game discoverability, their in-depth analysis on Steam-related topics is gold. Must-read

Awesome Game Production / πŸ“¨ Subscriptions / Podcasts

The Art of LiveOps This show seems to have ended, but some (if not all) episodes are still relevant in 2023. If you're managing a live mobile game, give it a listen
Deconstructor of Fun The difference with the newsletter is that it has more stuff to read, like industry news, new game releases, in-depth articles on some general gamedev topics. Still, their podcast is great if you're on the go

Awesome Game Production / πŸ“¨ Subscriptions / Podcasts / Deconstructor of Fun

Diablo Boss Rod Fergusson On What Makes a World Class Video game Producer Rod drops some knowledge on us as we talk about how to be a world-class game producer. Whether you've been making games for 2 years or 20, there is plenty to learn in enlightening episode

Awesome Game Production / πŸ“¨ Subscriptions / RSS feeds and other sources

fedoruk.works Quality project management content, not game development specific ( )
Kryuchkov about outsourcing Software Delivery Management Consultant Alexander Kryuchkov shares his advice about managing projects. I like him a lot because basically every post is highly practical and is packed with experience. Must read for any Project Manager ( )
Game Developer RSS feed of the gamedeveloper.com (ex. gamasutra.com) - both news and articles, all about game development (including production)
Naavik A very high-quality business-focused blog to stay up-to-date on the industry. Check out their "Deep Dives" series for case studies on the failures and successes of pupular titles and studios

Awesome Game Production / 🌐 Websites and other resources

Global GameDev Salaries 2020-2021 A Google Sheet with salarie statistics, put together by Evva Karr
H1B Salary Database Not sure how accurate this data is, as I'm not from USA
Seyed's Publisher Database A very detailed list of game publishers with some extra notes on most of them. Go-to resource for finding yourself a publisher
How To Market A Game Chris knows a thing or two about game marketing and discoverability. As a Game Producer, you will cross paths with marketing quite often, so go follow him

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