Jade Carter

  • Producer at Snap Finger Click
  • QA, Future Labs
  • Producer
    • oversees development cycles and keep the team on track (day to day and long term)
    • timer keeper, task planner and communicator
    • line of defense and source of truth
    • not in charge of money but time
    • not marketing
  • everyday is different
    • tracking work (Jira = agile software) tasks, bugs, everything has an estimate and stays up to date
    • project roadmaps
    • meetings (best communicator)
    • playing the game, testing
    • spreadsheets, problem solving
  • roles can find you
  • university skills apply to industry outside of art and programming
    • communication
    • deadlines
    • understanding peers
    • be accountable (on time, responding, etc)
    • being able to work solo/teams
  • Recruitment
  • QA portfolio
    • be honest
    • what you think is relevant
    • passion about games
    • interviewers want passionate employees
    • you don’t have obsessed but do your research
    • applied for 20-30 jobs before getting into QA
    • 1pg CV
    • production doesn’t have portfolios
    • FMP
      • understood the games cycle
      • departments
      • enthusiasm
      • foundation
  • multiple studios can work on one game, ‘co-development’ IP owner swill outsource parts of development to have technical knowledge to communicate
  • mission design and cinematics
  • adapt to changing a game/scraping ideas etc
  • QA – producer
    • 1 year QA
    • offered a role as a producer during QA
    • many people in QA may be picked off into other areas, show your skill set and you might get lucky
    • QA is low risk for studios, they bring people in and ‘test’ them, see how they fit into the work culture and consider them for bigger more specialised roles
    • keep an open mind, may find a role you enjoy in an unexpected area, hang out with people at work that are in areas that you are interested in
  • remote work/hybrid work, flexibility
    • important to meet people face-to-face at first
    • communication improves over time, some people wont communicate in the same way online/offline, there may also be a generational gap in communication style
    • things wont be answered immediately
  • sprints/milestones/development cycles
    • software: Trello, Miro, Jira, people don’t have to tell you what they’ve done directly
    • their studio doesn’t work in sprints (2 weeks + check-ins) but in milestones (1 month, check-ins)
  • GDD
    • confluence pages, easier for people to edit etc
  • contingency time, add 20% of time in case of emergencies (sickness, tacking time off, etc)
  • game charts
  • estimating time
    • gets easier as you do more
    • people are different, creates variation in estimates
    • vertical slice, preproduction – record how long it takes, this helps predict the rest of the project
    • track everything
    • think about similar things you have done in the past and talk to peers
  • some studios exclusively work in co-development
  • minimum viable product – be prepared to remove stuff and prioritise core aspects
  • scope – the core things that are is service of the age, the experience
  • the first job you get won’t be remote, you nee to build trust

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