Producer Bootcamp at GDC | February 28, 2017 | San Francisco, California

CONFERENCE  

|   PRODUCER BOOTCAMP
Tuesday, February 28, 2017

Experts and colleagues to discuss production & team management best practices in a full day session.

Arrow SEARCH FOR ALL PRODUCER BOOTCAMP SESSIONS

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2017 HIGHLIGHTED SESSIONS

Producer Bootcamp: Embracing Ambiguity: How to Do Good Work When You Don't Know What to Do
Ruth Tomandl (Oculus Research)
The job of a producer is to make sure the right work gets done, but often when you're making a game it's hard to tell what the right work is. What will make your game successful is uncertain, what your team can accomplish is unknown, and whether your new feature is good or not is hard to measure. But as a producer, you have to make it work and guide your project to a successful release. This talk will cover what ambiguity is and what causes it, ways you can tell whether it's a problem that needs to be fixed or a situation that needs to be accepted, and what you as a producer can do to fix the problems and avoid the chaos and anxiety that can result from uncertain goals and lack of information.
Producer Bootcamp: High Performance Producers
Aaron Thibault (Gearbox Software / Borderlands Games)
The stakes are high. Your project, the team's morale, and your leadership are all in play. Your job is complex, possibly difficult, and much is demanded of you. Although the role of producer can be a deeply rewarding experience, the pressure is always on to deliver. Do you have a roadmap for success? This talk follows up Aaron's past presentations on "what the best producers do" with a working session designed for attendees to build personalized progress charts in the pursuit of production master
Producer Bootcamp: Pulling It All Together: Production in These Changing Times
Caryl Shaw (Amazon Game Services)
As game development evolves so does the role that production plays in the creation of the modern video game. New roles, and new types of games, require new skills, new tools and new methodologies. And also the flexibility to work with current systems when you join an established team. In this talk, Caryl Shaw will review the many different producer-adjacent roles that exist today, development directors, product managers, outsourcing producers, program managers, etc.; roles that require similar skills as a traditional production job, but also demand and compliment other areas of expertise someone might be bringing to the table. These different roles are often appropriate paths for producers to take who want to expand their scope of influence on a project. Additionally, this talk will talk about how some of these roles change and shift when moving from small teams to large teams and how different organizational methods can contribute to a successful product, either when you are building out a new team or transitioning into one with an established culture.
Producer Bootcamp: Producer Panel
Laura Fryer (Oculus)
Dave Ranyard (Dream Reality Interactive)
Jessica Brunelle (Ember Entertainment)
Producers are more than just schedule jockeys; they are team managers, communication facilitators, conflict mediators, risk mitigators, work enablers and predictors of the future. The production role covers a lot of ground and there will be unanswered questions at the end of the day.

PRODUCER BOOTCAMP ADVISORS

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Laura Fryer
 
Laura loves making cool things with interesting people, which is why she joined Oculus in 2014. Laura works in research, but she also helped ship 'Farlands' and 'Dreamdeck' with the amazing Oculus Seattle studio. Before Oculus, Laura helped make Microsoft Game Studios, Xbox, Xbox 360, XNA, the 'Gears of War' franchise, Epic Games Seattle, WB Games Seattle, 'Shadow of Mordor', 'Gotham City Impostors', 'Zoo Tycoon', and 'Crimson Skies'. It was all hugely fun, but not as hugely, mind-bogglingly fun as making artificial reality real
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Jessica Brunelle
 
Jessica started her game career in 2000 when she joined Sony Santa Monica as a producer, then later contributed as a designer on the original 'God of War'. This early career experience instilled the passion she has today for improving process and nurturing collaborative team atmospheres. While she's worked on a range of genres and team sizes, she's most at home in a small studio where individuals wear many hats and have opportunities to grow. Jessica is currently Production Director at Ember Entertainment, an independent mobile game company.
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Siobhan Reddy
 
Siobhan Reddy is Studio Director at Media Molecule, the band of creative minds behind the hugely successful and innovative 'LittleBigPlanet' game franchise. Aged just 18, Siobhan relocated from her native Australia to the UK, an early fascination with fanzines, technology, pop-culture and entertainment leading her to the UK games industry, which she entered as a Production Assistant at Perfect Entertainment on 'DiscWorld Noir'. By 1999 she was with Criterion Games, where she consistently shipped high quality titles including 'Burnout 3' and 'Burnout 4'.

In 2006, seeking a new challenge and the opportunity to be part of a close-knit and creative team, Siobhan joined the newly-founded Media Molecule. The small studio would go on to do big things, including winning dozens of awards for 'LittleBigPlanet', 'LittleBigPlanet 2', 'Tearaway' and 'Tearaway Unfolded'. Currently in the works is the hotly-anticipated 'Dreams' for PlayStation4.

Siobhan is gratified to have been recognized for her work with a number of accolades, which include being named one of the top 100 most powerful women in the UK by BBC Radio 4 Woman's Hour and the Qantas Australian Woman of the year in the UK, both in 2013. In 2016 she was awarded the MCV Women in Games Creative Impact award.