FAQ
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1. What does KranX Productions offer a developer within the frames of partnership?

• Searching for publishers and conducting negotiations.
• Finding investments for projects.
• Granting video, book and other licenses.
• Helping on the game design for projects.
• Ensuring manageable and ‘transparent’ development process.
• Finding and licensing of the necessary 3rd party technologies.
• Supply of technical support tools for production processes
• Communication with publishers at all stages of development.
• Assistance in searching for outsourcers and organization of work with them.
• Active promotion of the developer and his projects.

2. What is a producer?

A producer plays an important role while promoting any intellectual product towards its commercial success.
On the production level inside the company, he ensures a reasonable balance between the creative and conservative powers, that is, in the first place - the balance between game designers and project managers -, thus reserving the right to make final decisions in case of their disagreement.
Outside the company, a producer makes use of all data and contacts and is empowered to act as a kind of third power to solve possible conflicts of interests between a developer and a publisher.

3. What are producer’s tasks and objectives?

The main producer’s task is a fundamental organization of the quality product development within the given terms and the given budget.
He takes direct part in determining the terms of development as well as draws investments for projects, often acting as one of their initiators.
The main goal of a project is to make up for all the costs incurred and earn profit for investors and executors, thus keeping their ongoing interest in making more and more good products.
4. Can a game be developed without a help of an external production company?

Of course, you can manage without external help, provided inside your company there is a good producer.
Even if no one in the team officially takes this position, someone performs this duty anyway.
However, managing from outside makes it easier (or sometimes it’s the only way) to pinpoint some important mistakes and to avoid problems in the future. Being buried in his work on the project, the developer often loses focus and gets stuck in the endless process of debugging and development.
5. Why establishment of the independent production company KranX Productions was necessary?

Today, we become witnesses of the industrial evolution. The effectiveness of the labor differentiation is more and more evident. The basic operational tasks are distributed amongst several business entities.

At this stage, producers of many publishers appear to be too preoccupied with a great number of duties, connected with the product release or pre-exhibition frenzy.
Because of the lack of the company’s inner resources, the publisher sometimes fails to provide proper supervision of his own inner projects, to say nothing of launching new external ones, even if they are deemed commercially profitable.

In a situation with a beginning developer lacking experience in finalizing projects, the publisher is attacked by the righteous anxiety that a would-be-product might fail to meet the quality requirements or its release will be much overdue and with over-expenditure.

Bearing our practice in mind, we can assert that there are publishers willing to sponsor development of new external projects, on condition that liability for their accomplishment is fully borne by a qualified production company.
In this case, the publisher focuses on marketing and distribution, i.e. on the projects’ release and promotion. In his turn, the producer sees to it to provide terms ensuring a timely completion of the project and its proper quality. It is within producer’s duties, that he assists in finding necessary technologies, advises the developer on various issues, supervises the process of development, participates in planning and sends regular reports to the publisher on the workflow.

As producers, we are quickly accumulating experience, making mistakes and getting more useful contacts, as we have to deal with a great number of projects simultaneously. The gained experience is immediately integrated into our work process and, consequently, can be applied in the joint work with our partner-teams.

6. What requirements does KranX Productions set forward to its potential partners?


There are no specific requirements. Having experience is not obligatory, but is much welcomed. At the initial stage, we analyze the offer, make estimations, enter into discussions and think it all over.
If the project is potentially viable, we present it to publishers and investors (we may well act as such ourselves). If everything goes well, we launch a joint pre-production project together with the developer.

We will by no means push forward ourselves at the expense or to the detriment of the developer. On the contrary, our company’s prime concern is promotion of the developer and his projects. Our mission is to make the project successful, help the developer grow and to maintain his willingness to lead his future projects together with us.

7. What changes may a contract with KranX Productions bring into the life of the team after its conclusion?

It’s beyond our practice to interfere with other teams’ daily working schedule –
the developer remains in charge of the teams’ inner timetable.
We can only give our recommendations on how to improve organization of work,
if necessary. We are constantly working on the efficiency of our working processes, i.e. formal procedures, involving paperwork such as book-keeping and project documentation, to give our projects a start and keep them under constant supervision.

It is within our duty to ensure daily contact between the developer and our producers and game-designers, as well as to arrange team planning and control
of the stage-by-stage development.
Upon the wish of the developer, we can implement our system of working hours, organization of work and performance control. What matters most to our
successful cooperation is analysis of potential risks and strict control over
the changes in the game design.

Basically, our major task is improvement of the efficiency of work on a commercially viable project and securing the maximum peace of mind for all its participants.
We don’t position ourselves as some dictating ‘what-to-do’ organization.
This cooperation shall be of an intellectual and sensible nature and shall allow for
the specificity of the developer and the project.