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|    Production

In recent years, game industry production challenges have been split between massive budgets for AAA console games, and significant new production challenges from social, online, smartphone and other emerging types of game. The goal of the Production Track is to provide developers with concrete tactics for managing game production, no matter what size or scope your game is.

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Great Management of Technical Leads
Mike Acton (Insomniac Games)
Congratulations! You're a lead. Now what? In general, whatever skills you've demonstrated that got you to this point aren't the same things you'll be doing from here on out (or at least not as much.) This talk is an entry-level description of expectations for any technical gamedev lead. What a lead needs to pay attention to; What responsibilities a lead has to his or her team; What are the most important things that any good lead should be doing; How do you get things done.
5 Mistakes by Good Teams That Produce Bad Free to Play Games
Don Daglow (4thRing Inc.)
Experienced dev teams, designers and producers often struggle when they first work on Free to Play titles and there are patterns we can learn from to avoid the most common problems. After a long career in console games, Don Daglow has spent much of the last five years helping teams in the Free to Play space on titles large and small and he will share practical ideas you can use tomorrow to make your FTP games and your team more successful.
Making AAA Sustainably: Building Games with a Hyper-Efficient, Hyper-Motivated Team!
Alex Mole (Criterion Games)
Criterion Games is convinced that the way the industry has built AAA games is incredibly damaging to people, quality, and innovation. After a change of leadership in early 2014, Criterion started to build a process aimed at maximising efficiency through a highly-motivated team with enough big-picture context to make great decisions all the time. As well as taking inspiration from other AAA studios and Indie developers, the company is making use of science to motivate people through Autonomy, Mastery + Purpose. Criterion has been using this approach to develop a brand new game, as well as assisting two other titles within EA. On all three projects,we've found that we are the happiest and most productive that we've ever been! This talk will cover the reasoning behind the processes Criterion has built, and go into some detail of the findings of what worked well and what didn't.