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Filip Cholewczynski, Mobowl Gmbh

wnconf
March 22, 2018

Filip Cholewczynski, Mobowl Gmbh

Why Do You Need a Production Plan for Your Game?

(White Nights Conference Prague 2018)
The official conference website — http://wnconf.com

wnconf

March 22, 2018
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Transcript

  1. WHY DO YOU NEED A PRODUCTION PLAN FOR YOUR GAME?

    Filip Cholewczynski Product Manager MobOwl GmbH
  2. ABOUT ME • Editor/Journalist • PR Specialist • Marketing Specialist

    • Community Manager • Producer • Product Manager Professional Experience
  3. PRODUCER IS... A facilitator (and a manager) (sometimes a boss)

    (and definitely should be a cheerleader) • You manage all the tasks • Keep an eye on the features • Have in-depth knowledge of the game itself • You are the connection between all departments in your company • But... You’re not an expert in any discipline.
  4. SO WHAT’S UP WITH THE PRODUCTION PLAN? „But we don’t

    really need a producer...” Don’t worry, you already have one. But where to start with this monstrosity?
  5. PRODUCTION PLAN – STARTING OUT Answer the following questions: 

    How much time do we have... (?)  ....before the money runs out.... (?)  ...and we achieve what we wanted with the game? From the points above you can easily see that you have to write down:  Schedule of the game  Budget  Game Features
  6. IT CAN LOOK LIKE... Choose the format that is easy

    to use and understand by you and your team.
  7. WHY IS IT IMPORTANT? 1. Making the team feel that

    they’ve accomplished something.
  8. WHY IS IT IMPORTANT? 3. Being able to talk about

    the incoming features/dates with publishers (you don’t want to be one of the guys who says: „We have a lot of work, I’m doing production/design/art at the same time and we will have our game somewhere next year and it’s going to be perfect”).
  9. WHY IS IT IMPORTANT? 1. Making the team feel that

    they’ve accomplished something. 2. Developing the game way in more efficient way. 3. Being able to talk about the incoming features/dates with publishers and third parties. 4. Planning out marketing efforts in advance. 5. Finishing the game.