This AMA is part of the Big GameDev AMA Series. For more info check: https://moleman4.com/ama/stevensargent/

I’m Steven Sargent, aka Sarge, a producer with over 25 years of experience building and directing talented teams to deliver world class entertainment products. I’ve successfully shipped to market over 70 titles on almost all major gaming platforms.

With over 25 years of experience working in software development and publishing I have successfully built & managed development teams of all shapes and sizes for companies like Warner Bros, High Moon Studios, Appy Entertainment and Capcom. Some of the favorite games I have worked on are Sensible World of Soccer, Imperium Galactica II and Trucks & Skulls!

If you would like to learn more about a few games I have worked on watch the video game documentary Moleman 4 - Longplay: https://moleman4.com

Proof: https://www.linkedin.com/feed/update/urn:li:activity:6413435128193916928

EDIT ********** The AMA is over, check https://moleman4.com/ama/ for more gamedev AMAs *********

Thanks to everybody who asked a question - it was fun answering them!

Have a great day!

Bye!

Sarge

EDIT 2 **************

Steven has answered some more questions today, maybe he will have time for a few more. You can also find an interview with him among the video extras of the Developer Edition of Moleman 4 - Longplay: https://vimeo.com/ondemand/moleman4dev

Comments: 181 • Responses: 53  • Date: 

Batou2034169 karma

Do producers in games land use the same kind of management techniques used in other software development endeavours, like agile methods, kanban, scrum, continuous integration etc.?

The_Big_GameDev_AMA155 karma

Thanks for your question!

Yes. I've used (and still do use) Scrum, Kanban and Continuous Integration.

The key is to use the right tool for the job.

If you know exactly what you are making and the steps can be clearly defined... use waterfall.

You very rarely know exactly what you are making or have clearly defined steps when making a game... certainly not at the beginning of a completely new project.

Best,

Sarge

Sociallyineptforlife98 karma

In games with voice acting, how much do the voice actors work with the team? Do they interact and work on making things work well, or is it just a "speak into the can, get paid, and go" kinda situation?

The_Big_GameDev_AMA184 karma

Thanks for your question!

Well, I've worked with a few and they are all different ;)

The best ones come prepared, know the lines, ask some questions and then can usually go through it fairly quickly.

The best ones almost always want to know more about the background details of the character. This is usually sent to them in advance.

I had the pleasure of working with Nigel Hawthorne once. He came in and rattled through all his lines perfectly super quickly and then spent the rest of the time telling us stories and making us tea. It is a fond memory.

Best,

Sarge

Sociallyineptforlife60 karma

That makes sense. I'm trying my damnedest to be a voice actor and I can't imagine getting a job and not putting your all into it. Unless of course you're Nigel Hawthorne and your best is the only setting you have

The_Big_GameDev_AMA59 karma

You would be surprised. I've worked with some "big name" actors who just turned up and (barely) dialed it in. :)

Good luck with your career!

TizardPaperclip5 karma

For anyone curious, the game in question is presumably Jeff Wayne's the War of the Worlds, as that's the only video game they've both worked on:
 

Jeff Wayne's the War of the Worlds
https://www.imdb.com/title/tt5586230/
 

The_Big_GameDev_AMA3 karma

That's right... :)

Guidardo1 karma

Great question man, I’d also love to get into this line of work. I’m in radio right now, and I feel like there might be a little bit of crossover just as far as voice training goes but it’s still just a “dream job” at this point - always want to know more about it!

The_Big_GameDev_AMA3 karma

Make a demo - send it to some agencies!

JTC8064 karma

What do you look for when hiring people and putting a team together? Not really meaning tech skills, more like what personal qualities do you look for? And how do you get people to work together synergistically?

The_Big_GameDev_AMA115 karma

Thanks for your question!

I'm usually looking for someone who is level-headed, personable, intelligent and a problem solver.

If I was down the pub with that person or sitting next to each other on a plane - could we get along?

I think the key to getting people to work together synergistically is to have good people who are team players, give them clear, obtainable goals and expectations and do everything you can to help them achieve those goals by foreseeing and removing obstacles that get in the way.

At least, that seems to work for me ;) There are many ways to skin a cat!

Best,

Sarge

-CHAD_THUNDERCOCK-28 karma

thank you for this paradigm shifting idea, I'm always looking for ways to think outside of the box and create synergy via leverage empowerment. This is a great vector, as proactive team players tend to work on an out-of-the-box strategy of functionality and infotainment, re-engineering the learning curve framework of our dotted-line relationship, in which client censored consensus building is the key to team dynamics and a learning edge which can foster a robust sustainability.

