Game Development Reference
In-Depth Information
cing, but little game production experience. He arranged for a seasoned team with
many games under their belts to handle all aspects of the project.
Unfortunately, the partners decided that they would save some money by handling
some of the asset production themselves. They tackled a challenging area: motion
capture, and character rigging. After they delivered the goods, the programmer de-
termined that formats were wrong for a mobile app; the game choked on all the data
in the files. Fixing the files raised the cost over what the developer was going to
charge; a classic example of false economy. Eventually, the game did go to market
and it was fun, but it was late and over budget. This could have been avoided by
checking with the developer on what their requirements were, instead assuming that
the bosses knew best.
More on the role and tasks of a game producer can be found at the following link:
http://www.gamecareerguide.com/features/1009/produ-
cing_a_videogame_products_people_and_processes.php?page=3 .
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