CHAPTER 14
Managing Creative Projects: Insights from Media and Entertainment

Lester Frederick, MBA, EdD, and Eric Verzuh

Lester Frederick is the founder of IDLD Creatives, LLC, where he serves as an ID/UX Designer and a Digital PM. He's been a Full Sail University Course Director since 2010 who has taught leadership (Game Design, BA) and now teaches project and team management (Entertainment Business and Game Design, MS).

INTRODUCTION

Every episode of a television series, every film, every recorded song, and every release of a video game is the result of a project that produces a unique deliverable. Yet these media and entertainment projects are significantly different from most commercial and government projects due to their highly creative nature. This chapter provides a window into this artistic world, listening to experienced professionals in the media and entertainment industries, and capturing insights on how to structure and manage a creative process.

This unique viewpoint is possible due to chapter author Lester Frederick's role at Full Sail University. Full Sail offers degree programs designed for the entertainment, media, arts, and technology industries. His access to accomplished Full Sail alumni and industry experts affords a behind‐the‐scenes tour of developing video games, recording music, and the making of film, television, and video products.

This chapter explores three main themes:

  • How does the role of project manager appear in these industries and what value does project management contribute?
  • What development processes and practices do they leverage in their efforts to be creative? Do they follow agile, waterfall, or a mix?
  • What can we learn about maximizing the creative power of their teams?

After the industry‐specific lessons, the chapter will finish by presenting a framework designed to create a common vocabulary for media and entertainment product development.

The first lesson is that some media and entertainment projects have a clear tension between the freedom needed for creativity and the process needed to deliver results.

Heather Chandler, who led video game development at major studios and authored books on the subject for over 20 years, sees this as a persistent challenge. “Game developers tend to shy away from using a formal software engineering process (perhaps because they are afraid of stifling the team's creative energy) and often jump right into production without making a clear decision on how to manage the development cycle… . Developers are now realizing that they must find better ways to manage the development cycle.”1

As we will see in this chapter, it is possible to formulate an appropriately structured, repeatable process that makes space for artistic expression on every kind of project.

LESSONS FROM FILM, TELEVISION, AND VIDEO PRODUCTION

From 30‐second commercials to Emmy Award–winning television series and blockbuster feature films, there is always a person whose job it is to balance the schedule and budget with the creative intention of the script. In film and television, there are many titles associated with this responsibility—unit production manager, line producer, producer—and the larger the project, the more people and titles are involved.

Stewart Lyons has held a variety of titles related to producer in his 30‐plus years working in film and television. As the Emmy Award–winning line producer for the TV series Breaking Bad, Lyons was responsible for developing the schedule and budget, staffing, and making decisions on the set for what happens in support of the cast and director. He sums up his responsibility this way: “You have to have respect for the script. The way to do that is to make your actors and directors look as good as possible, working within the budget.”

Film, Television, and Video Production Life Cycle

Every phase of film and video development contains highly creative work, but that work can be sequenced, as shown in Table 14.1, in a traditional, linear life cycle. The preproduction phase contains the decisions that look most like project management, planning how to accomplish the goals of the script within the allotted time and budget.

Veteran assistant director Jerry Ziesmer wrote about the importance of preparation, organization, and focus. “Brian de Palma and Steven Spielberg studied each day's scenes and discussed how many shots they would need for every day's work. It took hours of thoughtful concentration.”2

Jeremy Schmidt and Matthew Scura, owners of Edge of Cinema, scale this process down for the live‐action video and documentaries they make for their customers. “We have taken that cinematic approach and applied it to the commercial world. We have a very organized preproduction process to where every little detail is thought out in advance. So, when we do get on set we can jump right into action and can move things fast. We can usually get what might be a full day of production in a half day and that saves the client money.”