The_Big_GameDev_AMA2 karma

Nice one :)

nfl684 karma

Great reply, much respect!!

The_Big_GameDev_AMA3 karma

Thanks! I appreciate it!

The_Big_GameDev_AMA61 karma

Thanks to everybody who asked a question - it was fun answering them!

Have a great day!

Bye!

Sarge

kemgame35 karma

Hi,

Could you tell a bit about what a producer do? Do you supervise the developer team or make the marketing strategy?

The_Big_GameDev_AMA46 karma

Thanks for your question!

It depends on which company you work for precisely what you do as a "Producer".

Almost all game producers have some kind of oversight of the development process and team.

If you work for a large studio or publisher there is usually a marketing team that handles the marketing strategy. A producer would normally assist them to make sure they have all the assets they need from the game to make their marketing materials (screenshots, videos, etc).

Best,

Sarge

kemgame34 karma

Is it your responsibility to decide if a game idea is good enough to produce it?

The_Big_GameDev_AMA39 karma

Thanks for your question!

Sometimes that has been my job - yes. We would receive demo's and game ideas from people and pick the interesting ones to develop further. Reunion and Imperium Galactica II that are in the documentary began that way.

These days I am more involved in deciding the direction of a game itself and which features to implement or not.

Best,

Sarge

Nerdite31 karma

When you realize that the team has put a lot of work into a game loop or mechanic that just doesn’t work how do you motivate your team to make the changes necessary? How do you navigate those types of leadership hurdles?

The_Big_GameDev_AMA57 karma

Thanks for your question!

It really helps if you have a team that is driven to make a great product... not to satisfy their personal requirements or ego. That's one of the key parts of my job - the product has to come first and sometimes ego's get bruised. I try to engender this attitude into all the teams I work with that the product is king.

Having spent a long time on something is one of the worst reasons for keeping a feature in any product. If it is not needed it should be removed.

So, the best way I have found to make these sorts of changes is by playing the game together, honestly expressing what works and doesn't work from all our perspectives and coming up with a new course of action together. I've found that if you do it this way, a lot of time people will reach a great conclusion without having to be told expressly what to do and that is always a management win as it engenders ownership and responsibility.

I hope that explains it - that was a great question!

Best,

Sarge

kemgame19 karma

How many percent of the games under development are never shipped to the market?

The_Big_GameDev_AMA38 karma

Thanks for your question!

It depends on what you mean by "under development". Some games are worked on from a design perspective that never leave paper :)

The short answer is: I don't know but I would imagine it's a lot of titles.

Based on the games I've worked on, I'd estimate at least 25% of titles that have had code written have not seen the light of day eventually.

The key is to stop working on the stuff you are going to cancel as soon as possible ;)

Best,

Sarge

iamthejubster6 karma

I know you said the ama was done, but if you see this. What's the farthest you have seen (or heard of) a game being done that was cancelled? Like 50%? 100%?

The_Big_GameDev_AMA2 karma

100%. Literally finished and not released.

An example of this would be "40 Winks" on the N64. I believe someone is actually releasing it now :)

https://www.kickstarter.com/projects/retrogames/40-winks-a-new-nintendo-64-game

klakkr10 karma

What are your favorite games to play, if any?

The_Big_GameDev_AMA32 karma

Thanks for your question!

I have lots of favorite games ;)

If I had to pick just two I'd probably pick Tetris and The Legend of Zelda: Ocarina of Time.

I like fast shooters too... Dropzone, Robotron, Polybius, Resogun, etc.

Best,

Sarge

Sir_SmurfAlot12 karma

Polybius doesn’t exist mate

HunterTV7 karma

You're both half right: "The game takes its name from the fictitious 1981 arcade game Polybius."

The_Big_GameDev_AMA2 karma

I was referring to the Jeff Minter title - not the mythical game that made people freak out in Portland... It IS amazing! :)

undead884 karma

Can you go into a little depth over what the gameplay, and subsequent insanity/night terrors caused by said gameplay, is like with Polybius?

The_Big_GameDev_AMA2 karma

Indeed :)

JTC807 karma

What are the differences between working as a producer in the gaming world vs. films?

The_Big_GameDev_AMA17 karma

Thanks for your question!

I don't know for sure - I've never been a film producer!

I think in film, a producer may be more concerned with logistics management or financing. The creative work is handled by the director. In games, this can also be true but there is usually more of a creative input aspect to the producer job in games - certainly in the games I have been involved with.

