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What Does Game Producer Do? - 80 Level Round Table
Xsolla's Slava Lukyanenka talked about his experienceing crafting big blockbusters in Poland and helping smaller indie teams find their way in today's saturated market.
Slava Lukyanenka is a Director of Products at Xsolla
(Formerly - Senior Producer at CD Projekt Red)
LinkedIn: https://www.linkedin.com/in/viachaslaulukyanenka/
Xsolla Website: https://xsolla.pro/main
Xsolla Funding Club: https://xsolla.pro/fc
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producer is the person who is making things happen some indie teams do not
understand it they already have producer i've never seen agile practices perfectly working
in the gaming studio greetings and welcome to the 80 level roundtable podcast
in each episode host karel tokorev invites video game industry leaders to
talk about the world of game development no topic is off limits as long as it
relates to video game development new episodes are in the works so remember to follow us or subscribe and
share with someone you know will also enjoy the podcast hello my name is slava i previously
worked in war gaming as a project manager i was leading the r d team there
later on i joined the project threat when i spent four plus years
for cyberpunk 20 2077 development and uh currently i'm working at uh sola
as director of products making sure that indie teams have the
possibilities and the ways to get funding to make their games happen this uh
first time i bumped and took so uh bus death and solo guys like five years
ago uh while i'm working at the big companies all the time i do have a side project
i'm working on and one of them one of them won
one unreal development contest and one prize from from mixola
we applied for solar funding club and through this channel we have found we have find
the investor who who was ready to put to put funds into our team
we didn't sign with him though because we had this agreement inside of the team if we should we should do it at
this stage or not however i've seen that uh sola actually brought the
brought something useful for me as an indie developer and few years later
when i was already finished i have already finished cyberpunk 2077. when we have finished
cyberpunk i was thinking what to do next i i could stay in the company obviously
and continue working on cyberpunk virtual franchises while i met
eugene from axola and he said that actually i can do what i am doing
uh meaning mentoring indie teams i can turn what i'm doing into something
useful on a bigger scale with exalt so yeah currently i like what i'm doing because
i'm actually helping indie teams to raise
funds for their games and get good get a good deal
comparing to many others so i guess it will to be paid out in the future by karma
we we often ask this question um and i think for somebody of your caliber would
be a good one so why do you do what you do like why do you decide to go
into games and not do you know i.t or do some other stuff well honestly
before i joined game dev i was actually working in 80. uh
but to me it was mostly the the the need to start over career somewhere
i was pretty young so i uh started as a qa engineer
i worked in outsourcing company for four years and then when i when i became professional professional
enough i was invited to join wargaming and
that's how i tagged along with gaming industry it was
all the time the job dream to me and i was looking for the ways how to enter the industries
but i was failing over and over again but yeah after the working it company i
got recognized and had my chance what were like the major differences you
know when you were working in i.t and then you had this opportunity to work in a huge company like wargaming
what kind of were the first thing that kind of strike you
that's an interesting question at the beginning i've seen no differences
but months after months the the spirit of the way how the games
how the game's been developed became more obvious to me
because four years known sourcing company means that you're always
focusing on the delivery you're always focusing on what uh what customer told
you to do while working on the game
you have to do your discoveries on your own you have to
be sure that the team and everyone who is involved in the game development
they are courageous enough they are smart enough to keep up the conversation
to adapt to the change if they need to be implemented and
developing the game development appears to be more conscious and focused on what
the end customer and the player needs comparing to our source development when
we always had to believe that there is a customer who knows better
than you but in games it's quite different no one knows what player needs so we have a lot of those conversations
with game developers and i even did a couple of lectures
on what do game developers what advice do they give to people who are just starting out
and one of the things that they said is the following when you work in games
uh games are no longer the same for you you know what i mean like you like if you're
a director or like a cameraman you don't watch the movie you watch how the movie is made
so how did you go through this transition like because you're not originally a game developer you worked in at and how
did you kind of start looking how did your perspective change and when you're
assessing games or playing games learning oh the the major change was that in the
beginning you think that oh it's it's easy to implement just a simple feature let's just do it but
uh every tiny uh change in the mechanics in a user interface wherever
leads to another changes in most cases and you need to probe it over and over and over again
and uh sometimes the results might be unreliable but you still need to believe
them and build other hypotheses so over time
you're developing the experience you know how games are actually done you getting information how much
any gameplay change costs how much caused the change of the character of the location whatsoever
and at the beginning you look at the games and think well
that could be done better and they know how after years you're looking at the games
and you're looking at the movies whatsoever and you're admitting
very cool tiny things you have never seen before so from uh it transitioned over time
