580 lines
32 KiB
HTML
580 lines
32 KiB
HTML
<h1 id="awesome-game-production-awesome">Awesome Game Production <a
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href="https://awesome.re"><img src="https://awesome.re/badge.svg"
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alt="Awesome" /></a></h1>
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<p><a href="https://github.com/vhladiienko/awesome-game-production"><img
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src="media/awesome_game_production.jpg"
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alt="Awesome Game Production" /></a></p>
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<blockquote>
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<p>A curated list of <strong>awesome</strong> resources, related to game
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production process - books, articles, tools, project management,
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methodologies - aimed to help game producers deliver their games.</p>
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</blockquote>
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<p><a href="https://en.wikipedia.org/wiki/Video_game_development">Video
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game development</a> (or production) is a process of developing a video
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game by a single person or a team of developers, not necessarily
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professionals or employed by someone to do so. This list is focused on
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<a href="https://en.wikipedia.org/wiki/Video_game_producer">game
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producer’s</a> role - a person, who manages and orchestrates the game
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production process in multitude of ways. Hence the shortened list
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name.</p>
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<p>This list does not cover specific disciplines like game design,
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quality assurance, programming. Refer to the <a
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href="https://github.com/sindresorhus/awesome#gaming">Gaming section</a>
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of the “master” awesome list for other gamedev stuff.</p>
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<p>Majority of the provided resources are in English, but I might
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include items in other languages too, if you help me by <a
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href="https://github.com/vhladiienko/awesome-game-production/blob/main/contributing.md">creating
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a pull request</a>. Look for a flag next to the link.</p>
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<ul>
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<li>🔥 - awesomeness over 9000: highly practical and easy to use</li>
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<li>🎓 - absolute basics</li>
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<li>🤯 - a complex topic, that might be hard to understand</li>
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</ul>
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<h2 id="contents">Contents</h2>
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<ul>
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<li><a href="#-books">📚 Books</a></li>
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<li><a href="#-articles">📰 Articles</a></li>
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<li><a href="#-videos">📺 Videos</a></li>
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<li><a href="#-tools-and-templates">🔧 Tools and templates</a></li>
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<li><a href="#-subscriptions">📨 Subscriptions</a></li>
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<li><a href="#-websites-and-other-resources">🌐 Websites and other
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resources</a></li>
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</ul>
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<h2 id="books">📚 Books</h2>
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<p>Some books might not be as good as the others, but still hold some
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value to producers. Refer to the <a href="#articles">Articles</a>
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section for more practical resources, and consider below books for your
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next evening reading session.</p>
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<ul>
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<li><a href="https://amazon.com/dp/0321618521">Agile Game Development
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with SCRUM</a> - The book provides detailed explanations and real-world
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examples of how SCRUM can be used to increase productivity, improve
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communication, and deliver high-quality games on time and within
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budget.</li>
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<li><a href="https://amazon.com/dp/0136527817">Agile Game Development:
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Build, Play, Repeat</a> - Comprehensive guide to implementing agile
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methodologies in game development, covering topics from team dynamics to
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production processes. The book features case studies, practical tips,
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and exercises that provide readers with a hands-on approach to creating
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successful games with agility.</li>
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<li><a href="https://amazon.com/dp/0062651234">Blood, Sweat, and Pixels:
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The Triumphant, Turbulent Stories Behind How Video Games Are Made</a> -
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A behind-the-scenes look at the making of several popular video games,
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detailing the challenges faced by game developers and the intense
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pressures of the industry.</li>
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<li><a href="https://amazon.com/dp/1400226678">Disrupting the Game: From
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the Bronx to the Top of Nintendo</a> - Highlights the challenges Garcia
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faced as a woman of color in a male-dominated industry, and provides
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valuable insights into leadership, innovation, and diversity in the tech
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industry.</li>
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<li><a href="https://amazon.com/dp/1138632058">The Art of Game Design: A
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Book of Lenses</a> - If<a name="art-of-gd"></a> you’re transitioning to
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a management role from game design, chances are you’ve read this one. If
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not, still consider it as it will help to understand the why’s behind
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design decisions and challenge your team or your client.</li>
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<li><a href="https://amazon.com/dp/1449688098">The Game Production
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Handbook</a> - Comprehensive guide to game production, covering topics
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such as project management, team building, and production processes. The
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book includes real-world examples and case studies from successful game
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studios, and provides practical tips and advice for game developers at
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all levels.</li>
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<li><a href="https://amazon.com/dp/0735625212">Practical Project
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Initiation: A Handbook with Tools</a> - It is what it says. Can’t get
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more practical than this. It is not gamedev related, but you might want
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to pick up a few tricks for your next pre-production.</li>
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<li><a href="https://amazon.com/dp/1592006175">The Game Producer’s