Project Management Contributes to Success

Lyons will analyze the production schedule to keep projects within budget. He uses software specifically designed for breaking down a script and assembling the resources needed for each shot. “It allows us to reallocate resources to the scenes to give us the most bang for our buck.” And, if necessary, he recommends changes to the script. As an example, Lyons describes a scene from a recent project. “A secret agent has hidden weapons in a bus terminal in a foreign country. He was going to walk through the terminal, go to a set of lockers, take out a duffel bag of weapons, walk back out, get into his car, and drive off.” As a producer, Lyons sees the costs associated with this shot. “You have to go to another country, you have to put signage on every store that you see, change every license plate, make sure that the cars are what you want, and then you have to populate all of this with hundreds of extras. It was only half a page of story and actually no dialogue.” Lyons suggested an alternative, with the agent hiding the weapons in a locker that is buried in the desert. “We can do that in two hours and save a quarter of a million dollars. And they bought the idea.”

TABLE 14.1 A Common Film, Television, and Video Development Life Cycle

The following major phases, activities, and deliverables are typical; however, they vary among different studios and projects.

Development

The primary focus is to create a script or screenplay. An executive producer or producer will obtain funding for the project. Television and streaming services have added another role: showrunner. The showrunner is responsible for a show's creative vision and is frequently the executive producer or executive writer.

Deliverable: Green‐lit script. A feature film has a package, which includes the script, treatment, financing structure, primary cast, and distribution plan.

Preproduction

The executive producer hires the people who fill key leadership roles: the director, who is responsible for the creative aspects of the project, and producer, line producer, or unit production manager, whose responsibilities are most similar to the role of project manager. (For simplicity we'll refer to line producer.) The director and line producer break down the script, which generates the scope, then they create the schedule, and finally create the budget. This leads to acquisition of the crew, equipment, locations, permits, insurance, and the many other operational aspects of a set. Scenes are storyboarded. The set is built. Talent is selected.

Deliverable: Script breakdown sheets.

Production

This is the shortest, busiest, and most expensive phase. Blocking (setting up the scenes), lighting, final rehearsals, and shooting are the main activities. The director and the director of photography (DP) handle the creative flow, including a daily review of the previous day's footage. These dailies are used to evaluate audio and visual quality and compare the acting with the script. The line producer and assistant director handle the logistics of the shots. Every day, they make call sheets that list the next day's work. The end of production is a wrap.

Deliverable: Raw audio/visual footage and script notes.

Postproduction

This phase requires a broad range of technical specialists to turn raw footage into a finished product. Scenes are cut. Sound is edited and mixed, including sound effects and the addition of music. Visual effects are added, such as color correction and animation. A Digital Cinema Package contains the film, stored on a hard drive for distribution. A poster and trailer are created to use for promotion.

Deliverable: Digital Cinema Package (DCP).

Distribution

Generally, the rights to a film are sold to a producer or studio as early as before preproduction. In addition, a license agreement is secured with a distributor for cinema distribution, TV network, streaming service, downloadable content, or direct to disc. Independent filmmakers may use film festivals as a means of promoting their films.

Deliverable: Final motion picture or video.

Debrief

There is no formal debrief after distribution. Instead, the emphasis on debrief takes place in dailies during production.

Leadership in a Fluid Environment

The best producers, according to Lyons, have the ability to prioritize. “The situations are fluid. People get sick. Locations fall out. Weather changes. I'm here to help people make a better show, to come up with the best possible paths through the difficulties while you keep in mind every department's issues. It's keeping all those balls in the air simultaneously.”

Michael Cardwell, owner of Digital Brew, juggles projects and priorities. Digital Brew produces Emmy Award–winning animated explainer videos for his customers' marketing campaigns. His projects have schedules that count on customer feedback to meet deadlines. When that doesn't happen, the schedule slides. “Our pipeline is a living organism because of that—it's like trying to hold water in your hands. It just doesn't stay there very long and you're always having to fill it back up.” Rather than using software to constantly update project schedules, the team uses visibility boards that allow all team members to see the status of every project. They can see who is busy, who is available, and what project needs attention. This means Cardwell can keep his team busy even though project schedules depend on the clients that are outside of his control.

