Showing how you 'produce' something is hard. It's a complex role with lots of moving parts. There's project managment; keeping schedules, making sure teams have the resources they need, defining actionable items. There's the specific knowledge that comes with being a part of a development team, knowing how art workflows function, understanding the constraints developers are working with.
In this section, I try to boil all that down to a few demonstrations. Ultimately, the role of a producer is varied depending on the team, the project, and the company, but I think there are a few things that can work across all of those.
All examples presented are from Hammerblow Studios, the small studio I've been putting together with friends.