GDC | Game Producer Bootcamp

Producer Bootcamp

GDC 2018 Content. GDC 2019 coming soon.

A producer's role often varies from team to team and differs across studios. Good (or bad) production practices and methodologies can make or break a game's overall quality, the team's health, and even define studio culture. The Producer Bootcamp brings together experts and colleagues for a day to discuss best practices in production and team management, as well as share their career experiences.

Producer Bootcamp takes place on Tuesday, March 20, 2018. Seating is on a first-come, first-served basis.

View all Producer Bootcamp Sessions

Featured Sessions

All Access, GDC Conference + Summits, or GDC Summits Pass required.

Producer Bootcamp: Be the Best Producer for Your Team
Ruth Tomandl (Oculus Research)
A producer's job is to make sure the game gets done. But what works to get things done on one team might not be effective on another, and a producer who is phenomenal in one team may struggle in another. This talk will review core skills that all producers need and outline 3 producer specializations and their strengths. In this lecture, Ruth Tomandl will discuss different types of teams, what they each need from their producers, and how producers can identify and build new strengths that will help their team succeed.
Producer Bootcamp: Creativity and Processes: The Production Challenge of Mega Projects
Nouredine Abboud (Ubisoft)
Nouredine Abboud from Ubisoft Paris is the Senior Producer leading 'Ghost Recon Wildlands', a project 5 years in the making, involving 7 studios in 5 countries and closing credits with more than 3000 names.

In this lecture, Nouredine will share his experience of AAA development, and specifically answer big production and management questions that big games pose: how do you foster creativity in large-scale projects? How do you avoid losing creativity and the human touch, when overruled by the structure of large organizations? Creativity or processes ?

Instead of creating more rigid processes, the development of major AAA games is calling for a revolution in the development processes. Putting more human interactions at the core of game development is key. It's not just about agile development, it's about deliberately looking for ways to avoid size, automation and Taylorism polluting the development process and resulting in creative failure.
Producer Bootcamp: Lessons from Driving Change
Andie Nordgren (CCP Games)
In this lecture, Andie Nordgren will share lessons and experiences from 5 change projects at CCP Games related to 'EVE Online' and 'DUST 514'. Join this session and get practical insight into what change projects can look like in the real world and how a seasoned producer reflects on them.
Producer Bootcamp: Hello, I'm Your Producer! Strategies for Introducing Production
Veronica Peshterianu (System Era Softworks)
One of the more challenging scenarios a producer can encounter is joining a team with no prior production support. Successfully introducing production methodologies for the first time requires both caution and confidence, especially with teams that have self-organized in the past. By starting out with small, measurable improvements a producer can build a foundation of collaboration and trust with the team that can lead to larger, more formal changes. This talk will outline several actionable strategies that can be used in this situation by producers, as well as developers of other disciplines stepping into the role for the first time.

Producer Bootcamp Organizers

Dave Ranyard
Dream Reality Interactive
Dr. Dave is a self-confessed VR pioneer and CEO of the independent immersive studio, Dream Reality Interactive. The studio is based in London and its mission is to create compelling AR and VR experiences that focus on natural interaction, believable worlds and shared experiences with a special interest in AI. The team is currently working on original games and also the recently announced VR experience, 'Hold The World', which is in association with Factory 42, Sky TV, The Natural History Museum and world renowned Sir David Attenborough.

Prior to founding Dream Reality Interactive, Dave was the director of Sony's London Studio where he oversaw Sony's initial ventures into VR, directing the studio that developed the best-selling PSVR launch title 'PlayStation VR Worlds', featuring the critically acclaimed 'London Heist' and 'Ocean Descent'.

Having studied at Leeds University, Dave obtained a 1st in Computer Science and PhD in Artificial Intelligence. Before heading up London Studio, he had been a research fellow, programmer, audio manager & musician, creative services manager, executive producer ('SingStar' & 'Wonderbook') and released a number of records.

Dave is an active member of the game development industry, holding positions on the BAFTA Games Committee, the Game Developers Conference (San Francisco), Virtual Reality Developers Conference, and the Virtual Reality World Congress.

For further information contact:
Alison Beasley, Lincoln Beasley PR: E: [email protected]
Dr. Dave can be found tweeting @Dr__Dave

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.
Angie Smets
Angie Smets
Guerrilla Games
Angie is Executive Producer and part of the management team at Guerrilla Games, a video game development studio based in Amsterdam, Netherlands. She earned a master's degree from the Design Academy Eindhoven and started her career as an industrial designer, with a specialization in human-computer interaction. Angie gained her first experience in the video games industry over 18 years ago while developing for CD-I and CD-ROM formats. The medium's combination of creativity and technology ignited a passion for video games, and in 2003 Angie joined Guerrilla to help create the studio's first console title, a first-person shooter for PlayStation 2 called 'Killzone'. Five additional 'Killzone' games for various PlayStation hardware platforms followed, culminating with the release of the PlayStation 4 launch title 'Killzone Shadow Fall'. Most recently, Angie shipped Guerrilla's first venture into the action RPG genre, 'Horizon Zero Dawn', to widespread popular and critical acclaim.

GDC Tutorials offer a full day of in-depth information and cover a range of game development disciplines on Monday and Tuesday, March 19-20, 2018. View all GDC Tutorials on Session Scheduler.


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