A Project‐Driven Industry That Pioneered Its Own Management Practices

The ability to serve the goal of the script on time and on budget has been essential since filmmaking began over 100 years ago. It values the same processes and discipline as modern project management and rewards the same ability to lead within a dynamic environment.

LESSONS FROM CREATING VIDEO GAMES

Successful video games generate enormous revenue. Established studios and startups compete to release a game that captures the imagination and draws in millions of players. Grant Shonkwiler, former Fortnite producer, has played the role of project manager on blockbusters from major studios and indie studios. “Yes, there is plenty of project management going on, but the job title most often used is producer.”

For context, a major game can take up to three years and a development team of 100 to 200 content creators. That huge team will be broken into smaller teams of about ten people. Producers work with the ten‐person teams.

Game Development Life Cycle

A common life cycle for creating and releasing a game follows the major steps identified in Table 14.2. It is a blend of waterfall and agile.

Shonkwiler emphasizes the highly iterative, creative work of preproduction and focuses on doing it quickly. For example, he'll put down an idea on paper in an hour, quickly push it to the team for feedback, and they get it back to him. “I can't sit in a room and design the perfect game. I have to hand it to somebody and watch them poke holes in it. Then we iterate. Paper is cheap. Writing and concept art is cheap. As soon as I apply a programmer or an artist or a full‐time designer, I start racking up big bills.” To put this in perspective, he expects a two‐year game development effort to spend about three months in preproduction.

By the end of preproduction, the core game idea is established. This milestone is critical for a studio with a new game, because that studio is probably trying to get enough funding to bring it to market.

Project Management Contributes to Success

The team size affects the formality of project management activities, pretty much like it would in every industry. A small game development team in a startup studio may avoid most formal project management practices as unnecessary overhead. After all, everybody can see what's going on all the time as they sit side by side at their computers.

TABLE 14.2 A Common Game Development Life Cycle

The following major phases, activities, and deliverables are typical; however, they vary among different studios and games.

Initiation

Discuss market feasibility. Brainstorm theme, genre, core loop, target audience, platform, and the player experience.

Deliverable: High concept document. Possible pitch to a publisher.

Preproduction

Create feature list, master task list, and capacity plan, which is the equivalent to a resource management plan. Producer creates a production schedule and determines the risks with the team. Create a script/story and design the gameplay, according to requirements.

Deliverable: Production plan and budget. Game design document, and low‐fidelity prototype or vertical slice with fun factor.

Production

The team, consisting of leads, designers, programmers, and artists, creates assets and source code to be iteratively integrated (implemented) to complete the core mechanics. Progress is tracked against the production plan.

Deliverable: First Playable or Alpha version.

Testing

Conduct internal bug testing and fixing especially for crash and critical path bugs. Evaluate features, design, and concept. Beta version goes through external or third‐party testing, fixing, balancing, and optimization with quality assurance.

Deliverable: Beta. Bug and test reports, including user feedback.

Release

Bug fixing and patching continue. Marketing continues. The game is ready to be released to the public.

Deliverable: Shippable Gold Master version.

Post Mortem

Project review answers three main questions: What went wrong? What went right? How can we improve?

Deliverable: Project review notes.

Shonkwiler describes the production phase in a way that any corporate software developer would understand. Agile principles of software development create a game that grows sprint by sprint, always being tested, with new requirements selected from a product backlog. Risks are recognized and tracked. Scrum or Scrumban practices are common. Shonkwiler's book Creative Agility Tools, co‐authored with Clinton Keith, emphasizes flexibility. “A lot of teams struggle with adopting Scrum because they view it as a fixed process… . The best adoption of Scrum by companies ends up morphing into something unique.”3 As he discussed process, Shonkwiler emphasized that the practices must fit the needs of the team. “We worry about people first, and then how we're making a good game, and then how process can enable that.”

