Pandemic Studios, LLC was an American video game developer based in Westwood, Los Angeles . Andrew Goldman and Josh Resnick founded the studio in 1998 after leaving Activision . Pandemic Studios, alongside BioWare , was acquired in 2005 by Elevation Partners and placed under VG Holding Corp. , which in 2007 was sold to Electronic Arts (EA). EA closed Pandemic Studios in 2009. Pandemic Studios is known for a variety of titles, including Full Spectrum Warrior , Star Wars: Battlefront , Dark Reign 2 , Destroy All Humans! , Mercenaries , and The Saboteur .
23-405: Pandemic was formed in 1998 by president Josh Resnick and CEO Andrew Goldman, both formerly of Activision , along with most of the original team members that worked on Battlezone and Dark Reign: The Future of War . The studio was founded with an undisclosed equity investment by Activision. The company name was narrowed down from around six choices, including Seismic. In the end, Pandemic
46-430: A few small games. As games have grown larger and more expensive, line producers have become part of some teams. Based on filmmaking traditions, line producers focus on project scheduling and costing to ensure titles are completed on time and on budget. An internal producer is heavily involved in the development of, usually, a single game. Responsibilities for this position vary from company to company, but in general,
69-444: A lot like product managers. Sierra On-Line 's 1982 computer game Time Zone may be the first to list credits for "Producer" and "Executive Producer". As of late 1983 Electronic Arts had five producers: A product marketer and two others from Hawkins' former employer Apple ("good at working with engineering people"), one former IBM salesman and executive recruiter, and one product marketer from Automated Simulations ; it popularized
92-420: A luxury candy boutique, with Resnick becoming its chief executive officer . Video game producer A video game producer is the top person in charge of overseeing development of a video game . The earliest documented use of the term producer in games was by Trip Hawkins , who established the position when he founded Electronic Arts in 1982: Producers basically manage the relationship with
115-410: A number of developers. While keeping updated on the progress of the games being developed externally, they inform the upper management of the publisher of the status of the pending projects and any problems they may be experiencing. If a publisher's producer is overseeing a game being developed internally, their role is more akin to that of an internal producer and will generally only work on one game or
138-427: A producer has to have gone through the development cycle several times to really understand how unpredictable the business is. The most common path to becoming a video game producer begins by first working as a game tester, then moving up the quality assurance ladder, and then eventually on to production. This is easier to accomplish if one stays with the same studio, reaping the benefits of having built relationships with
161-556: A sequel to the Mercenaries series. In response, four former employees of the studio created an Office Space -style video, where they are shown smashing their office printer. Over a dozen former Pandemic developers are now employed at 343 Industries having worked on Halo: Combat Evolved Anniversary and Halo 4 . Other former employees have gone to work for Infinity Ward , Treyarch , Respawn Entertainment (who EA would later acquire in 2017), Blendo Games and many others. Zero
184-583: Is an American video game producer . Resnick received a Bachelor of Arts from Pomona College in 1989 and a Master of Business Administration from the Wharton School of the University of Pennsylvania in 1993. Resnick spent four years at Activision . He was the co-founder and president of video game development studio Pandemic Studios , which was bought by Electronic Arts in 2008. In 2012, Resnick and his fiancé Rosie O'Neill co-founded Sugarfina,
207-437: Is the common name for the evolution of the proprietary game engine created by Pandemic Studios. It was used first in the game Battlezone II: Combat Commander and later used in several Star Wars games including the popular Battlefront series . Battlezone II: Combat Commander and Dark Reign 2 both feature an in-engine editor accessible via commands. It was given additional 3D functionality with Dark Reign 2 , which
230-426: Is usually the project manager and is in charge of delivering the product to the publisher on time and on budget. An executive producer will be managing all of the products in the company and making sure that the games are on track to meet their goals and stay within the company's goals and direction. For an external producer, their job responsibilities may focus mainly on overseeing several projects being worked on by
253-509: The Brisbane office was shut down. Nine months later, in November, EA cut a total of 1,500 jobs, which affected various studios, including Pandemic. On November 17, EA officially confirmed Pandemic's closure, laying off 228 employees. The company absorbed 35 Pandemic employees into its EA Los Angeles studio to support The Saboteur and an unannounced project which was later revealed to be Mercs Inc ,
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#1732884556463276-427: The artist. They find the talent, work out product deals, get contracts signed, manage them, and bring them to their conclusion. The producers do most of the things that a product manager does. They don't do the marketing, which in some cases product managers do. They don't make decisions about packaging and merchandising, but they do get involved ... they're a little like book editors, a little bit like film producers, and