from being super confident on i know how to do this stuff into wow they did this stuff
in pretty peculiar pure peculiar way and and then fascinated by it
don't you find it's uh how like my experience when you look at
the game development process it seems like and i think movies are similar in that way that it's a it's a miracle that
these things actually release that they are finished and they are launched because there are so many
elements and like you said if you you know you want to implement one feature and
then the whole system's kind of collapsed or something and i think there was a talk at gdc where
uh this lady i think she was from obsidian or somewhere and she talked about like
those people who are they really like games you know and they think they they can do
everything on their own and then they start creating without telling anyone else that they're doing
something they create levels or characters or something and then it
just kind of creates more extra work for everyone else how do you guys battle this
you know how you worked in war gaming you worked in cd projekt when does this
passion kind of bothers you you know it doesn't allow you to go and finish the game
[Music] i would start with an abstract i would say typically
when you're developing the game you have two phases pre-production and production and the level of
the art the level of creativity uh which is allowed to be put into the game is
reducing over time the closer you are to the release the less and less additional stuff you can add into the
game so typically when you're developing the game you're gating these processes by milestones
but even though it's not always working the trick is
that the games is no games movies uh this
this mediums they created not but just one person they created but many persons uh and the beautiful part of it is in
emergent power of all of these people what's what can be done by one person
uh if you multiply it by 20 percent you may
have unexpected result if you have the chemistry inside of the team in this
case this 20 developers may uh deliver 100 times more
than uh than you expected if there is no chemistry it would it would be lower so
the key trick of the of working in game development is that you have to
trust your fellow developers you have to find the chemistry with them and in this case
results of both of you all of you are amplifying so you acted as a leader in
some of the development teams and the question that i think is
interesting not only like for the game development committee but overall for people in general because games is now
such a huge part of our lives right the my question is like who develops
games like who are these people that decide to devote their lives to you know building
mechanics and creating technology and so on and the question is
i'm i'm trying to understand because for technical guys right for coders
especially i mean there are so many opportunities you go silicon valley do your own app or
something right you can go to japan and work in a bank just create some boring
software for transactions or whatever um and still i see people fighting
for an opportunity to work for this company and or that company so what's like the
psychology behind it like who are these people they did they decide to work at war gaming or
city project red or any other these big organizations that build games
okay uh i guess i guess it's mostly about the
passion i know developers who are awesome in rendering they're awesome in
building animation systems this requires a lot of
super deep knowledge on algorithms algorithms which are specific for this
area and these guys keep evolving in in this area specifically because they want
to see how the how the how they can push it even better
i have a friend who who is regularly
writing white papers after each game he has delivered and uh telling the telling the stories on how
rendering can be improved on a c graph his key his he just want to
share it with everyone else because this is what he could achieve and he can show it to everyone so the technology he used
can be populated and improve any other games when we talk about the other type of the
developers animators 3d modelers uh
artists all of them are developers but all of them are still driven by the same
thing passion they have something that they want to show and they have a joy when they see that uh players enjoy what
what they have delivered so when you have these people who are
incredibly passionate and uh they're driven by this kind of desire to make
better games i'm sure you kind of ended up in situations where
there's just so much energy in the room there is like so much stuff going on then it's important it's impossible to
kind of keep everyone happy right so because as there's any kind of product that
you're developing you have to make decisions and sometimes these decisions they don't
you know not everyone is a fan of right and you and i we both come from
i guess like a former soviet union kind of scene where
we've seen tons of those teams where they're saying we're gonna build this game and it's gonna be a game it's going to
have open world and it's going to have realistic damage and you can be able to
you know attack caravans and do all the stuff of crazy stuff so adding so many ideas that
you know it's never going to work and like me and my career personally i've seen too many of those games
but um in your role you work as a producer and this seems to me
kind of like this role that is often avoided like not a lot of people
understand what this produce to do and for me when i think about producer
is this guy from a movie called the tail wax the dog
you know like the like the glasses guy and then he he walks around and he just
he has the vision he gathers some people and then he makes people work so my question is in games in your role
in your experience from having all the background who do you think producer is like what
is this person's role on a project right that's the answer is actually depends on
which company which country we are talking about because the definition of production job differs
between between different companies while at the same time there is one
thing which is always standing out producer is the person who is making things happen
and uh in this quote that can mean anything so let's say at this point
after i left cd projekt red i picked up a couple of
indie projects and i'm leading them as a independent producer and in this case my