An example of taking care of people first is his approach to crunch, the game‐industry term for relentless workweeks that can tally up to 100 hours. Shonkwiler rejects this type of chronic overwork but does recognize the benefit of using it sparingly and in a way that brings teams together. “If we spend a little bit of time hyper‐focused on a goal, and everybody works two hours extra each day for a week—2 weeks maximum—we really gel and move forward.”

Quality Includes User Appeal

What makes one game more popular than the next? Measuring that kind of customer satisfaction is tough and critically important. Shonkwiler uses multiple strategies for hitting this target.

Product reviews at the end of sprints are a common agile practice. In game development each of the smaller teams show off what they've done to the entire team in a town hall format. Everyone can see how the game is evolving. The practice builds team spirit, creativity, and a common view of the evolving game.

Outside feedback is essential. “We start to bring people in to play and give us feedback. Once the feedback starts trending positively, we focus on making sure it becomes overwhelmingly positive. This iteration continues until the numbers are where we want them, or we have to ship.”

Balancing Creativity, Scope, Schedule, Cost, and User Experience

The magic of leading video game development is the ability to simultaneously maintain high engagement from a creative team over months or years to build an exciting product while staying within budget and shipping on time. Effective producers do that using the full range of project management, agile development, and team leadership tools.

LESSONS FROM MUSIC PRODUCTION

Recorded music projects come in all sizes and levels of complexity. One talented artist can write and record a song and post it online for their fans within one day. Recording a superstar's album can take a year. Where does project management make a contribution? There are clearly people whose role is to manage a recording project, but the very nature of the small, creative teams involved makes formal project management far less necessary. Paradoxically, the industry rewards inherent project management ability.

Jonathan Feist writes and teaches about project management in the music industry. “One of the challenges of introducing formal project management into endeavors of art, such as music, is that there is a kind of cultural aversion towards the structure and accountability of a managed circumstance, among many musicians… . Many artists will prefer to just ‘wing it,’ when doing their work. Winging it … is the opposite of project management.”4

An example of formal project management responsibility is the role of Artist and Repertoire (A&R) manager/director at major recording labels. Brandon Egerton spent nine years in the role of an A&R executive at EMI Gospel. “The A&R handles the role of project management related to the creation of album projects. It's their job to oversee the creative process, project budget, keep the project on schedule, and guide it to completion.”

Music Production Life Cycle

There are as many ways to conceive and record an album as there are artists. Indie groups looking for a breakthrough may rent a recording studio for just a few days. Established artists may write and collaborate as they record, surrounding themselves with song writers, studio musicians, engineers, and producers. Table 14.3 shows a practical progression that an A&R manager like Egerton or a freelance producer would use as a template for producing a song or an album. Oak Felder is a popular hitmaking songwriter/producer. Felder noted, “Used to be, writing a song back in the 1960s was, you sit at a piano and you pull out a pad, and you write a song, … Well, production is that now. You pull out a laptop, you have a keyboard, and you produce a track.”5

TABLE 14.3 A Common Music Production Life Cycle

The following major phases, activities, and deliverables are typical; however, they vary among different studios and projects.

Conceive

The vision or birth of a song can spark from multiple places and in multiple ways. Singer, songwriter, and record producer Pharrell Williams stated, “Usually I start with some chords that move me and then a whole track goes around that.”6

Deliverable: For a song, it may be a hook, chords, loops, theme, lyrics, rhythm, harmony, or melody. An album will have a creative vision, timeline, and a budget.

Compose and Arrange

A lot of experimenting with different sounds, tempos, and ideas take place during composition. Sometimes this is done with a piano, guitar, or MIDI. Arranging is about selecting which instruments will play during what verses of the song.

Deliverable: Scratch recording or full track arrangements that determine the style and genre.

Preproduction – Record – Edit

Preproduction consists of goal‐setting for the album and planning for the people who will be involved. Recording sessions and rehearsals are planned.

