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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.
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| 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. |
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| 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. |
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| 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.
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| 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.
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| 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.
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| 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. |
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