role in most cases is to take what creative talents uh are working on and frame it into the business frame it into
deliverables which they can actually uh finish by site by some time and it
actually takes a lot of time not so many people understand that you cannot just like go to the team and say do this
it doesn't work this way you're working with creative talents they they are creating these games you are helping
them so your quest in most cases is to get what
uh to understand what the game they're developing and how you can help them to deliver it
in its best shape then you have to explain it and then you have to agree with them
how exactly is going to be done so let's say me the independent producer wearing
at least three hats that sometimes i have to behave as a story doctor because i see that
the story we want to tell inside of the game
is too huge or too complex or vice versa too simple so
players won't like it on another day i'm wearing the head of
director preparing a profit involves file calculating budget for the game
sometimes and we're in the head of the business developer and i'm going to talk with with investors publishers whoever
everything to make team focus on what they can actually do the best creating
the game so yeah producer is the person who helps the team
to achieve to achieve the point of the case did you um
because you mentioned you worked at like large companies but you also help in the indie companies as well when you have
these conversations with guys who are creating their own smaller experience um
how do they like how do they treat you do they sometimes think you're like a just like a money grabbing machine that's only
here for you know um make some buck on their shoulders and to
monetize their game do you see any kind of uh because at least
a while ago that was kind of the attitude from the indie teams you know what i mean when they
because producer for them was similar to like a marketing ceo or like uh
some kind of publisher because developers they live in their own world their own game and they feel like if
they're building this game it's gonna be successful you know either way people are gonna see all the features all the
implementations and they never even come up with the idea that a lot of
a lot of people like me for example they make their decision whether to purchase this or not based on the like whatever the
icon looks like on switch you know store right so how do you kind of persuade them or
how do you build that need to in the team so they understand that the
producer is the one who's going to help them you know finish it yeah it starts with
the basis because producer is not just like one guy's job producer is a role anyone can take it inside of the team
and typically this is how it starts despite the fact that some indie teams do not understand it
they already have producer it's just someone inside of the their team who is
trying to manage what they're doing who is trying to uh build up our long-term plans
so they do have them and when we arrive at the point where
developers want to actually focus on the game when they understand
that actually working on the finance part of the studio is complex having
conversations with publishers is time consuming
they're getting tired and that's the moment when uh experienced producer help comes in handy
it starts with typically it starts with just mentorship so they're coming to you
asking questions uh you're helping them with some advices or vice versa you are
challenging with the questions they would never ask themselves and so
step by step it builds the trust because you show them show the developers that
you're actually on on their side you're not putting money out of them you're trying to help them to make the to make
the game happen and i don't know the other recipe recipe
actually because without trust from the team you're always going to be the
just a manager who is chasing people who's chasing people for their tasks
which is not a production job actually so when you worked
in these smaller studios and the larger ones as a producer and a part of the team you
obviously saw a lot of challenges and problems that people face and i think
my question is do you feel like the process is different the bigger the company becomes
do you see more problems kind of arriving or less and then
the question is what about the the way that you you know manage all
that like is it like a flex structure do you need some kind of hierarchy do you do use
waterfall or do you like the safe techniques what works best for
you know what size well i'll start with the fact that in practice uh we can imagine the game
studio as just a system my background is that i'm an engineer and
i'm specialized in system analysis and when i'm looking at any studio i see
that it has the composition of different developers so the bigger amount the bigger the
number of the developers the more complex system is so that that's the third thing
uh second thing uh when you're working with indeed developers
you're always producing stakeholders because stakeholders are actually in the
team while you're working with in a big company your developers they creative talents inside or inside
of the inside of the company while stakeholders are typically game director
or studio director or head of the studio some other guy and yeah sometimes there are conflicts
between stakeholders and the team but that's the thing you are here to mediate the
process and if someone in the process gets offended or
someone in the process disagrees it's your job to settle down the conflict to explain
why the decision was made this way or mitigate some
some other solution with the with the director that depends on the situation in practice i've never seen
i've never seen agile practices perfectly working in the in the
gaming studio at my memory only bungie achieved
working process in a safe manner while others trying to implement
some practices sometimes with the success but yeah
once again typically every studio is building their own process because the pipelines of the
development are different engines are different and that requires different team composition
and different skill sets i think uh i have like two comments on
that one that one of my friends who actually worked with me
and we were both kind of studying for safe and we did this like safe agile training