Recording is also called capturing. Record producer Quincy Jones stated, “Records are about that … capturing magic, real magical moments … at that time, and capturing them on tape.”7

Editing modifies the original audio files to enhance the sound.

In practice, all of these activities will blend together in different ways depending upon the producer, engineer, and the artist's style.

Deliverable: Demo. Enhanced recorded song(s).

Mix

Mixing, or the mixdown, is the process of blending all the audio layers into a two‐track mix. The mixing engineer ensures that all the instruments sound clear individually and collectively as a song. The equivalent to testing would be rehearsing and trying different gear, such as plugins.

Deliverable: Two‐channel stereo track. Multi‐track masters.

Postproduction/Master and Release

Mastering takes place during postproduction, an activity often outsourced to a mastering engineer. Sometimes, artists use different producers for different songs who use different recording studios and mixing engineers. That causes sonic differences with the individual songs. The mastering engineer balances and optimizes all the songs so that they have the same level, unified commercial‐ready sound. The master is used to release the music onto multiple formats such as CD, vinyl, and streaming services.

Deliverable: Cohesive Hi‐Fi Song/EP/LP. Album masters.

Debrief

No formal debrief.

Deliverable: Ongoing discussions and notes.

Project Management Contributes to Success

Project managers are frequently in the role of helping others succeed. As an example, Egerton recalls an incredibly talented young singer, signed in her teens, whose family had a long, successful history in the music industry. “So now we have this artist who has her own expectations in terms of career but who hasn't had to function on the level of an artist working with a major record label that has its own set of expectations. I balanced having to give her space to be the creative genius that she is, while at the same time helping pull her along in some areas of the business side of the music industry. The artist did all the heavy lifting, certainly. I mean, she sang all the lyrics and co‐wrote the songs. But just having that experienced person in the middle of the process to help guide and mentor the artist along is important to the success of the project. It's truly a team effort.” The result was a Grammy nomination.

The freelance nature of working on recording projects rewards recording, mixing, and mastering engineers and producers with the knack for getting things done. Jordan “DJ Swivel” Young has worked with some of the biggest recording artists in popular music. His rapid career trajectory from assistant engineer to mixing engineer to producer and entrepreneur is due in part to his organizational and collaboration skills. “I am fairly organized. I spend a lot of time staying on top of things. I just work really hard.”

“Making it happen” is a phrase Swivel uses when talking about key members of an artist's team who can step out beyond their role of recording or mixing engineer.

Swivel's ability to manage a process was critical for a rising band that brought him in initially in the role of co‐producer, to act as a sounding board as the group recorded its first album. They were working under a set deadline. The band had to be ready for their concert tour, where the album was a part of the ticket price. Swivel effectively took on the role of A&R, shepherding the album through the final stages of mastering and preparing for release.

Make Room for Artistic Brilliance

Music projects provide clear lessons on leading the creative process as they embrace the tension between their art and limited budget and schedule.

Egerton explains the importance of trust within the team. “Much of the process in this industry is about relationships and it's about the necessity or the need to solve problems that arise. There's the business side and the creative side. And it's like oil and water. The creative side typically doesn't want to deal with the business side and the business side doesn't typically understand the nuances associated with the creative. It is essential to let creativity organically happen amongst great talented people in a collaborative setting. As an A&R guy, my job is to get the best possible project done on time and on budget. So, I have to have the trust of the artist so they don't feel that pressure to the point that it ruins the creative environment.”

For lessons on managing the creative process, Feist draws on his career in software and in music. “In any endeavor where you're trying to be innovative, you have to see that the creative process needs some space to stretch its legs and walk around. And that's something that you sometimes have to fight for. You have to protect the spark of human ingenuity. You have to allow for the human spirit.”

Project Management Behind the Scenes

Feist sums it up this way: “Good project management is critical in making musical endeavors successful. But it often doesn't look like project management as applied in corporate settings.”

