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	<title>Comments on: 21 Differences Between Bad and Good Game Producer</title>
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	<link>http://www.gameproducer.net/2006/02/11/21-differences-between-amateur-and-professionals-game-producers/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: overklokan</title>
		<link>http://www.gameproducer.net/2006/02/11/21-differences-between-amateur-and-professionals-game-producers/comment-page-1/#comment-140675</link>
		<dc:creator>overklokan</dc:creator>
		<pubDate>Sat, 05 Jun 2010 12:20:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/10/21-differences-between-amateur-and-professionals-game-producers/#comment-140675</guid>
		<description>@Veteran Tech Dir &gt; checking games 3 years later clearly shows me veterans are 1st to be discarded if any true progress is required!</description>
		<content:encoded><![CDATA[<p>@Veteran Tech Dir &gt; checking games 3 years later clearly shows me veterans are 1st to be discarded if any true progress is required!</p>
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		<title>By: Veteran Tech Dir</title>
		<link>http://www.gameproducer.net/2006/02/11/21-differences-between-amateur-and-professionals-game-producers/comment-page-1/#comment-139424</link>
		<dc:creator>Veteran Tech Dir</dc:creator>
		<pubDate>Sun, 28 Feb 2010 13:53:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/10/21-differences-between-amateur-and-professionals-game-producers/#comment-139424</guid>
		<description>overklokan would be a very poor producer and I have dealt with horrible to great in twenty years of game development. Here&#039;s why:

fear of competition and stealing: then you are either paranoid or you suck at getting original content developed or both! Having visibility or more correctly &#039;transparency&#039; avoids paranoia, adds respect and scale and understanding between all involved in project. There are always exceptions to this such as &#039;national security&#039; or some algorithm equivalent of KFC 11 herbs and spices but IF there is no reason to hide the task item then it should be plainly visible to those on the project and optionally to other teams in the company not of the project (if they could benefit from sharing)

everything is possible with hard work and dedication... TOTALLY WRONG! This is an &#039;Epic Fail&#039; guaranteed! The only grand statement you could make would be &#039;we can do anything given enough time and money&#039;. Hard work and dedication do not overcome these obstacles otherwise coal miners and slaves would dominate the industry (and yes, many suffering programmers and artists feel like they are in those positions!). Also, if you can&#039;t make Pong there is no way in the world you could make an MMORPG.

what more info does the person that draws 2D graphics need... a LOT more! Oh man you are unaware of what an artist needs to take into account. If you have them work in a hole they will produce some chunk of art that has no relation to the rest of the game! Picture 20 artists working on a game so large no one artist could complete it in five years. Now divide up the responsibilities and you will soon find all artists sharing tasks. When one artist is told to make backgrounds for one level and another for then next level you will have completely different art styles, behavior and a mess. Imagine hiring all of the top Sunday comic artists to make a comic book game staring a whole new concepts. Every artist would draw completely different work if they all did not collaborate, have style guides, check each others&#039; work and more.

my brother is a music producer and theres no need to tell him more than 1. and 2. to make a great music track... wow, again, way off target. Are you even aware what a music producer does? Any music COMPOSER will tell you that you are nuts and especially in video games where compositions are all chopped up to keep the gameplay interesting.