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Handbook</a> - Practical guide to game production, covering all aspects
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of game development from initial concept to final release. The book
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provides insights into production methodologies, team management, and
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project planning, and includes tips and advice from experienced game
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producers.</li>
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<li>🎓 <a href="https://amazon.com/dp/0240810708">Producing Games: From
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Business and Budgets to Creativity and Design</a> - Read if you don’t
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know a thing about how games are made, or skip otherwise. This book is
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old, but the production process hasn’t fundamentally changed.</li>
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<li><a href="https://amazon.com/dp/1491904909">User Story Mapping:
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Discover the Whole Story, Build the Right Product</a> -
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This<a name="story-mapping"></a> book is about way more than just how to
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do story mapping. What stories are really about? How do you actually use
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them to change the world? If you’re not using stories like it is
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described in this book, then you’re not using stories at all.</li>
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</ul>
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<h2 id="articles">📰 Articles</h2>
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<p>Links to articles, hosted elsewhere. These may disappear or change
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location overtime, which is when you might want to ask <a
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href="https://archive.org/web/">Wayback Machine</a> for help.</p>
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<h3 id="game-producer-role-and-skills">Game Producer Role and
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Skills</h3>
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<ul>
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<li>🎓 <a
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href="https://kotaku.com/what-a-video-game-producer-actually-does-1772519753">What
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A Video Game Producer Actually Does</a> - A nice summary by Jason
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Schreier - the dude, who you should probably follow.</li>
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<li>🎓 <a
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href="https://www.linkedin.com/pulse/so-you-want-video-game-producer-pauliina-tornqvist/">So,
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You Want To Be a Video Game Producer?</a> - The article explains what a
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video game producer does, their career path and title development, and
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the key skills required to become one.</li>
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<li>🎓 <a
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href="https://www.linkedin.com/pulse/so-you-want-video-game-producer-part-2-pauliina-tornqvist/">So,
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You Want To Be a Video Game Producer? Part #2</a> - Focuses on the
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skillset of a video game producer, which includes project management
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methods and tools, communication and people skills, problem solving,
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technical skills, and a genuine interest in playing and knowing about
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video games.</li>
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<li>🎓 <a
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href="https://www.linkedin.com/pulse/so-you-want-video-game-producer-part-3-pauliina-tornqvist/">So,
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You Want To Be a Video Game Producer? Part #3</a> - Provides five steps
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for landing a job as a video game producer, including identifying your
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realistic career level, optimizing your resume and cover letter,
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applying to multiple companies, preparing for interviews, and networking
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with recruiters.</li>
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<li><a
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href="https://www.gamedeveloper.com/production/what-makes-a-good-game-producer-part-1">What
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Makes a Good Game Producer? Part 1</a> - Explores the qualities and
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skills that make for a successful game producer, including leadership,
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communication, and adaptability, with insights from experienced industry
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professionals.</li>
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<li><a
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href="https://www.gamedeveloper.com/production/what-makes-a-good-game-producer-part-2">What
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Makes a Good Game Producer? Part 2</a> - Delves deeper into the role of
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a game producer, including project management, risk assessment, and team
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coordination, and provides tips for aspiring producers on how to develop
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their skills and excel in the role.</li>
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<li><a
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href="https://www.gamesindustry.biz/five-tips-on-being-a-better-producer">Five
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tips on being a better producer</a> - The title might feel gimicky, but
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there are a few very important pieces of advice, which are worth
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considering.</li>
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<li>🎓 <a
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href="https://gdkeys.com/production-pipeline-a-design-tool/">Production
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Pipeline: a Design Tool?</a> - A broad overview of a common production
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timeline: milestones, deliverables, dos and don’ts. Beware though, as
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presented pipeline is just one of the many: different studios tend to
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flavor this pipeline with their own set of adjustments.</li>
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</ul>
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<h3 id="game-production-best-practices-and-tips">Game Production Best
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Practices and Tips</h3>
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<ul>
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<li>🔥 <a
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href="https://www.breakingthewheel.com/getting-started-breaking-wheel/">Breaking
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The Wheel</a> - Justin Fischer’s absolutely awesome collection of best
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practices and tips to leading game production. Must read.</li>
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</ul>
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<h3 id="agile-project-management">Agile Project Management</h3>
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<ul>
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<li><a
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href="https://web.archive.org/web/20230201152834/https://blog.agilegamedevelopment.com/2016/04/user-story-mapping-for-games-example.html">User
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Story Mapping for Games - An Example</a> - If using Agile on your
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project, User Story Mapping can greatly help prioritize and plan
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releases. This article gives a <em>very brief</em> explanation and