LEARNING TO MANAGE MEDIA, ENTERTAINMENT, TECHNOLOGY, AND ART (M.E.T.A.) PROJECTS

Students at Full Sail University enroll because they have a passion for their creative outlet. Among numerous desires, they want to animate superheroes for feature‐length movies, build video games, produce music albums, and start their own businesses.

As they develop their creative and technical skills, students soon learn that making films, games, and recorded music means running projects. As shown in this chapter, there are a range of development life cycles followed across all creative projects. Project life cycles and phase titles can vary with different projects and industries. That causes unnecessary confusion and frustration. As a result, Lester Frederick created the Eclectic Product Development (EPD) Life Cycle. The EPD Life Cycle is a hybrid life cycle that can foster efficiency, consistency, and creativity for managing M.E.T.A. projects, especially digital storytelling projects. It's a balanced mix of effective old and new approaches. By using the same process on multiple types of projects, students learn the most important concepts and techniques through application and repetition. Figure 14.1 shows the phases of the EPD Life Cycle relating to the common phases of game, film/TV/video, and recorded music projects.

image

FIGURE 14.1 Emphasizing the critical activities and deliverables of each phase.

Table 14.4 describes each phase of the EPD Life Cycle shown in Figure 14.1. The table's listed activities and deliverables focus on creating products but some of the same tasks could be used for producing services and live events, such as an eSports tournament. A key benefit of EPD is that it highlights both project management and product development activities and deliverables.

TABLE 14.4 The Eclectic Product Development (EPD) Life Cycle

Define

Project Management. Begin with the end in mind. Identify stakeholders and construct a Project Definition or Charter according to the success and acceptance criteria.

Deliverable: 1–2‐page Project Definition Mind Map or Charter.

Product Development. Etch A Sketch. The PM leads the team in brainstorming, problem‐solving, and preliminary research.

Deliverable: Creative brief. Audience/user analysis. High‐concept document for the product that's based on the business value.

Design

Project Management. Gather requirements to create an iterative PM Plan that's formalized in writing. The project manager is responsible for PLOMing (Planning, Leading, Organizing, and Monitoring).

Product Development. Chart the course of action to level up. This phase equates to preproduction. The team creates a design document that will serve as a playbook or road map for building the product. This design document could be a UX Design Document or storyboard. Depending on the project, the following could be made: mockups, mood board, persona, competitive analysis, etc.

Deliverable: Design document and a Lo‐Fi sample, such as a paper‐based rapid prototype.

Develop

Project Management. Execute the modifiable PM Plan and project processes to produce timely deliverables. The PM has to boost the team's morale by reminding them to “Have fun while getting it done!” Review and update the plan, run sprints, communicate within team and with other stakeholders.

Product Development. Lights, Camera, Action! Begin development/production of the iterative prototype.

Deliverable: Minimum Viable Product (MVP) or a Med‐Fi prototype, such as wireframes for an app or a website.

Detect (Test)

Project Management. Track and compare the PM Plan to the project's actual results, especially the scope‐schedule‐cost baselines. Make strategic adjustments while juggling the project's constraints. Effective PMs know how and when to march (follow the plan) and know how and when to freestyle (improvise on the fly).

Product Development. Testing 1‐2, 1‐2. Conduct Alpha and Beta tests to detect any defects or bugs. This is an iterative process where the team gathers feedback for improvement and they might bounce back and forth between detecting, developing, and designing. Conduct usability tests and quality assurance. Detect/test is a critical missing step for EdTech and eLearning projects, such as Learning/Training/Serious Games, that use the ADDIE model.

Deliverable: Iterative Hi‐Fi proto‐product for the game, app, audio, video, or other M.E.T.A. deliverable.

Deliver

Project Management. Complete the documentation, close any procurements, and close the project.

Product Development. Just dropped! M.E.T.A. projects should include a quality plan with metrics for measuring process efficiency and product quality.