Juuso you are way too nice and political in your responses. Speak honestly without couching your words and your message will be a lot louder and clearer and far more true.</description>
		<content:encoded><![CDATA[<p>overklokan would be a very poor producer and I have dealt with horrible to great in twenty years of game development. Here&#8217;s why:</p>
<p>fear of competition and stealing: then you are either paranoid or you suck at getting original content developed or both! Having visibility or more correctly &#8216;transparency&#8217; avoids paranoia, adds respect and scale and understanding between all involved in project. There are always exceptions to this such as &#8216;national security&#8217; or some algorithm equivalent of KFC 11 herbs and spices but IF there is no reason to hide the task item then it should be plainly visible to those on the project and optionally to other teams in the company not of the project (if they could benefit from sharing)</p>
<p>everything is possible with hard work and dedication&#8230; TOTALLY WRONG! This is an &#8216;Epic Fail&#8217; guaranteed! The only grand statement you could make would be &#8216;we can do anything given enough time and money&#8217;. Hard work and dedication do not overcome these obstacles otherwise coal miners and slaves would dominate the industry (and yes, many suffering programmers and artists feel like they are in those positions!). Also, if you can&#8217;t make Pong there is no way in the world you could make an MMORPG.</p>
<p>what more info does the person that draws 2D graphics need&#8230; a LOT more! Oh man you are unaware of what an artist needs to take into account. If you have them work in a hole they will produce some chunk of art that has no relation to the rest of the game! Picture 20 artists working on a game so large no one artist could complete it in five years. Now divide up the responsibilities and you will soon find all artists sharing tasks. When one artist is told to make backgrounds for one level and another for then next level you will have completely different art styles, behavior and a mess. Imagine hiring all of the top Sunday comic artists to make a comic book game staring a whole new concepts. Every artist would draw completely different work if they all did not collaborate, have style guides, check each others&#8217; work and more.</p>
<p>my brother is a music producer and theres no need to tell him more than 1. and 2. to make a great music track&#8230; wow, again, way off target. Are you even aware what a music producer does? Any music COMPOSER will tell you that you are nuts and especially in video games where compositions are all chopped up to keep the gameplay interesting.</p>
<p>Juuso you are way too nice and political in your responses. Speak honestly without couching your words and your message will be a lot louder and clearer and far more true.</p>
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		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/02/11/21-differences-between-amateur-and-professionals-game-producers/comment-page-1/#comment-54142</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Mon, 12 Feb 2007 15:38:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/10/21-differences-between-amateur-and-professionals-game-producers/#comment-54142</guid>
		<description>Maybe better wording could have been: &quot;Makes sure the information is available&quot;... Anyway, the negative point contradicts what I was trying to say. You are very right that not everybody wants to know everything. Sometimes overload of information can be bad.</description>
		<content:encoded><![CDATA[<p>Maybe better wording could have been: &#8220;Makes sure the information is available&#8221;&#8230; Anyway, the negative point contradicts what I was trying to say. You are very right that not everybody wants to know everything. Sometimes overload of information can be bad.</p>
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		<title>By: overklokan</title>
		<link>http://www.gameproducer.net/2006/02/11/21-differences-between-amateur-and-professionals-game-producers/comment-page-1/#comment-54136</link>
		<dc:creator>overklokan</dc:creator>
		<pubDate>Mon, 12 Feb 2007 15:27:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/10/21-differences-between-amateur-and-professionals-game-producers/#comment-54136</guid>
		<description>its ok if you limited that state for the team only ... but even than it
might be smarter not to make every detail available to everyone ...
i mean, what more info does the person that draw 2D graphics need than:

1. info about final resolution of graphics (complexity of details),
2. some examples for forms, shading, motion and atmosphere,

theres no need for that person to know exactly what is the goal of
the game, what are the mechanisms that will be used or how the
complete screenshot will look like ... if designer needs way more info
than its written in 1. and 2. he is lacking the vision and could be
the source of info leakage later (if he decides to quit team) ... i mean,
my brother is music producer and theres no need to tell him more
than 1. and 2. to make great music track (that might not end perfect
in the 1st try but thats where good communication skills of game
producers come very handy)

