Experienced Producer / Business developer

Fishing Cactus

Bergen

On-site

EUR 55,000 - 75,000

Full time

14 days+
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Job summary

FIshing Cactus is seeking an experienced Game Producer to lead production on PC/console titles. You will prioritize tasks, drive decisions, and coordinate with programmers, artists, designers, clients and executives to keep projects on track.

You will balance creative ambition with budgets, people and deadlines, while maintaining clear communication and ownership across small, autonomous teams to ensure games ship successfully.

Qualifications

  • Real responsibility on a game project
  • Shipped a console game and knows backends
  • Experience with publishers or external clients
  • Managed milestones, budgets and external stakeholders
  • Business development/publishing or sales experience
  • Experience in European or international games industry
  • Prior work in an independent studio
  • Knowledge of common production mistakes to avoid

Responsibilities

  • Define and own production priorities and roadmaps
  • Coordinate with programmers, artists, designers, clients and executives
  • Monitor milestones, budgets and risk factors
  • Work with publishers and external partners
  • Drive shipping decisions and ensure project milestones are met

Skills

Project management
Leadership
Communication
Decision making
Budget management

Tools

Excel
Google Sheets
Miro
HacknPlan
Jira
Trello
Notion

Job description

You've already worked in game production and know what a real development cycle looks like. This is unfortunately not a junior / entry level role. You can look at a game and quickly identify what's working, what isn't and what actually matters. You're comfortable making priorities clear including saying no when needed. You know that "everything is important" usually means nothing is. You can balance creative ambition with the less glamorous realities of budget, people and deadlines. You're highly autonomous and don't need layers of hierarchy to get things done. You're comfortable working directly with programmers, artists, designers, clients and executives. You can motivate people without pretending every production problem can be solved with enthusiasm. You know when a team needs support, when it needs clarity and when it simply needs a decision or a strict canvas. You communicate clearly and don't hide problems until they become emergencies. Your written and spoken English is excellent as most of our partners are international. You understand the PC and console games market and have a genuine interest in how games are made and how studios pay the bills. You're comfortable using tools like Excel / Google Sheets, Miro, HacknPlan, Jira, Trello, Notion or whatever tool makes sense for the job. You're comfortable using AI tools to automate, simplify and accelerate repetitive or mundane tasks.

$EXPERIENCE

We’re looking for someone who has already had some real responsibility on a game project. Ideally, you’ve worked as a Producer, Associate Producer, Project Manager or in a similar role on at least one released PC or console title.

  • You've shipped a console game and know the backends.
  • You've worked directly with publishers or external clients.
  • You've managed milestones, budgets and external stakeholders.
  • You've done some business development, account management, publishing or sales.
  • You already know your way around the European or international games industry.
  • You've worked in an independent studio before.
  • You already have a mental checklist of production mistakes you really don't want to make twice.
$THE KIND OF PERSON WE'RE LOOKING FOR

You like people and you like games. And ideally, you also like getting things done. You're positive, but pragmatic. You can encourage a team while still being perfectly capable of having an uncomfortable conversation when something isn't working. You care about the game and people more than your production schedule. You care about the game, the team, the client, the budget and whether the project actually makes sense for the studio. You're comfortable moving from a discussion about game feel to a budget review, then jumping onto a call with a publisher an hour later. You naturally take ownership instead of waiting for someone else to fix things. You enjoy working with small, autonomous teams where your decisions actually matter. And while you genuinely want to make great games, you understand that games still need to ship to pay the bills ; )

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