Deliverable: The final product is published or delivered to operations, including implementing it into the user's environment, such as a Learning Management System (LMS).

Debrief & Determine

Project Management. Conduct a project review. Discuss potential project and process improvements.

Product Development. Rewind! A product evaluation takes place. Conduct an informal team performance and improvement review.

Deliverable: A Lessons Learned register and an evaluation report.

Determine (Evaluate) takes place when a product is delivered but it must be tested and optimized alongside the users. Optimization frequently uses an industry standard benchmark, such as Kirkpatrick's training evaluation model. That's a wrap!

Using a Replicable Process to Manage the Project and to Develop the Product

Michael Leser stated, “Start your process guides at a high level and allow the user to add more details when needed.”8 The Fusion PM Methodology created by Frederick does just that and it serves the purpose of every good development process: it creates a common vocabulary for all project stakeholders and a common framework for viewing every project within the organization (see Figure 14.2).

image

FIGURE 14.2 Fusion PM Methodology and Fusion PM Methodology with Kanban board.

Frederick emphasizes that the Fusion PM Methodology integrates the lean, waterfall, and agile processes. It is designed to improve efficiency and consistency to minimize waste and maximize value (Lean). It can be modified, scaled, and applied to any M.E.T.A. project. For example, the illustration in Figure 14.2 starts with a linear and structured approach (waterfall/predictive) from the Define to the Design phase. Then it switches to an iterative and incremental approach (agile) to iterate between the Design, Develop, and Detect (Test) phases. Finally, it switches back to a linear method from the Deliver to the Debrief and Determine (Evaluate) phases. The Fusion PM Methodology's phase titles and the EPD Life Cycle's phase titles are the same to promote consistency and clarity.

Fusion can be enhanced by adding a Kanban board to visualize task progression, as shown in Figure 14.2. New teammates could be onboarded more quickly by customizing the project management and the product development processes with the Fusion PM Methodology. For example, a new animator could work with an integrative team on a film or game project and understand the varied phases and processes better. Students using this methodology find that it can reduce common communication and collaboration gaps.

end END POINT

Every industry is increasingly challenged to be more creative and more innovative. The principles and structure of project management do not prevent creativity. However, project leaders must use the structure to consciously create the spaces for creativity to flourish.

This chapter benefits from interviews with these media and entertainment industry professionals conducted March 2020 through June 2020.

  • Stewart Lyons is the Emmy Award–winning Line Producer of Breaking Bad. He has worked on feature films and 33 series with credits on over 600 TV episodes.
  • Matthew Scura and Jeremy Schmidt are the founders of Edge of Cinema, a video production and digital marketing agency based in southeastern Pennsylvania. They are alumni of Full Sail University. www.edgeofcinema.com
  • Michael Cardwell is the owner and creative director of Digital Brew, an Emmy Award–winning video production and animation studio located in Orlando, Florida. He is a member of the Full Sail University Hall of Fame. www.digitalbrew.com
  • Grant Shonkwiler has worked in the game industry: in programming, design, and production on games including DOOM and Fortnite. He is currently a leadership and production consultant, and is a member of the Full Sail University Hall of Fame. shonkventures.com
  • Jonathan Feist is editor‐in‐chief of Berklee Press. His own books include Project Management for Musicians (2013), which he also teaches at Berklee Online. https://online.berklee.edu/faculty/jonathan‐feist
  • Brandon Egerton is a longtime music industry veteran and Program Director at Full Sail University. His accomplishments include multiple Grammy, Billboard #1, Dove, Stellar, and RIAA awards. www.sidemanconsulting.com
  • DJ Swivel is a multi‐platinum and Grammy Award–winning producer whose credits include Beyoncé, The Chainsmokers, Jay‐Z, BTS, and many more. He is a member of the Full Sail University Hall of Fame. www.djswivel.com
..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset
3.138.34.226