all im saying is to divide info on a matter of usefulness for each person
in the team ... let everyone do their part of the work focused on really
important things for their work, no need to make their work harder by
flooding their brains with irrelevant data, right ???</description>
		<content:encoded><![CDATA[<p>its ok if you limited that state for the team only &#8230; but even than it<br />
might be smarter not to make every detail available to everyone &#8230;<br />
i mean, what more info does the person that draw 2D graphics need than:</p>
<p>1. info about final resolution of graphics (complexity of details),<br />
2. some examples for forms, shading, motion and atmosphere,</p>
<p>theres no need for that person to know exactly what is the goal of<br />
the game, what are the mechanisms that will be used or how the<br />
complete screenshot will look like &#8230; if designer needs way more info<br />
than its written in 1. and 2. he is lacking the vision and could be<br />
the source of info leakage later (if he decides to quit team) &#8230; i mean,<br />
my brother is music producer and theres no need to tell him more<br />
than 1. and 2. to make great music track (that might not end perfect<br />
in the 1st try but thats where good communication skills of game<br />
producers come very handy)</p>
<p>all im saying is to divide info on a matter of usefulness for each person<br />
in the team &#8230; let everyone do their part of the work focused on really<br />
important things for their work, no need to make their work harder by<br />
flooding their brains with irrelevant data, right ???</p>
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		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/02/11/21-differences-between-amateur-and-professionals-game-producers/comment-page-1/#comment-54056</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Mon, 12 Feb 2007 13:31:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/10/21-differences-between-amateur-and-professionals-game-producers/#comment-54056</guid>
		<description>&lt;blockquote&gt;not true if you know competition is sniffing your hard work and
has a team of much more experienced people that might steal
your ideas and end with game earlier than you â€¦&lt;/blockquote&gt;
Well, that might be true. I meant that he keeps project visible for the TEAM - so that everybody in the team knows what&#039;s going on...

&lt;blockquote&gt;everything is possible with hard work and dedication â€¦ and tetris / pong
has nothing to do with mmorg anyway ;o)&lt;/blockquote&gt;
I was referring to the fact that many people (like I was ;) are eager to start making their first game as MMORPG... without realising how much work is involved. Finishing first a Tetris or pong (or whatever) helps one to understand that &#039;finishing&#039; a game is not always as easy as it sounds.</description>
		<content:encoded><![CDATA[<blockquote><p>not true if you know competition is sniffing your hard work and<br />
has a team of much more experienced people that might steal<br />
your ideas and end with game earlier than you â€¦</p></blockquote>
<p>Well, that might be true. I meant that he keeps project visible for the TEAM &#8211; so that everybody in the team knows what&#8217;s going on&#8230;</p>
<blockquote><p>everything is possible with hard work and dedication â€¦ and tetris / pong<br />
has nothing to do with mmorg anyway ;o)</p></blockquote>
<p>I was referring to the fact that many people (like I was ;) are eager to start making their first game as MMORPG&#8230; without realising how much work is involved. Finishing first a Tetris or pong (or whatever) helps one to understand that &#8216;finishing&#8217; a game is not always as easy as it sounds.</p>
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		<title>By: overklokan</title>
		<link>http://www.gameproducer.net/2006/02/11/21-differences-between-amateur-and-professionals-game-producers/comment-page-1/#comment-54053</link>
		<dc:creator>overklokan</dc:creator>
		<pubDate>Mon, 12 Feb 2007 13:28:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/10/21-differences-between-amateur-and-professionals-game-producers/#comment-54053</guid>
		<description>&quot;Keeps the project visible, makes sure all know whatâ€™s happening in the project.&quot;

not true if you know competition is sniffing your hard work and
has a team of much more experienced people that might steal
your ideas and end with game earlier than you ...