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provides and example. Replaced original link with Web Archive version,
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as it became unavailable.</li>
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<li>🤯 <a
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href="https://www.projectmanagement.com/content/attachments/itstratpm_080812105311.pdf">AgileEVM
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– Earned Value Management in Scrum Projects</a> - Thesis (theoretical)
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on the AgileEVM - adaptation of the classic
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<a name="agile-evm" href="#evm">EVM</a>, that uses Scrum’s key
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values.</li>
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<li>🤯 <a
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href="https://www.methodsandtools.com/archive/archive.php?id=61">Measuring
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Integrated Progress on Agile Software Development Projects</a> - A
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little bit more practical article on how to actually calculate
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AgileEVM.</li>
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<li>🎓 <a
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href="https://www.easyagile.com/training/writing-good-user-stories.pdf">Writing
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Good User Stories</a> - A concise and easy to understand explanation of
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the user story and acceptance criteria concepts. Some theses might be
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arguable, but still worth bookmarking as a hands-on (PDF).</li>
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<li><a
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href="https://www.easyagile.com/training/introduction-to-user-story-mapping.pdf">Basics
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of User Story Mapping</a> - Same as above, a very concise and well
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explained user story mapping technique (PDF).</li>
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<li><a
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href="https://www.easyagile.com/training/building-user-story-maps.pdf">Building
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an Agile User Story Map</a> - Hands-on guide to building a user story
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map (PDF).</li>
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</ul>
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<h3 id="open-minimalist-modules">Open Minimalist Modules</h3>
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<p>If you’re new to project management and/or production role, I
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strongly recommend you familirize yourself with these super practical
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and easy to understand project management systems and set of
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principles.</p>
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<ul>
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<li>🎓 <a href="https://nupp.guide/">Nearly Universal Principles of
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Projects</a> - NUPP is a collection of nearly universal principles of
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projects: those we’d do well to follow in all projects, regardless of
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the methodologies and approaches that we use, to maximize our
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success.</li>
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<li>🎓 <a href="https://p3.express/">P3.express</a> - P3.express is a
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minimalist, practical project management system. It’s easy to learn,
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easy to use, and easy to teach.</li>
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<li>🎓 <a href="https://micro.p3.express/">micro.P3.express</a> -
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micro.P3.express is a flavor of P3.express designed for micro-projects
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with approximately 1 to 7 team members.</li>
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</ul>
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<h3 id="designing-a-production-process">Designing a Production
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Process</h3>
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<ul>
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<li><a
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href="https://www.ryandarcey.com/making-moves/2016/6/30/designing-a-production-process-part-1">Designing
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a Production Process: Part 1</a> - Provides an introduction to designing
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a production process for game development studios, covering topics such
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as team structure, workflow, and asset management.</li>
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<li><a
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href="https://www.ryandarcey.com/making-moves/2016/7/14/designing-a-production-process-part-2">Designing
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a Production Process: Part 2</a> - Delves deeper into the components of
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a production process, including milestone planning, risk management, and
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quality assurance.</li>
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<li><a
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href="https://www.ryandarcey.com/making-moves/2016/8/4/designing-a-production-process-part-3">Designing
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a Production Process: Part 3</a> - Focuses on production methodologies,
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providing an overview of popular approaches such as Agile, Waterfall,
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and Scrum, and discussing the advantages and disadvantages of each.</li>
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</ul>
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<h3 id="schedule-management">Schedule Management</h3>
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<ul>
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<li><a
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href="https://www.joelonsoftware.com/2007/10/26/evidence-based-scheduling/">Evidence-Based
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Scheduling</a> - A system, that produces reliable shipping schedules,
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based on the past performance of the team. It uses Monte Carlo
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simulation to generate distributions of possible ship dates, and then
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combines them with the team’s availability to give a reliable date
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range.</li>
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<li><a
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href="https://failfastmoveon.blogspot.com/2019/07/when-will-agile-project-be-done.html">When
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will the Agile Project be done?</a> - How to make an educated forecast
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of the project’s end date, based on the team’s velocity.</li>
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</ul>
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<h3 id="post-mortems">Post-mortems</h3>
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<p>Many post-mortems here are back from the day, and might seem outdated
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and not useful. But after reading through them you’ll quickly realize
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the teams back then had the same issues. Use these articles as a lense
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to look at your problems.</p>
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<ul>
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<li><a
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href="https://www.gamedeveloper.com/design/postmortem-ensemble-studio-s-age-of-empires-ii-age-of-kings">Ensemble
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Studio’s Age of Empires II: Age of Kings</a> - Age of Empires II: Age of
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Kings was developed by Ensemble Studios with the aim of improving upon
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the original game in every aspect, from graphics to user interface.