Best,

Sarge

Randomjuser8 karma

Just chiming in from a film perspective. The producer definitely also has creative input in film production. Some times a lot, some times not that much. But yes logistics and financial is also their responsibility. The film producer is the CEO of the film and as we’ve seen Elon Musk working directly on the production line, you will see a producer in the editing room being 100% hands on on the picture some times. A lot of things can change the structure including pressure from the EP’s or studio to make specific people drive the vision.

As in all creative production job titles are some what only a guideline and everybody fights to control and affect the creative vision. That’s why you see director’s cut and some times directors wanting no credit at all. Especially Hollywood producers are very .. involved.

The_Big_GameDev_AMA3 karma

Thanks for giving a different perspective on this!

snoebro4 karma

Since I never heard of you and you made the title so ambiguous I assumed you are a successful porn producer, any word on your next release?

The_Big_GameDev_AMA3 karma

I couldn't possibly comment. NDA's and all that.

Best,

Sarge

FpsHawk004 karma

Where do you look to hire people, and what advice do you think would be most useful to someone looking to break into this industry?

The_Big_GameDev_AMA2 karma

Thanks for your question!

Usually the best hires are referrals from current employees.

LinkedIn seems to be the defect way of trying to find new employees that are not referrals this day and age.

I also like going to local schools with game programs or strong programming courses and finding good graduates.

My advice to someone trying to break into the industry is this:

  1. Get yourself known in a positive way in the industry by networking as much as possible. Link to people on LinkedIn. Attend events such as local IGDA meetings, etc. It's true that it's often WHAT you know but WHO you know.
  2. Be prepared to show demonstrable enthusiasm. I.e. Make something and show it. If you are a coder, write a game. If you are designer, build a level in Unreal or Unity. If you are an artist, make art... etc, etc. Try and find some like-minded people, team up and make something.
  3. Be prepared to speak as eloquently, intelligently and honestly as you can about why you want to be in the industry, what you are passionate about, why what you are passionate about is good, what you are good at and what you are not so good at.

I hope that helps!

Best,

Sarge

Maxmariton3 karma

How did you get started? what motivated you?

The_Big_GameDev_AMA2 karma

Thanks for your question!

That's a long story but basically...

  1. I loved playing with computers in the early 1980's.
  2. I made friends with a guy called Bruce Jordan who ran a company called Novagen. I helped him (just a little bit) with designing some objects for one of their games. I found this compelling.
  3. I tried and failed to get work in a "regular job" for a few months and a guy rejecting me told me one of the best pieces of advice I've ever heard which was "You obviously are not really interested in this... What are you interested in? Do that!"
  4. I sent letters to every single company within a 50 mile radius of my house that had anything to do with video-game development. Two of them offered me a job, basically as a trainee.

And that's it!

What motivated me was absolute passion for video-games and computers and desire to do anything to get my foot in the door of a company! That's it.

I was very lucky!

Best,

Sarge

Antareja13 karma

Is there any particular thoughts about the trends in the gaming industry you want to share? not limited to console or pc tho, mobile gaming can too be included.

The_Big_GameDev_AMA3 karma

Thanks for the question!

Nothing earth shattering here but quickly off the top of my head...

  1. VR needs to get more user friendly. I don't think it's going to truly be mass market as long as you have to wear something large on your face.
  2. I like the fact that high quality games made on smaller budgets with smaller teams are enjoying a lot of success. Long may it continue!
  3. I'm looking forward to seeing how really good A.I. can be used in a game setting.

Best.

Sarge

iceviking3 karma

What is the best book, tip and tricks in marketing for someone who is trying out gaming music ? or just music in general ?

Have a friend who is the most telented guy ever and makes crazy atmosphyric music who is always trying to take the next step out there and get his music published in indie games. I have been around music and music making my whole life and he is the first person i meet that i knew just had it. He was like 17 when we first meet and now 10 years later that kid is just mind blowing and i really want to help him out by pointing him in the right direction.

I could do it if it was general music but have no idea how the gaming industry works.

The_Big_GameDev_AMA2 karma

Thanks for the question!

That's a tough one because there are a lot of talented musicians out there.

  1. Get yourself known in a positive way in the industry by networking as much as possible. Link to people on LinkedIn. Attend events such as local IGDA meetings, etc. It's true that it's often WHAT you know but WHO you know.
  2. Send your work to everyone you can think of. This is easy these days with digital distribution and email.
  3. Get your work in something... A student film or game. This shows you can work to spec.