for different roles but still like this it's mostly the same training and uh i was like wow this is so nice
this work perfect like let's just use it and it's like 40 gross like faster
delivery all that stuff and he said well it's kind of great on paper but
it never actually works how you learn it right and there are very few
companies that are actually um implementing it and achieve results and you mentioned
bungie and i had a friend who worked there and he said yeah they said like developers they use
frameworks that you know bring them results they don't they they can use waterfall here and do safe agile there
and bungie is now different like i think in that direction like any big companies right uh
when you have these teams i guess and you can comment on that like on a smaller scale well you have stakeholders
kind of within the team the team is just a number of stakeholders
what you need to spend less time on is probably clarification and communication meaning
that everybody understands what they're building everybody understand what everyone is
doing and you know if i build something that's not entirely like in
in something then everybody's you know they know who to talk to and they understand what's
going on but what happens if it's like world of tanks good god this this game
is like humongous right or any other big title let's not take examples from your career but any
let's say like eldon ring look at that game it's like first of all
one of the biggest rpgs ever right so much content there so many elements so
if i make a decision that you know the the chest is going to teleport you god knows where in another
part of the map i don't like physically i cannot understand
how that studio manages to do it and any big studio how do they not lose their and just
you know go around killing each other because it's just too much to kind of compress into one so can you talk a
little bit about what are like the efficient ways where different kind of decisions can
communicate within the team and also outside the team when game director comes or our director comes
and you show him some technique and he says it's never going to work because my prop is let's say gray and it's just
going to be lost nobody's gonna see it you know what i mean yeah the thing is that uh
there should be always the point of synchronization in different companies it works differently some some some
prefers to have uh uh regular playthroughs on the drive and
that's it someone demands uh developers to play the game regularly
once a week let's say to spend couple of hours but you have to play the game to understand and see what's happening in
there some companies are posting huge uh posts on internal confluence
uh assuming that everyone will read it but the thing is that
the only working way to assure that people will know what's
inside of the game is to make them passion on their passion on their change and willing to show it to the others
when one developer is uh coming in the picture and saying look i have created
uh i have created the uh let's say new mechanics of shooting
so it's based on let's say freezing time and you can pinpoint few a few
few places you want to shot at and boom it it works like you are doing it
automatically it looks nice i want to show it to everyone and
yeah it should come from the developer so you mentioned uh passion a couple of
times when we were discussing and
we think that this is one of the biggest thing that kind of unites game developers in general because that's one
of the things why they're doing this in in in the in the first place and when i think about passion i always think about
i think it was a former playstation head who on camera
he was beating and he successfully did so um a very challenging boss in bloodborne
bloodborne is a very challenging game and he was like dodging kind of his
heart was skipping a beat and you could see that this guy really likes games and he's like a ceo of playstation he's like
a very high level c c level guy right so you might think he's not really interested
in game but he is and you can see this from the recording but
passion is just kind of like one little part of this um
yeah it's like part of the base of this formula like for a successful hire
in in the game and when you're looking for talent when you speak with your colleagues and so on
how do you choose when you're getting resumes i'm sure when you're working on cyberpunk
you've got like tons of you know knocks on the door and people like hey
i really like your game want to work with you how do you make this decision that this person fits and this person doesn't and
if you're thinking about it to make it easier like uh let's think about these hard skills
and soft skills that you need to have in order to you know continue working in big games
that actually depends on the uh culture which is uh in the company so let's say
uh when you're working when i was working at cd projekt threats i was hiring gameplay designers and
comparing to many other companies still five years back we were
we were focusing on the developers who are not only game designers who are not only the
designers and they can build a cool presentation and write nice papers but they can also implement
things so uh for us was always important that the
person who is about to join us has the hard skills we want and they can prove
it with with the simple task to implement the prototype
while later on uh each person who supposed
who is supposed to work with this developer should speak to him
and uh in my case i wasn't challenging designers with
questions on how they execute their job we were talking about the games my top three questions uh typically
what the last game you played is there anything uh you would change in
this game and if so why and third is how it will impact a player's experience
so this three simple questions allows you to spend uh
an hour with the developer if he is passionate enough if he's actually
uh putting a heart in the answer not just like
i don't know pulling it out of the nowhere yeah
when you talk about game designers especially um what are those
hard skills because um i i know like if you're like a mobile free-to-play you probably biggest hard
skill is your spreadsheet and then you calculate like lifetime value of whatever and how to loop them in the
game but when you talk about a game like cyberpunk that's like like uh there are so many