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Modern game developers can learn from Ensemble’s dedication to
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innovation within the genre and their use of tools and automated testing
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to streamline their development process.</li>
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<li><a
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href="https://www.gamedeveloper.com/design/-i-baldur-s-gate-ii-i-the-anatomy-of-a-sequel">Baldur’s
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Gate II: The Anatomy of a Sequel</a> - Baldur’s Gate II, developed by
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BioWare, focused on improving upon the original game by refining the
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development process, learning from past mistakes, and incorporating
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player feedback. Modern game developers can apply these lessons by
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prioritizing features, establishing clear development guidelines, and
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fostering open communication between team members to create an even
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better sequel.</li>
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<li><a
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href="https://www.gamedeveloper.com/design/postmortem-blizzard-s-i-diablo-ii-i-">Blizzard’s
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Diablo II</a> - Diablo II, developed by Blizzard Entertainment, focused
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on refining and expanding the gameplay mechanics of the original Diablo,
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while also addressing player feedback and criticisms. Modern game
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developers can learn from this approach by continually iterating on
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their game’s core elements and incorporating player feedback to create a
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sequel that captures the essence of the original while offering fresh
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and engaging experiences.</li>
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<li><a
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href="https://www.gamedeveloper.com/design/postmortem-irrational-games-i-system-shock-2-i-">Irrational
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Games’ System Shock 2</a> - System Shock 2, developed by Irrational
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Games, was a sequel created under challenging circumstances, including
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inexperienced developers, tight deadlines, and a small budget. Modern
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game developers can learn from the team’s ability to adapt to these
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constraints and design within their technological limitations, as well
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as their focus on simple, reusable gameplay elements and cooperative
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development to create a worthy sequel.</li>
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<li><a
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href="https://www.gamedeveloper.com/programming/postmortem-epic-games-i-unreal-tournament-i-">Epic
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Games’ Unreal Tournament</a> - Unreal Tournament, released in 1999, was
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developed by Epic Games and Digital Extremes, who had an unusual
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development cycle and a very loose development process. The game managed
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to evolve from a single-player game into a deathmatch-oriented design
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and ultimately earned more than five “Game of the Year” awards and is
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consistently rated in the top ninetieth percentile in reviews.</li>
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</ul>
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<h2 id="videos">📺 Videos</h2>
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<ul>
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<li><a
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href="https://www.youtube.com/watch?v=0yyeLmjQGFg&t=null">Producer
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Bootcamp: High Performance Producers</a> - Gearbox Software’s Aaron
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Thibault helps viewers build personalized progress charts in the pursuit
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of improving their production mastery.</li>
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<li><a href="https://www.youtube.com/watch?v=zW8gKpEP-rs&t=null">My
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To-Do List: Organizing a Producer’s Work</a> - Oculus’ Bernard Yee
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provides a suggested to-do list for people who manage a team and
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project’s to-do list, why they are important and how to be effective on
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a daily basis.</li>
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<li><a
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href="https://www.youtube.com/watch?v=M0uuDsjy4b0&t=null">Taming the
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Chaos: Lessons in Project Management</a> - Clinton Keith explains how to