299-513: The development of the video game design . While not a game designer, the producer has to weave the wishes of the publisher or upper management into the design. They usually seek the assistance of the game designer in this effort. So the final game design is a result the effort of the designer and some influence of the producer. In general, video game producers earn the third most out of game development positions, behind business (management) and programmers. According to an annual survey of salaries in
322-525: The game's publisher . Internal producers work for the developer itself and have more of a hands-on role. Some game developers may have no internal producers, however, and may rely solely on the publisher's producer. For an internal producer, associate producers tend to specialize in an area of expertise depending on the team they are producing for and what skills they have a background in. These specializations include but are not limited to: programming, design, art, sound, and quality assurance. A normal producer
345-762: The industry, producers earn an average of USD $ 75,000 annually. A video game producer with less than 3 years of experience makes, on average, around $ 55,000 annually. A video game producer with more than 6 years of experience makes, on average, over $ 125,000 annually. The salaries of a video game producer will vary depending on the region and the studio. Most video game producers complete a bachelor's degree program in game design, computer science, digital media or business. Popular computer programming languages for video game development include C, C++, Assembly, C# and Java. Some common courses are communications, mathematics, accounting, art, digital modeling and animation. Employers typically require three plus years of experience, since
368-413: The person in this position has the following duties: In short, the internal producer is ultimately responsible for timely delivery and final quality of the game. For small games, the producer may interact directly with the programming and creative staff. For larger games, the producer will seek the assistance of the lead programmer , art lead, game designer and testing lead. While it is customary for
391-427: The producer to meet with the entire development staff from time to time, for larger games, they will only meet with the leads on a regular basis to keep updated on the development status. In smaller studios, a producer may fill any slack in the production team by doing the odd job of writing the game manual or producing game assets. For most games, the producer does not have a large role but does have some influence on
414-469: The tools were released on February 2, 2006 for Star Wars: Battlefront II . Pandemic used Zero as their primary engine for several of their games developed in their Los Angeles, California studio. Havok physics engine capabilities were integrated with Zero for Mercenaries: Playground of Destruction . A new engine was built for 2008's Mercenaries 2: World in Flames . Josh Resnick Josh Resnick
437-473: The use of the title in the industry. Hawkins' vision—influenced by his relationship with Jerry Moss —was that producers would manage artists and repertoire in the same way as in the music business, and Hawkins brought in record producers from A&M Records to help train those first producers. Activision made Brad Fregger their first producer in April 1983. Although the term is an industry standard today, it
460-503: Was chosen as the name. Pandemic's first two games, Battlezone II and Dark Reign 2 , were both sequels to the aforementioned games for Activision. In 2000, Pandemic opened a development studio in Brisbane , Australia, within the suburb of Fortitude Valley , whose first project was Army Men: RTS , a real-time strategy console game using the Dark Reign 2 engine. Destroy All Humans!
483-854: Was dismissed as "imitation Hollywood" by many game executives and press members at the time. Over its entire history, the role of the video game producer has been defined in a wide range of ways by different companies and different teams, and there are a variety of positions within the industry referred to as producer . There are relatively few superstars of game production that parallel those in film, in part because top producers are usually employed by publishers who choose to play down publicizing their contributions. Unlike many of their counterparts in film or music, these producers do not run their own independent companies. Most video and computer games are developed by third-party developers . In these cases, there may be external and internal producers. External producers may act as "executive producers" and are employed by
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#1732884556463506-459: Was further improved upon for Army Men: RTS . The engine was revamped for Star Wars: The Clone Wars to accommodate consoles and third person gameplay. The engine was again retooled for Star Wars: Battlefront and the level editor was made a separate entity from the game engine. A set of modding tools including ZeroEdit, the new level creation tool, were released for use with Star Wars: Battlefront on December 23, 2004. An updated version of
529-669: Was the studio's next game. In 2003, the Los Angeles studio moved from its founding location at Santa Monica to a high-rise building in Westwood. In November 2005, a partnership was announced between Pandemic and Canada's BioWare , with private equity fund Elevation Partners investing in the partnership. Both companies retained their brands and identities. On October 11, 2007, it was announced that VG Holding Corp. , BioWare and Pandemic's owner, would be acquired by Electronic Arts as of January 2008, subject to FTC approval. In February 2009,
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