Choose
Choose a language:

CONFERENCE  

|    Production
    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.

Arrow Search for all Production Track sessions

2016 HIGHLIGHTED SESSIONS

Quality is Worth Killing For
Jonathan Dower (Supercell)
The mobile free-to-play market is extremely competitive. Making games that last for years in this climate is by no means an easy task, even for the most experienced. However, by making some tough decisions, the learnings from a failed game can be the most import of all. Quality, learning and long term are key values at Supercell. They are real values that are common amongst each team. In order to truly hold these values high, hard decisions, like knowing when to kill a project, are needed to focus on quality and the long term. In addition, the learnings of such an experience can be integral in the making of a future success. In this session, Jonathan will discuss the inner workings of Supercell, how the games are made and the importance of the small, truly independent teams making huge decisions.
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.
Autonomy, Mastery, Purpose - Building a Hyper-Engaged 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.
How We Introduced UX to Epic Games' Production Pipeline
Celia Hodent (Epic Games)
Heather Chandler (Epic Games)
User Experience practices and User Research are a crucial part of the game development process, but there are still numerous hurdles to overcome in order to make UX insights useful and actionable to the dev team. It's possible for a UX team to underestimate development challenges, and a dev team might misunderstand the UX team's intent. Consequently, UX may fail, either because the UX team can't deliver what the game devs are looking for, or because the devs don't use the UX tools correctly. In order to get the best return on investment stop thinking of UX as a verb. By fostering collaboration between the UX team and development team, you can build UX practices into the pipeline. Hear from a UX and a Production representatives on how this process was implemented and iterated on at Epic Games.