Assistant Producer Intern
To complete my Master degree at Rubika-Supinfogame, I decided to look for producing position as I wanted to developed my knowledge in management and team work. I had the chance to work as an Assistant Producer at Gameloft Hanoi, Vietnam from July to November 2016 (5 month).
I worked on 2 different projects and manage 2 different teams:
I worked on 2 different projects and manage 2 different teams:
- Despicable Me Minion rush to supervised the release of updates for the android market.
- Asphalt Street Storm to launch the game for soft on the android market
My mission on Despicable Me Minion Rush
Project
- Team composition: Game programmer: 9 + 1 Lead programmer, QA: 8 + 2 QAPM
- Duration: July 2016 - September 2016
- Engine: Unity 5
- Platform: Android
- Game Link: https://apps.apple.com/us/app/minion-rush-running-game/id596402997
My role in the project
As Despicable Me was already released, my objective was to take care of the game evolution and to make sure that we released every updates on time. My main missions were to:
For every steps of the process I provided support to the team:
- Managed the team and the bug fixing process to release updates in sync with iOS.
- Controlled the quality of the game by checking if Gameloft standards were met
- Controlled that the game was optimized on high, middle and low-end devices.
For every steps of the process I provided support to the team:
- Merging of iOS source: My mission was to make sure that one of the programmer was dedicated to port the iOS build to Android in synchronicity with the release of the previous update. This way, programmers could implement new features and content right after they finish debugging the previous update.
- Implement platform specific features: My mission was to gather all required information related to this new update (new missions, IAP, gameplay sequence, specific events etc.) and share it with the team. The amount of new features that needed to be implement would impact the planning and the decision making process. With the help of the lead programmer, our objective was to estimate the time taken to implement new features for every programmers. This way we could prepare the QA and programmers planning.
- QA debug: With the senior producer, our mission was to edit the planning for QA testing to decide the amount of QA rounds (number of test) would be allocated to this update. For every test round, a new build was released to QA, so we had to manage programmers’ workflow to release builds on time. For every test rounds, we had to detail which part of the game needed to be tested to check if new features were implemented correctly and if the game was running smoothly on every devices.
- Bug fixing: My mission was to manage the quality assurance data base by prioritizing bugs and take decision about their status to help developers fixing them. Also, I had to reply to question bugs asked by QA. When reaching the Golding phase, my mission was to take care of the remaining bugs by communicating with HQ in order to get approval. Without the approval of HQ we couldn’t release the update.
My mission on Asphalt Streetstorm
Project
- Team composition: Game programmer: 9 + 1 Lead programmer, QA: 8 + 2 QAPM in Jogjakarta (Indonesia)
- Duration: July 2016 - September 2016
- Engine: Unity 5
- Platform: Android
- Game Link: https://www.gameloft.com/de/game/asphalt-street-storm-racing/
My role in the project
As the title was still under publishing phase, my main mission was to make sure that the game would be ready for soft launch. My missions were to:
- Get familiar with the game (gameplay, specific features, Monetization system etc.) and all its documentation to provide support to the team.
- Controlled the creation of the game design documentation:
- Ensure that game designer created specific game design document for every Android features.
- Review the game design document with the game designer lead and Hanoi top Management.
- Get approval from HQ to validate the implementation of Android specific features.
- Controlled the implementation of the Android specific features by managing and updating the planning with the developers lead.
- Controlled the optimization process by managing and updating the planning with the developers leads to have a playable game on high, mid and low end devices.
- Managed the bug fixing process by releasing builds to QA every weeks in order to check the stability of the game and to fix game issues.
- Controlled the quality of the game by regularly smoke testing the game and informed the team about any problems.