- Negotiating contracts, including licensing deals
- Acting as a liaison between the development staff and the upper stakeholders (publisher or executive staff)
- Developing and maintaining schedules and budgets
- Overseeing creative (art and design) and technical development (game programming) of the game
- Ensuring timely delivery of deliverables (such as milestones)
- Scheduling timely quality assurance (testing)
- Arranging for beta testing and focus groups, if applicable
- Arranging for localization
- http://en.wikipedia.org/wiki/Game_Produ ... sibilities
I'd really advocate listing 'manager', since their contributions are so under-recognised already. I've played that role on a bigger team before and it's stressful as hell, much more so than doing art or music ever has been for me. The cherry on the cake is that no one cares about or understands how crucial that role is (again, on bigger teams) unlike stuff that's easier to grasp such as writing, art, music and even programming.