A game producer is the person in charge of overseeing development of a video or computer game.
The earliest documented use the term producer in games was by Trip Hawkins, who established the position when he founded Electronic Arts in 1982. His vision -- influenced by his relationship with Jerry Moss -- was that producers would manage artists and repertoire in the same way as in the music business, and Hawkins brought in record producers from A&M Records to help train those first producers: Stewart Bonn, Don Daglow, Dave Evans, Susan Lee-Merrow, Pat Marriott and Joe Ybarra. (See Softalk Magazine, April, 1984).
Although the term is an industry standard today, it was dismissed as "imitation Hollywood" by many game executives and press members at the time. Over its entire history, the role of the game producer has been defined in a wide range of ways by different companies and different teams, and there are a variety of positions within the industry referred to as producer.
There are no superstars of game production that parallel those we know in film (Jerry Bruckheimer, Albert R. Broccoli) or music (Leiber & Stoller, Phil Spector, Dr. Dre), in part because top producers are usually employed by publishers who choose to play down publicizing their contributions. Unlike many of their counterparts in film or music, these producers do not run their own independent companies.
For an external producer, their job responsibilities may focus mainly on overseeing several projects being worked on by a number of developers. While keeping updated on the progress of the games being developed externally, they inform the upper management of the publisher of the status of the pending projects and any problems they may be experiencing. If a publisher's producer is overseeing a game being developed internally, their role is more akin to that of an internal producer and will generally only work on one game or a few small games.
As games have grown larger and more expensive, line producers have become part of some teams. Based on filmmaking traditions, Line Producers focus on project scheduling and costing to ensure titles are completed on time and on budget.
In short, the internal producer is ultimately responsible for timely delivery and final quality of the game.
For small games, the producer may interact directly with the programming and creative staff. For larger games, the producer will seek the assistance of the lead programmer, art lead, game designer and testing lead. While it is customary for the producer to meet with the entire development staff from time to time, for larger games, they will only meet with the leads on a regular basis to keep updated on the development status.
For most games, the producer has a large role in the development of the game design. While not a game designer, the producer has to weave the wishes of the publisher or upper management into the design. They usually seek the assistance of the game designer in this effort. So the final game design is a result of a cooperative effort of the designer and the producer.
In general, the producer is not the "boss" of the people on the game development team, but the "boss" of the game. So while a programmer may answer to a programming director, where matters of the game are involved, they answer to the producer. Producers may issue reprimands or issue accolades, but usually the fate of the developer's employment is not in the hands of the producer. So while they may recommend termination or promotions of certain employees, the producer normally cannot fire or promote team members single-handedly.
Computer and video game development | Entertainment occupations
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