Game Producers | Game Developers Conference | GDC

Production & Team Management

Learn tactics for managing game production, no matter the size or scope of your game. From massive budget AAA console games to emerging platforms with new challenges, producers need to keep teams and projects on track and increase efficiency along the way to ship games on time.

View all Production & Team Management sessions

Production & Team Management Track Conference Highlights (W-F)

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

The Engineering Journey of Riot Esports
Steve Martin (Riot Games)
Riot has spent the last 5+ years scaling 'League of Legends' Esports to match the passion shown by their players, resulting in a thriving ecosystem of global leagues, teams, and events with a worldwide fan-base. This talk describes through the evolution of Riot Esports from inception to present day from a product and engineering perspective. Attendees will walk away with a thorough understanding of the history of Riot Esports engineering, the unique challenges and complex problems their teams continue to solve, how Esports products are built from the ground up to serve a global fan base, and early thoughts on future product direction.
Creating a Development Culture that Embraces Change
Conor Crowley (Jagex Ltd)
The market game developers operate in is very fluid and changeable. As you make games which aim to run for multiple years, it is important to create teams which can flex and adapt to that dynamic marketplace. In this session, Jagex's Director of Game Development, Conor Crowley, will review the adaptations Jagex has made to processes, team structures and tools that have allowed 'RunScape' to survive and thrive for over 16 years. The session aims to equip attendees with practical improvements and advice for ways they can improve agility and flexibility in their own teams, based on what has been tried and tested with the development teams at Jagex.
Going Wrong with Central Tech
Joakim Lord (DICE)
Roman Campos Oriola (Ubisoft)
After working on the Frostbite game engine's development for 10 years, DICE's Senior Software Engineer Joakim Lord has discovered how difficult it can be to develop the right technology for games when you are separate teams. In this talk, Joakim will take some real life examples of things that went wrong, analyze what happened, and share some strategies to avoid them if you are on a technology team, or if you are working on a game team, how to get better results from your technology providers.
For Honor: From a Great Launch to a Challenging Live Period
Damien Kieken (Ubisoft)
Roman Campos Oriola (Ubisoft)
Roman Campos Oriola and Damien Kieken, respectively Creative Director and Game Director on For Honor will share the story of their game as it travels from its Betas, through its launch, to its first post-launch year. We will impart three major key learnings: 1. Preparing For War - A retrospective of the game's successful Betas and launch, when For Honor became the latest "trendy multiplayer game you have to play." 2. The Clash - Dissecting For Honor's post-launch hurdles, when the team came face to face with what we call the Unpredictability Factor, from technical problems to community management. 3. Fighting Back - A look at how For Honor addressed these challenges, when the team learned what it really means to rebalance features and game consumption, work hand in hand with the community, evolve competitive gameplay, create new content, adjust pipelines AND meet growing player expectations all while staying live.
How to Scale an Indie Game via Outsourcing
Bianca Antunes (Flux Game Studio)
Outsourcing means delegating tasks in any part of the game development cycle to external studios. So, what are the biggest challenges to being a small, under-resourced company and making your first original indie game using outsourcing? Is it possible to reconcile third parties with a small and inexperienced team having a tight deadline and small budget? Flux Game Studio's Bianca Antunes will share her experiences, mistakes, and successes in working with third parties for the first time, transforming a small indie game into a great innovative game, showing that it is possible to make it happen and to synchronize all the many moving pieces.

Related Summits & Tutorials (M-T)

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

Producers Bootcamp (T)
Experts and colleagues to discuss production & team management best practices in a full day session.
Tools Tutorial Day (M)
The Tools Tutorial is a deep dive into the state-of-the-art techniques and processes for building tools that enable game development teams to ship awesome games. Topics will range from usability and workflow to studio services and automated testing, and all the technology in between. Listen to experts from studios large and small talk about their experiences shipping the tools that ship awesome games.

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