GAME PRODUCTION | A live online course with senior producer | ELVTR
live online course

GAME
PRODUCTION

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A LIVE ONLINE COURSE with a video game industry veteran
Dates:
1 JUN 2021 - 16 JUL 2021 - SOLD OUT
7 SEP 2021 - 15 OCT 2021 -
OPEN ENROLLMENT
Duration: 6 weeks TUESDAYS & FRIDAYS 6:30 PM PST / 9:30 PM EST
Learn game production from an AAA game producer who helped create the classics you grew up playing. Andy Johnson started at Sega in 1991 and has been in game development at some of the top-tier companies on best-selling, well known games ever since. Now, he’s ready to show you how to do it, too.
GROWTH DRIVER

Real-World & Relevant

Learn what high-performing game producers do behind the scenes at every production stage. Andy will break down the pipeline in terms you can understand: who does what, what happens and when, and the common mistakes first-time producers make

Live Action

Jump straight into the production experience by developing your own production plan from start to finish. You'll learn how to put Agile and Scrum into practice, what tools will help you out, and get guidance from Andy on your plan as you go.

 
ABOUT THE COURSE
01
PROCESS
This course is an injection of game production savvy. Andy will teach you the process for leading development teams that he’s used for dozens of successful releases from major game companies like Sega, Eidos & THQ. Each class builds on the last to give you an in-depth look at the production cycle, starting from assembling a team and ending with creating a post-release plan.
02
SKILLS
Get the skills to level-up from your current gaming role into a full-fledged producer role. This course zeroes in on the practicals of game production, teaching you the tools and methods that the world’s best production teams are using right now. You’ll learn how to create roadmaps and tricks to keep a project on track, how to assess and manage risk, and the secrets to implementing Agile and Scrum successfully.
03
CAREER

This course is more than a how-to. You’ll walk away from each class with insights into the industry and decision making, and into the thought process of successful game producers. And you’ll get hands-on experience every week as you simulate the game production process step by step with your own mock project.

Instructor
ANDY
JOHNSON
LinkedIn Profile
  • 30 years in game development
  • Game releases on PS4, Xbox One, Nintendo Switch, PC & MacOS, iOS & Android, and nearly every gaming platform dating back to the 16-bit Sega Genesis, 8-bit the Sega Master System & Game Gear
  • 15 years experience of successfully implementing Agile and Scrum methodologies in game development
  • Worked on games in nearly every genre
  • Producer and Scrum Master for AAA titles including Minecraft and Disney Pixar Cars
  • Proud owner of an original Michael Jackson Sonic 2 jacket twin
Andy Johnson
ANDY JOHNSON
COURSE INTRODUCTION
SYLLABUS
01
TUE (9/7) at 6:30 PST/9:30 PM EST
What is a Game Producer?

We’ll kick off with a review of current Game Production. You’ll go past the hype to look at how the role has evolved, review soft and hard skills and understand what they mean when mapped against Producer job descriptions.

  • Game production tracks
  • Differences between the Game Producer role at different companies

Assignment #1: What kind of producer are you?

02
FRI (9/10) at 6:30 PST/9:30 PM EST
Designing a development team

Production isn’t a one-player game. In this lesson, we’ll learn the architecture of a development team. Then we’ll map out what goes into creating a game proposal that studios can’t wait to develop.

  • Team composition
  • Understand touch-points at each stage of development
  • Working with a development team

Assignment #2: Create team plan for a game proposal

03
TUE (9/14) at 6:30 PST/9:30 PM EST
How to build a project roadmap

Mapping your course well is an essential part of the game producer’s role. In this lesson, we’ll investigate how to build a roadmap to hit your release date.

  • What is a project roadmap
  • Gathering project requirements
  • Assessing needs and timelines
04
FRI (9/17) at 6:30 PST/9:30 PM EST
Keeping a project on track

Will your game idea be a hit? A lot of that depends on how well you keep it on track. In this lesson, we’ll talk about what should go into your budget, how to manage adaptive challenges and schedule requirements, and when to iterate.

