GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse and sort the ever-growing list of sessions by pass type, topic, and format. For questions, Contact Us.

Designing a Production Process

Ryan Darcey  (Design Director, Camouflaj)

Pass Type: All Access Pass, Core Pass

Topic: Production & Team Management

Format: Session

Vault Recording: TBD

Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation

Having a solid set of production processes to drive the development of your game can be the difference between a "Good." and "Great!" final product. Most teams pour TONS of time and energy into making sure their game feels as good as it can be, but rarely do they spend a fraction of that effort improving the processes used to plan and execute their work. Through a philosophy that celebrates good design as the fundamental creative force behind good process, Ryan highlights exactly how you can use the same careful examination and iteration you direct at your game towards improving your processes.


Attendees will gain a baseline philosophy that can be used to iterate a set of processes for developing their game with a high degree of predictability and control. Specifically, how to plan and execute sprints, how to setup your issue tracking database and how to handle long term planning.

Intended Audience

As Ryan aims to persuade, everyone involved with the day-to-day development of a video game plays a part in implementing good processes, and therefore will benefit from attending this presentation. There are no prerequisites.