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deliver great games on schedule without breaking the bank or the backs
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of your team.</li>
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<li><a href="https://www.youtube.com/watch?v=dNlEZZlmIcw&t=null">Up
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Sh*t Creek: Pro Tips for Managing the Unmanageable Project</a> - Amy
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Dallas explores a mindset for producers that can help one be successful
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when faced with managing a seemingly impossible project and shares some
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survival tips to keep you focused when everything seems to be going
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sideways.</li>
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<li><a
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href="https://www.youtube.com/watch?v=UDHW525sCOo&t=null">User Story
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Mapping: Developing a Shared Understanding</a> - Jamie Winsor shares how
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user story mapping is used to cut development waste and align team
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members behind a single, well-defined goal.</li>
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<li><a href="https://youtu.be/vU302sLgMyM">Anatomy of Modern Game Design
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Documents</a> - Your game will start with a GDD and the production
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process will stem from the design documentation regardless of the
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production pipeline. Making sure you’re having right documentation at
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the right time can help you avoid overhead during development big time
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(slides are <a
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href="https://www.slideshare.net/RalfCAdam/anatomy-of-a-modern-game-design-document-ralf-adam-vera-frisch-4ckyiv">here</a>).</li>
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<li>🎓 <a href="https://youtu.be/DZADPKnK6_8">How to prepare yourself
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for Game Production</a> - A detailed and very well explained summary of
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what a producer’s job is about, but it contains a few gamedev specific
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terms.</li>
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<li>🎓 <a href="https://youtu.be/WUkcz2taCiw">So You Want To Be a
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Producer</a> - We’ll put summary for newcomers. Consider watching other
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Extra Credits videos about game development (they used to focus on those
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back in the day).</li>
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<li><a href="https://youtu.be/4DWdnoLosZ8">Embracing Ambiguity: How to
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Do Good Work When You Don’t Know What to Do</a> - Ruth Tomandl discusses
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the concept of ambiguity and methods for determining whether it’s a
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problem or not in game production.</li>
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<li>🤯 <a href="https://youtu.be/qbVDfQjpRho">What is Earned Value
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Management? EVM in a nutshell</a> - EVM<a name="evm"></a> explained in 3
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minutes. Hopefully, will whet your appetite for the EVM topic.</li>
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<li><a href="https://youtu.be/moW8-MXjivs?t=2092">How The Witcher Devs
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Turn Great Ideas Into Game Features</a> - Timestamped video, where Lead
|
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Game Designer from CD Project Red talks about their approach to breaking
|
||
down the game into features and <strong>prioritizing</strong> them. Can
|
||
be used as a framework as-is in your production.</li>
|
||
<li>🔥 <a href="https://www.youtube.com/watch?v=GXmsxYm0Mk0">One-Page
|
||
Designs</a> - You know how in agile you want to make sure your user
|
||
stories are concise and <em>not</em> 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 <a
|
||
href="#story-mapping">User Story Mapping</a> book. Watch, because it
|
||
might just change your GD pipeline.</li>
|
||
<li><a href="https://www.youtube.com/watch?v=LMVQ30c7TcA">Game
|
||
Development Caution</a> - 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.</li>
|
||
<li>🔥 <a href="https://www.youtube.com/watch?v=o5K0uqhxgsE">This
|
||
Problem Changes Your Perspective On Game Dev</a> - 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.</li>
|
||
<li>🔥 <a href="https://www.youtube.com/watch?v=_KnsCh2HjWA">The Red
|
||
& Green Flags of Studio Leadership</a> - 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.</li>
|
||
</ul>
|
||
<h3 id="courses">Courses</h3>
|
||
<ul>
|
||
<li><a
|
||
href="https://www.udemy.com/course/deeply-practical-project-management/">Deeply
|
||
Practical Project Management</a> - 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.</li>
|
||
</ul>
|
||
<h2 id="tools-and-templates">🔧 Tools and templates</h2>
|
||
<p>As a producer, you might need a few tools to help you deliver the
|
||
damn thing. Some of these may not be useful to you directly, but I might
|
||
have include one if I think you should at least know such a tool exists.