An effective tactic is to re-score a game or movie with your own music. If it works, that's impressive to me.

Best,

Sarge

SaintDane013 karma

Did you deliberately word your title to imply you are a producer of pornographic films?

The_Big_GameDev_AMA2 karma

No. I am innocent!

Sarsmi3 karma

As someone in the gaming industry, how many times as an adult have you had to move to a different city?

The_Big_GameDev_AMA3 karma

Thanks for your question!

I have made a significant move twice:

  1. London to San Diego.
  2. San Diego to Vancouver.

I know of people that have made a lot more!

Best,

Sarge

WhatDothLife2032 karma

What's your preferred flavour of jolly ranchers?

The_Big_GameDev_AMA2 karma

jolly ranchers?

I have never eaten, or would never eat a Jolly Rancher.

I do like red Jelly Babies though :)

Best,

Sarge

pm_mba2 karma

What can producers do to transistion into PM roles. Any good books, articles, forums and blogs you would recommend?

The_Big_GameDev_AMA3 karma

Thanks for the question!

Most of my career I've kind of done both Producer and PM roles at the same time... At Capcom the PM's tend to be more focused on scheduling and budgets so some kind of training in those areas is useful.

I would recommend any of the books by Mike Cohn or Clinton Keith.

I like the blogs that Riot Games puts out. Useful stuff!

Best,

Sarge

sockmulletco2 karma

How do you handle disappointment from your colleagues? (Aka did not fulfill their part of the project)

The_Big_GameDev_AMA2 karma

Thanks for the question!

That's a tough question as it really depends on a lot of specifics to the situation.

Usually I just make time to talk to them for as long as is needed to work it out.

Best,

Sarge

ycgfyn1 karma

Have you made any games that people might have actually heard of?

The_Big_GameDev_AMA2 karma

Thank for the question!

I think so!

Best,

Sarge

PC-AF1 karma

If budget wasn't a factor...just kidding it's always factor. What's a hobby you like to do?

The_Big_GameDev_AMA2 karma

Thanks for the question!

I'd like to make successful music but I'm terrible at it... but that's my hobby!

I would have also have liked to have been in movie effects before they all went digital... Photochemistry, optical compositing and all that kind of stuff I find fascinating.

If I has lots of money I'd travel around and set up schools for needy kids in the developing world.

Best,

Sarge

Br0nz31 karma

As an aspiring VA what do I need to do to get the attention of a studio?

The_Big_GameDev_AMA2 karma

Thanks for the question!

  1. Get yourself known in a positive way in the industry by networking as much as possible. Link to people on LinkedIn. Attend events such as local IGDA meetings, etc. It's true that it's often WHAT you know but WHO you know.
  2. Be prepared to show demonstrable enthusiasm. I.e. Make something and show it. If you are a coder, write a game. If you are designer, build a level in Unreal or Unity. If you are an artist, make art... etc, etc. Try and find some like-minded people, team up and make something.
  3. Be prepared to speak as eloquently, intelligently and honestly as you can about why you want to be in the industry, what you are passionate about, why what you are passionate about is good, what you are good at and what you are not so good at.

Best,

Sarge

Massive_dongle1 karma

You have the same name and nickname as my father. Are you him and have you been holding out on your family with your success?

The_Big_GameDev_AMA2 karma

Thanks for the question!

I am not aware of being your father but I suppose it is possible.

Best,

Sarge

raggamuffinchef1 karma

Would you consider yourself a master Sargent at this point?

The_Big_GameDev_AMA3 karma

Thanks for the question!

After almost 50 years of being a Sargent I still feel I am learning new things all the time so no ;)

Best,

Sarge

bearsheperd1 karma

What is your favorite color?

DoppelFrog1 karma

How many successful products have you successfully shipped?

The_Big_GameDev_AMA2 karma

Depends on how you define successful... :)

mxzrxp1 karma

does your shit stink?

The_Big_GameDev_AMA2 karma

Not as much as this question! :)

DrarenThiralas1 karma

I'm late, and I assume nobody will see this, but can anyone tell me which font is used on the image?

dareka11 karma

We're getting onto 2 comments for every successful game you've launched. Awesome. How does it feel to win at life?

The_Big_GameDev_AMA3 karma

It feels brilliant - thanks for asking!

Otaku_Heaven1 karma

Why do games keep damaging themselves and claiming it's an evolution? For instance, runescape (evolution of combat), fortnite (evolution of combat - less materials), Halo ( Moving away from master Chief), Call of Duty (Jetpacks), EA (Heavy microtransactions or basically every game). Yugioh (pendulum monsters).