systems there it's a very different monetization model um i'm struggling to
understand what kind of scar hard skills do you need to have in order to actually
start building something like this it's also super important for our listeners who are you know they're
still in school they're they're maybe they're in junior positions somewhere they don't really know so if you could
explain a little bit like what do you need to uh learn and maybe start practicing that
will help you build those hard skills and maybe you know get in the career ladder right typically typically for me
the best person is is the one who has the passion first who is able to build the language with
the others and adopt the language from the studio that's where hard skills comes in
and being able to receive the feedback that's when it comes to the soft skills
there's tricky points they're necessary for any any developer why i mentioned
language is mostly because while uh requirements would be different between
different professions in different studios uh the key thing is that in
different companies you are using different language to describe things you're working on let's say
two months to my first month in cd projekt red i was super confident
while i was talking about what we should implement assuming that the word prefab
is exactly this has exactly the same meaning as in unity or unreal
but in practice it did not and that was my mistake that
i when i came in i started to i started immediately operate with the
language i i knew i didn't i didn't align myself with the others so
the hard skills here is that you have to have at least basic knowledge on how the games are developed if it are developed
if you have the possibility and courage to open the engine you should because
the hands-on practice of creating even a smallest even the
simplest game is priceless because you're starting to
understand what kind of language might exist and then you're coming to
another company you're getting hired and you have to be ready that most of the things you named one way can
be named the other way and you have to learn how and you have to adapt
to to the language they're using and this is the most necessary hard skill i would say and
this is something that people typically are taking from the university
so while we're on a subject on university and kind of achieving those
skills there is a trend in games and i think game is like one of those industries where
you can never sit still meaning that uh i mean today it's one technique tomorrow
is another technique we run a website for artists and this stuff changes almost every year
like every year there's some new feature like a good example would be you know zbrush like
you used to use zbrush all the time to make materials like even during like crisis times right now you use substance
designer or substance painter and maybe in five years you're going to start using
mega scans or something else where everything's going to be scanned or deli yeah or ai stuff so
this ai stuff also comes into mind so how do you
advise to young people and maybe not only only young people for everyone how do you adapt in this
environment where everything's changing so quickly and how do you make sure that you're still employable that's what i'm
that's the biggest thing because if you look at dali we joked yesterday that you know interior decorators are no longer
necessary and then any billionaire can you know click something in dolly and create his own underwater aquarius
bedroom or something right so how do you see this progressing in the future
with all the tools with all the ai are there is there going to be a need
for game developers in the future at all there should be a constant learning all of the tools
substance painters zbrush dali any other ai ai tools that's just tools to make
your work more efficient more faster more effective
from the result standpoint so uh it's just necessary to
to keep watching over the trends and learning new stuff because like
my case uh i'm a producer but i'm struggling to find a concept artist but
here is dali that means that for me as a producer i can speed up or work on my concepts because instead of
spending a month with concept artists to get super detailed concept which will
show which which is going to sell uh my uh concept
i can work with uh with daley
generate pictures which will which which is going to sell the atmosphere uh sell
the mood uh it's not necessary we'll put it in the game but see this is something that
helps me to speed up the decision process same same comes for the concept artist
they can take dilate they can generate something and over paint it into something that actually fits their needs
all of the tools which from the first glance looks scary so hey i i will know
i will no job anymore because there is a new tool in practice that means that you can do your work faster
and that's it and you can achieve the better results so constant learning uh looking around you getting practice
getting knowledge on the new practices that that's the must so what advice would you give
we kind of talked a lot about hard skills soft skills constant learning passion
kind of the themes that we had in our conversation um if you're speaking with new recruits
if you're speaking with people who are just getting into this industry what advice would you give them like if you
just if you were to summarize everything we talked about today get feedback as early as possible
whatever you are doing get feedback as early as possible you just wrote a few
lines about the new concept show it to someone if it doesn't click
if it does if you do not receive any feedback maybe you should rework it somehow
or you have finished you're about to finish the vertical slice of your game on the prototype
test it as early as possible it might be semi-ready it might have gray boxes it might have missing effects sounds
whatsoever the earlier you test it the more insights and the more
feedback you'll get and it comes not only to the game it comes to
uh your knowledge uh the way you're writing emails the way you're
building your spreadsheet if you're building the spreadsheets anything feedback is a must
rely on it cool thank you sal i was very insightful thanks
thank you thanks for enjoying another episode of the 80 level roundtable podcast
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