|
||
This is to help you gain a few credits in your team.</p>
|
||
<h3 id="tools">Tools</h3>
|
||
<ul>
|
||
<li><a href="https://machinations.io/">Machinations</a> - 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 <a href="#art-of-gd">Book of Lenses</a>, 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.</li>
|
||
<li><a href="https://excalidraw.com/">Excalidraw</a> - A free and <a
|
||
href="https://github.com/excalidraw/excalidraw">open source</a> online
|
||
drawing tool. Neither gamedev or project management related, but is so
|
||
versatile, I find myself using it quite often.</li>
|
||
<li>🎓 <a href="https://chat.openai.com/">ChatGPT</a> - 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.</li>
|
||
<li><a href="https://gptforwork.com/">GPT for Google Sheets and Docs</a>
|
||
- 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.</li>
|
||
<li><a href="https://steamdb.info/">SteamDB</a> - As they say, database
|
||
of everything on Steam. Very useful to follow your competitors and
|
||
compare the numbers.</li>
|
||
<li><a href="https://vginsights.com/">VG Insights</a> - 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.</li>
|
||
<li><a
|
||
href="https://impress.games/steam-wishlists-sales-calculator">Steam
|
||
Wishlists To Sales Calculator</a> - 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.</li>
|
||
<li><a href="https://plus.gamediscover.co/">GameDiscoverCo Plus</a> -
|
||
(requires paid subscription to
|
||
<a name="gamediscoverco" href="#gamediscoverco">GameDiscoverCo
|
||
Newsletter</a>) GameDiscoverCo’s data backend providing analytics on
|
||
games’ “hype”, discoverability and more. Additionally, you get access to
|
||
a number of e-books on game discovery and budgeting.</li>
|
||
</ul>
|
||
<h3 id="templates">Templates</h3>
|
||
<ul>
|
||
<li><a
|
||
href="https://docs.google.com/spreadsheets/d/11tNEABOKuJxX9kTLJ08DyEMf1UC3cbLdejRtmjgLBDI/edit?gid=0#gid=0">GameDiscoverCo
|
||
- BASIC net revenue predictions</a> - A simple template to calculate
|
||
your sales projections. As the name implies, it is very basic.</li>
|
||
<li><a
|
||
href="https://docs.google.com/spreadsheets/d/1_cG9zDn_fzy6EhClcCpxKAWDVyb_SNaARCKsXChAvKo/edit?gid=0#gid=0">Forecasting
|
||
model by Fellow Traveler</a> - A solid template to use when forecasting
|
||
sales numbers for your game.</li>
|
||
<li><a
|
||
href="https://docs.google.com/spreadsheets/d/1tcfsNVI4x-T-Fq8gNCjiNVutB-pol2Awn6fscoZ2c-Q/edit?gid=0#gid=0">Altshift
|
||
Steam Market Study template</a> - 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.</li>
|
||
<li><a href="https://www.statisticalpert.com/">Statistical PERT</a> - A
|
||
<a name="pert"></a>set of Excel templates to help estimate and forecast
|
||
a project, and hopefully make an educated decision when needed.</li>
|
||
</ul>
|
||
<h2 id="subscriptions">📨 Subscriptions</h2>
|
||
<p>To stay up-to-date, consider subscribing to all or some of the below
|
||
resources. These are not production related (as in Project Management),
|
||
but as a producer, you kinda want to know a little bit about everything
|
||
in gamedev. So pick your poison.</p>
|
||
<h3 id="youtube">YouTube</h3>
|
||
<ul>
|
||
<li><a href="https://www.youtube.com/@Gdconf">GDC</a> - 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.</li>
|
||
<li><a href="https://www.youtube.com/@NoclipDocs">Noclip - Video Game
|
||
Documentaries</a> - 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.</li>
|
||
<li><a href="https://www.youtube.com/@game-production-academy">Game
|
||
Production Academy</a> - Videos on agile topics for Game Producers.
|
||
Check out their <a href="https://www.game-production.com/">web-site</a>
|
||
for extra articles.</li>
|
||
<li><a href="https://www.youtube.com/@CainOnGames">Timothy Cain</a> -
|
||
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.</li>
|
||
</ul>
|
||
<h3 id="newsletters">Newsletters</h3>
|
||
<ul>
|
||
<li><a href="https://www.deconstructoroffun.com/">Deconstructor of
|
||
Fun</a> - 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 <a href="https://pca.st/5tK0">podcast</a>.</li>
|
||
<li><a href="https://newsletter.gamediscover.co/">The GameDiscoverCo
|
||
Newsletter</a> - Focused<a name="gamediscoverco"></a> on the business
|
||
side of game production and game discoverability, their in-depth
|
||
analysis on Steam-related topics is gold. Must-read.</li>
|
||
<li><a href="https://getlead52.com/">Lead52</a> - Weekly newsletter on
|
||
leadership, which is concise and thought-provoking. It’s not going to
|
||
dump a ton of information on you but rather spark ideas on how you can
|
||
grow as a leader.</li>
|
||
</ul>
|
||
<h3 id="podcasts">Podcasts</h3>
|
||
<ul>
|
||
<li><a href="https://pca.st/ywLc6I">The Art of LiveOps</a> - 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.</li>
|
||
<li><a
|
||
href="https://podcasters.spotify.com/pod/show/deconstructoroffun/">Deconstructor
|
||
of Fun</a> - 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.