&quot;Has never finished a title. No Pong nor Tetris clone yet wants to create the next revolutionary MMORPG.&quot;

everything is possible with hard work and dedication ... and tetris / pong
has nothing to do with mmorg anyway ;o)</description>
		<content:encoded><![CDATA[<p>&#8220;Keeps the project visible, makes sure all know whatâ€™s happening in the project.&#8221;</p>
<p>not true if you know competition is sniffing your hard work and<br />
has a team of much more experienced people that might steal<br />
your ideas and end with game earlier than you &#8230;</p>
<p>&#8220;Has never finished a title. No Pong nor Tetris clone yet wants to create the next revolutionary MMORPG.&#8221;</p>
<p>everything is possible with hard work and dedication &#8230; and tetris / pong<br />
has nothing to do with mmorg anyway ;o)</p>
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		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/02/11/21-differences-between-amateur-and-professionals-game-producers/comment-page-1/#comment-12484</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Tue, 19 Sep 2006 07:00:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/10/21-differences-between-amateur-and-professionals-game-producers/#comment-12484</guid>
		<description>Yes... I completely agree.</description>
		<content:encoded><![CDATA[<p>Yes&#8230; I completely agree.</p>
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		<title>By: Julzerator</title>
		<link>http://www.gameproducer.net/2006/02/11/21-differences-between-amateur-and-professionals-game-producers/comment-page-1/#comment-12393</link>
		<dc:creator>Julzerator</dc:creator>
		<pubDate>Mon, 18 Sep 2006 16:38:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/10/21-differences-between-amateur-and-professionals-game-producers/#comment-12393</guid>
		<description>This is an excellent list of differences, and extends far beyond game producers, to just plain LEADERS.

Thank you.</description>
		<content:encoded><![CDATA[<p>This is an excellent list of differences, and extends far beyond game producers, to just plain LEADERS.</p>
<p>Thank you.</p>
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		<title>By: CubaGames &#187; Errar de vez em quando faz bem</title>
		<link>http://www.gameproducer.net/2006/02/11/21-differences-between-amateur-and-professionals-game-producers/comment-page-1/#comment-10918</link>
		<dc:creator>CubaGames &#187; Errar de vez em quando faz bem</dc:creator>
		<pubDate>Tue, 05 Sep 2006 22:45:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/10/21-differences-between-amateur-and-professionals-game-producers/#comment-10918</guid>
		<description>[...] Hoje lendo alguns posts sobre produÃ§Ã£o indepentente de jogos, parei para refletir sobre os erros cometidos na CubaGames. [...]</description>
		<content:encoded><![CDATA[<p>[...] Hoje lendo alguns posts sobre produÃ§Ã£o indepentente de jogos, parei para refletir sobre os erros cometidos na CubaGames. [...]</p>
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		<title>By: GameProducer.Net &#187; Archive &#187; Zen And the Art of Asking How Much Games Can Sell</title>
		<link>http://www.gameproducer.net/2006/02/11/21-differences-between-amateur-and-professionals-game-producers/comment-page-1/#comment-10320</link>
		<dc:creator>GameProducer.Net &#187; Archive &#187; Zen And the Art of Asking How Much Games Can Sell</dc:creator>
		<pubDate>Thu, 31 Aug 2006 16:41:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/02/10/21-differences-between-amateur-and-professionals-game-producers/#comment-10320</guid>
		<description>[...] Similarly&#8230; it&#8217;s almost impossible to answer to question &#8220;How much games can sell&#8221; if you cannot tell what actions are you prepared to take to make your game sell. Are you prepared to work and polish your game over and over? Are you prepared to handle all the criticism? Are you willing to spend time on marketing your game? Are you going to have a distribution partner? Are you going to start acting like a professional game producer? Are you focusing on making your players and team members happy, rather than seeking profits only for yourself? Are you going to improve your product rather than hoping for the best? [...]</description>
		<content:encoded><![CDATA[<p>[...] Similarly&#8230; it&#8217;s almost impossible to answer to question &#8220;How much games can sell&#8221; if you cannot tell what actions are you prepared to take to make your game sell. Are you prepared to work and polish your game over and over? Are you prepared to handle all the criticism? Are you willing to spend time on marketing your game? Are you going to have a distribution partner? Are you going to start acting like a professional game producer? Are you focusing on making your players and team members happy, rather than seeking profits only for yourself? Are you going to improve your product rather than hoping for the best? [...]</p>
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