They all seem to realize they messed up, but it's never until 1 or 2 games in, which is enough to severely damage a franchise. Are they trying to kill games so they can make new IP's or legitimately all making huge mistakes at the same time as each other?

The_Big_GameDev_AMA2 karma

You'd have to ask them!

Semanticss1 karma

What do you think about Steam's recent statement that they will not remove games due to content unless that content is illegal or "straight up trolling" ?

The_Big_GameDev_AMA2 karma

Thanks for the question!

I think it is great to have as open a market as possible... I'm firmly against most forms of censorship.

But effective curation of massive amounts of titles is a problem and not just for Steam.

Best,

Sarge

Revick1 karma

Hey Steve, I was wondering if you had heard any insider chatter from other devs working on star citizen and any road blocks in its development?

The_Big_GameDev_AMA2 karma

Thanks for the question!

I'm not in contact with anyone actually working on that game. Sorry!

Best,

Sarge

sometimes_interested0 karma

Do you wear a suit? I get the feeling from your title that you wear a suit, or possibly a black turtleneck.

jBe_MaCkiN_It2 karma

Black turtleneck kind of guy for sure

The_Big_GameDev_AMA3 karma

Not since the 1980's ;)

The_Big_GameDev_AMA2 karma

Only at weddings, funerals or expensive dinners.

AllForJuanAndSoForth0 karma

Have you shipped any dildos or guns?

The_Big_GameDev_AMA3 karma

Yes - but I'm not going to tell you which!

TalkingBackAgain0 karma

Steven, how can we properly celebrate your 25 years of building phenomenal entertainment experiences that have awed and enthused millions of people across the world?

The_Big_GameDev_AMA2 karma

A nod or a wink? A pint? A slow clap?

Donshio0 karma

Whats your favorite youtube video?

ThisIsAmericaBitch-3 karma

What was the worst studio you worked for, and why was it High Moon?

The_Big_GameDev_AMA2 karma

Funny!

I couldn't possibly comment but it's not High Moon!

In all seriousness: It's a small industry and you never know who you are going to come across in a new role at some point. It's a good idea not to needlessly troll for that reason alone.

Best,

Sarge

hoosyourdaddyo-4 karma

Sarge, I have invented a new tire of puzzle, but need help getting it off the ground, any suggestions?

The_Big_GameDev_AMA3 karma

A puzzle indeed! ;)

hoosyourdaddyo1 karma

but why do they call it Puzzles? Unless...that is the puzzle?

The_Big_GameDev_AMA3 karma

You are far too deep for me, man ;)

silverbacklion-4 karma

Why aren't a lot of Asians cast in films? Before you answer... Take this into consideration... There are a lot of Asians aspiring to become actors or musical artists but find it hard in these two industries...

The_Big_GameDev_AMA3 karma

I dunno. I've never made a film.

There a lot of people from all different countries and cultures in the games industry though!

Zer0Summoner-30 karma

Why do you say things like "successfully shipped to market over 70 titles" instead of "made over 70 games?" I mean, even if you want to split hairs about "what does 'made' mean," why "to market"? Do producers of things usually ship things somewhere else, other than the market? Are you distinguishing from shipping to landfill, to museum, to central collection point? You sound like a high school assignment to write a resume that gets a D-. Did you have breakfast this morning or did you assimilate over 2 units of poultry reproductive units to stomach?

The_Big_GameDev_AMA47 karma

Thanks for your question!

I say "shipped to market" instead of "made" because it is a more meaningful and accurate description of what I have actually done than "made 250 games". I've been involved in the development of a lot of games that have not shipped to market. They've been cancelled or not released for various reasons.

I've found that when you are trying to succinctly describe yourself to interested parties the precise choice of words is important.

Shipping something is usually better than not shipping something - so I only count the products I've worked on that have actually shipped.

I suppose I could abbreviate it to "shipped over 70 titles"... but "shipped to market" just has a nicer, more professional ring to it for me... I'll think about it!

Thanks for the input!

Best,

Sarge

josh_t_bone-36 karma

Thanks for doing this AMA, it sounds like we have much to learn from you. What a career!!! When you and your boyfriend make love are you a top or bottom?

The_Big_GameDev_AMA33 karma

Thanks for your question!

Thank you for the kind words!

I don't have a boyfriend - my wife would object... and my children might be watching this so I'm pleading the 5th.

Best,

Sarge