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Recognizing Patterns's avatar

Welcome to Substack, Sebastian.

This is the article I wish I had access to when I first started. Nobody tells you how to produce, how to manage a project: you could do a CAPM and it would count for nonce, because games aren't software development. They aren't VFX or animation either. They're a marriage of all those things and far more, and what makes them fly is the capriciousness of the human condition: the thing that separates a brilliant game from a mundane one and that no framework can fully account for.

In all of this, we have, us, the producers. The suckers holding this kindergarten full of PhDs together.

I'm passing this along to every producer I work with.

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