|
||
<ul>
|
||
<li><a
|
||
href="https://podcasters.spotify.com/pod/show/deconstructoroffun/episodes/Diablo-Boss-Rod-Fergusson-On-What-Makes-a-World-Class-Videogame-Producer-e1peebp/a-a8n77qu">Diablo
|
||
Boss Rod Fergusson On What Makes a World Class Video game Producer</a> -
|
||
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.</li>
|
||
</ul></li>
|
||
</ul>
|
||
<h3 id="rss-feeds-and-other-sources">RSS feeds and other sources</h3>
|
||
<ul>
|
||
<li><a href="https://t.me/beardpm">fedoruk.works</a> - Quality project
|
||
management content, not game development specific
|
||
(<img src="https://github.com/lipis/flag-icons/blob/main/flags/4x3/ua.svg" width="16">).</li>
|
||
<li><a href="https://t.me/KPOutsourcing">Kryuchkov about outsourcing</a>
|
||
- 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
|
||
(<img src="https://github.com/lipis/flag-icons/blob/main/flags/4x3/ua.svg" width="16">).</li>
|
||
<li><a
|
||
href="https://www.linkedin.com/in/famousdavis/recent-activity/all/">William
|
||
W. Davis</a> - Insightful LinkedIn posts on agile in project management.
|
||
William is also an author of the <a name="pert" href="#pert">Statistical
|
||
PERT</a>.</li>
|
||
<li><a href="https://www.gamedeveloper.com/rss.xml">Game Developer</a> -
|
||
RSS feed of the gamedeveloper.com (ex. gamasutra.com) - both news and
|
||
articles, all about game development (including production).</li>
|
||
<li><a href="https://naavik.co/feed">Naavik</a> - 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.</li>
|
||
</ul>
|
||
<h2 id="websites-and-other-resources">🌐 Websites and other
|
||
resources</h2>
|
||
<ul>
|
||
<li><a
|
||
href="https://docs.google.com/spreadsheets/d/1cM3_iBGF8IXZfLS5GKvC0-JWh0tS6TVYJJ-HxlguinA/edit?usp=sharing">Global
|
||
GameDev Salaries 2020-2021</a> - A Google Sheet with salarie statistics,
|
||
put together by Evva Karr
|
||
<sup><a name="eva-karr" href="#eva-karr-fn">*</a></sup></li>
|
||
<li><a
|
||
href="https://h1bdata.info/index.php?em=&job=game+producer&city=&year=all+years">H1B
|
||
Salary Database</a> - Not sure how accurate this data is, as I’m not
|
||
from USA.</li>
|
||
<li><a
|
||
href="https://docs.google.com/spreadsheets/d/15AN1I1mB67AJkpMuUUfM5ZUALkQmrvrznnPYO5QbqD0/edit?gid=1783327951#gid=1783327951">Seyed’s
|
||
Publisher Database</a> - A very detailed list of game publishers with
|
||
some extra notes on most of them. Go-to resource for finding yourself a
|
||
publisher.</li>
|
||
<li><a href="https://howtomarketagame.com/">How To Market A Game</a> -
|
||
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.</li>
|
||
</ul>
|
||
<h2 id="contributing">Contributing</h2>
|
||
<p>Contributions welcome! Read the <a
|
||
href="contributing.md">contribution guidelines</a> first.</p>
|
||
<h2 id="footnotes">Footnotes</h2>
|
||
<p><a name="eva-karr-fn" href="#eva-karr">*</a> <a
|
||
href="https://www.evvakarr.com/">Evva Karr</a></p>
|
||
<p><a
|
||
href="https://github.com/vhladiienko/awesome-game-production">gameproduction.md
|
||
Github</a></p>
|