  • Budget and the cost of game development
  • Developing against a roadmap in a Scrum environment
  • Balancing iteration against schedule and budget

Assignment #3: Build a project roadmap for your game

05
WED (9/22) at 6:30 PST/9:30 PM EST
Fireside Chat with a Game Production Industry Veteran

In this class, you'll hear from a game production veteran with over 15 years of experience on potential routes into the field and some of the challenges they've faced in their roles over the years.

06
FRI (9/24) at 6:30 PST/9:30 PM EST
Fireside Chat with a Game Production Industry Veteran

Today, you'll hear from another seasoned Game Producer who will share about the defining moments in their career and how you can clarify your own path.

07
WED (9/29) at 6:30 PST/9:30 PM EST
An Overview of Agile & Scrum

This week, we’ll get up close and personal with Agile and Scrum development. In the first lesson of the week, we’ll set the stage and map out the core elements of Agile game development.

  • Understanding the essence of Agile development
  • Scrum distilled
  • Why Agile and Scrum were adopted for game development
08
FRI (10/1) at 6:30 PST/9:30 PM EST
Real-world Scrum Implementation

Today, we’ll uncover real-world secrets of Agile and Scrum usage, and understand what’s useful and what isn’t in current game development.

  • Scrum in real-world development
  • What is Scrum-but?
  • The game producer and real-world Scrum implementation

Assignment #4: Build out backlog items for your project

09
TUE (10/5) at 6:30 PST/9:30 PM EST
Uncovering project risk

Gaming is a business and, like any other, it comes with risk. Today, we’ll learn about the common risks and red flags to look out for in your planning and get a pragmatic framework for identifying them.

  • Understanding the most common areas of risk
  • Understanding the Cone of Uncertainty
  • Requirements gathering
10
FRI (10/8) at 6:30 PST/9:30 PM EST
Assessing and mitigating risk

When curve balls hit your project, how can you pivot a team to stay on track? In this lesson, we’ll learn how to assess and mitigate risk throughout a project.

  • Risk assessment
  • What is mitigation planning?

Assignment #5: Secret assignment

11
TUE (10/12) at 6:30 PST/9:30 PM EST
Data and Reporting

Throughout your project you’ll need to consume and translate data from multiple sources to keep your project on track - enter Data and Reporting! In this lesson, you’ll learn how to consume data and translate that into actionable next steps. We’ll also learn about setting KPIs, knowing when to pivot, and how to relay your findings to the top decision makers.

  • Digesting information and understanding the state of the game
  • Reporting Project Status
  • Understanding the need for KPIs
12
FRI (10/15) at 6:30 PST/9:30 PM EST
Finishing a project

A producer is only as good as their last game, and a successful (or not) game release leaves an impression that lasts. In our last lesson, we’ll talk about finishing. You’ll learn how to work with QA and external groups, and how to do this as sustainably as possible. We’ll talk about the real reasons that lead to “crunch” and burn out and how to avoid these where possible. Then, you’ll assemble your own release and promotion plan, and get Andy’s direct feedback after the course finish.

  • Working with QA and the importance of bug triage
  • Managing communication channels
  • Working with external teams to launch your game
  • Crunch and burn-out

Assignment #6: Create materials for your project release and a post release plan

What our students say

Erik Lunde Spark Foundry

"This class facilitates a generous amount of conversations with classmates via the Discord channel, which is a fantastic educational resource. I found that I could discuss the interesting concepts we are learning in class with my classmates and learn from their experience and professional advice. Andy, the instructor, was at the core of it all, facilitating meaningful discussion and responding to each student to help guide them through the process of game production."

Tanner Ottoson

"I really like how passionate Andy is about game producing and the way he teaches, I can tell he really cares and it makes it an overall great experience"

 
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