Title: GDC 2005
1(No Transcript)
2When the Honeymoon Ends 12 Ways to Keep Your
Publisher in Love with You
Michael Fitch
3When the Honeymoon Ends
- So, who is this guy?
- Director of Creative Management at THQ
- Previously, a Creative Manager at THQ
- A fancy way of saying Publishers producer on
creative topics - Before that, Red Storm Entertainment
- Back in the day, at Atomic Games
4When the Honeymoon Ends
- Whats this talk about?
- Relationship management
- Simple, practical approaches
- Concrete actions you can take
- Building a reputation as a good partner
5When the Honeymoon Ends
- Whats this talk not about?
- How to pitch (finding a partner)
- Managing the due diligence process
- Contract negotiations
- Bitching about bad relationships
- On with the show
6Pre-Production
- 1) Talk early and often
- Set up regular calls, at least weekly
- When in doubt, pick up the phone
- Create opportunities for feedback
- Follow-up with e-mail, regularly
- Track issues, resolutions
7Pre-Production
- 2) Plan the future together
- Agree on a vision for the project
- Establish priorities early, revisit frequently
- Set expectations clearly
- Create opportunities to demonstrate progress
8Pre-Production
- 3) Get approvals before you actually need them
- Make milestone approval a foregone conclusion
- Pre-submit milestone materials
- Agree explicitly on build deliveries
- Use interim drops when valuable
9Pre-Production
- 4) Sell the game with every milestone
- Highlight all progress
- Include pretty pictures
- Over-deliver wherever you can
- No nasty surprises!
10Production
- 5) Make your builds a present, not a chore
- Package it up
- Schedule time to integrate and test
- Build notes are a guidebook to your work
- Create shortcuts to the good bits
- Give us something to brag about
- Deliver it on time!
11Production
- 6) Deliver bad news early, but bring flowers
- Shit happens, we know that
- Dont wait until the milestone is due
- Help us to understand not just what, but how and
why - Present a recovery plan with every problem
12Production
- 7) Be scrupulously honest
- Let us see everything
- Provide access to your wiki, source control,
intraweb - Visibility is cheap
- Control the conversation
13Production
- 8) Keep it a two-way street
- Come visit!
- Pick up a check every once in a while
- Ask questions
- Manage up
14Finishing the Game
- 9) Budget time and money for marketing
- Demand a timeline and asset list
- Build tools for screen and video capture
- Block out time for all your leads
- Dedicate an artist before you think youll need
one - Plan to lose days for visits, and industry
events, and road shows
15Finishing the Game
- 10) Tell us what you need
- We have resources!
- Get QA on-site for free
- Insist on usability testing
- The best time to ask for more is when everyone
can see the end - The more of a confidence surplus youve built up,
the more likely youll get what you ask for
16Finishing the Game
- 11) Share the load
- Your producer(s) can work for you
- Scheduling/prioritizing
- Testing/balancing
- PR
- Community management
- Content
17Finishing the Game
- 12) Test everything
- Pretend you dont know how it works
- Get into the dark corners
- Try wacky combinations
- Nothing hurts more than a slip thats too late to
do anything about
18Takeaway
- A relationship is just that a relationship
- Communication
- Trust
- Collaboration
- You need to satisfy both partners needs
- Bumps happen its how you handle them that
matters - Treat every project as the courtship for the next
one because it is
19Questions?
20When the Honeymoon Ends 12 Ways to Keep Your
Publisher in Love with You
- Michael Fitch
- Follow-ups web_at_micrysweb.com
- Slides will be posted at www.micrysweb.com