Thursday, May 27, 2010

Let's get srz bzness for a moment...

Warning: Unfunny post upcoming.

I'm always looking for words of advice to give budding producers and managers out there, mostly because I'm the sort of guy who wants to be a guy who gives advice. As such, I'm going to throw up a trial balloon with one very rarely mentioned gem that has little to do with neither production nor management....

LEARN TO USE PHOTOSHOP

Why, you ask, do I need to learn a graphic's package usually reserved for the more sensitive and talented? First of all, the ability to quickly mock-up silly pictures to include in emails is a skill everyone should have. Secondly, and more seriously, I can't tell you how fast your ideas/notes/improvements will be shot down if you send an email or describe it in words. You could literally be the modern embodiment of a love-child between F.Scott and Jane, but no one will be able to visualize what you are saying. No one. That is even assuming they read your two lines of text in an email, which I guarantee they won't.

On the other hand, let us say there is some pesky UI problem that you just know is going to fail you in certification. Snag a screenshot, Photoshop in your change as a starting point for discussion and, boom, people will suddenly start brainstorming. With Photoshop and a bookmark to Google Images, you can create mock-up UI screens and screen flows, make clear suggestions for content issues, throw together a first-draft marketing idea, create a convincing looking web page, do side-by-side comparisons of bugs...you name it, you can do it, and it WILL come in handy.

Sure, your stuff will look like crap compared to a real artist, but the point here is not to actually create content, but to create a mock-up that can communicate your ideas to those with the true talent.

Other "non-textbook" Software Producers Should Know How To Use:

* Perforce or whatever source control your team uses. Seriously, if you need to ask a programmer for help every time you want to see a build, you'll lose -50DKP respect points.

* Visual C++. This is for bonus credit, but it is invaluable to be able to see/use the actual code that your game is running. (Note: Araxis Merge for true pros.) At the very least, you should be able to follow instructions to compile your game and run it on at least one console.

* Maya/3DS Max/"The Content Creation Editor". Much like the compiler, it is invaluable to know and be able to "use" the toolchain that artists use. If you have even a rudimentary understanding of the tools involved, you'll better be able to understand the work that goes into content creation. You should never be in a situation where you ask people to perform work that you think is "magic."

* Wiki creation software. Chances are your team uses it...so should you. In fact, you should probably have a decent grasp of HTML in general.

Like I said, you should never be expected to create content of anywhere near the caliber of truly gifted artists and programmers, otherwise you should probably still be one of those things, and will inevitably end up not doing your real job and at some point be sucked into creating content. It is sometimes difficult, especially if you once were an artist or programmer, but remember that your position exists for a reason, and that getting "sucked back in" always ends up hurting the team more than helping.

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