Game Studio Management: Making It Great

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Transcript of Game Studio Management: Making It Great

Game Studio Management: Making it Great!

Jesse Schell

@jesseschell

GDC 2015

Game Studio Management: Making it Great!

Jesse Schell

@jesseschell

GDC 2015

Common Studio Problems

• I don’t know how to structure management!

• I don’t know how to manage this project!

• Another miscommunication with a client!

• We have too many meetings!

• Our team has low morale!

• Our game is LATE!

• Our game SUCKS!

The formation of a higher-level unit by integrating lower-level units will succeed only if the emerging organization acquires the appropriate “technologies” for passing information among its members.

– Thomas Seeley, The Wisdom of the Hive

The universe is made of information.

Space is defined by channels of energy.

What is essential is invisible to the eye.

Design your life so that you like it.

Opinions

Facts

Emotions

Processes

Projects

People

Individual

Studio

Press

Licensor

OutsourcePartner

Studio

Publisher Players

World

Face to Face

Skype

Phone

Email

More Info

Less Info

Flow Management Tool #1: Org Structure

16

Matrix Management:Projects, Process, and People

Flow Management Tool #2: Office Space

A little distance can be a LOT of distance

Flow Management Tool #3: Ritual

Agile Development

Other Rituals

Flow Management Tool #4: Social Factors

Collective IntelligenceDr. Anita WooleyThree factors

1. Social Sensitivity (the “eyes” test)

2. Conversational turn-taking

3. The number of women in the group

What blocks info flow?

Too much trouble I didn’t know! NOISE!

So many kinds of noise!1) Noise in my head!2) Noise in the office!

a) Interruptions!b) Lying!

3) Noise from the publisher!

Beeman’s Meddling Matrix

Success Fail

Meddling

NoMeddling

My meddling worked!

Gulp! I’m useless!

I should have

meddled!

I did all I could.

What blocks info flow?

Too much trouble I didn’t know! NOISE!

Mental rutsIt’s a secret! Fear

So Many Kinds of Fear!

• The boss will be mad!

• Sue’s feelings will be hurt.

• Everyone will laugh at me.

• I might make a mistake.

• The client will be disappointed.

• I could lose the respect of the team.

• Everyone will know I’m really a fraud.

Casciaro & Lobo’s Matrix

There are exactly six kinds of jerks.

Six Kinds of Jerks

1. The Inaccessible Jerk- I can’t get the info I need!

2. The Unreliable Jerk- I can’t trust your info!

3. The Rigid Jerk- You are ignoring important info!

4. The Disrespectful Jerk- You’ll spread bad info about me!

5. The Vague Jerk- Was that even information?

6. The Unfair Jerk- If I give you info, you’ll use it against me!

Opinions

Facts

Emotions

Processes

Projects

People

Three charts!

Org ChartProject

HierarchyAffective

Hubs

Decide what’s importantand overcommunicate it.

Your work is…

UNACCEPTABLE

Talk less, listen more.

Seek and ye shall find.

Studios with good information flow say…

• I know how to structure management!

• I know how to manage this project!

• No miscommunication with clients!

• We have the right meetings!

• Our team has great morale!

• Our game is ON TIME!

• Our game ROCKS!

If the energy is really flowing freely, the brush paints by itself, the camera photographs, the sculpture forms, the words write, the dance dances. The creator of the art, the subject of the art, and the expression itself merge into a single process in which there is no reflection or evaluation, just the art manifesting itself.

Thanks!

Four Tools1. Org Structure

2. Office Space

3. Rituals

4. Social Factors

Email: jesse@schellgames.com

Twitter: @jesseschell

Slides: jesseschell.com

Book: artofgamedesign.com

Schell Games PrinciplesOur mission: To make experiences we are proud of with people we like, so

we can make the world a better place.1. Amazing Teams

1. Only hire people who have the skills and passion to make the best experiences possible.2. Only work with clients and partners who share our passion to create the best.3. Always treat everyone with the utmost respect -- even when (especially when) you are

frustrated. 4. Diversity makes us strong.5. It’s not a decision until the team is on board.6. If you don’t believe in your work, speak up.

2. Amazing Fun1. We don’t make experiences to make money. We make money to make experiences.2. Experiences should be beautiful inside and out.3. Beauty is in the details. Give attention to every little thing.4. Planning, organizing, and optimizing information flow are essential to quality.5. All experiences must have all key aspects fully playable halfway through production.6. Know, respect, and defend the guest. The experience is for them.7. Playtest constantly. It’s the only way to know.

3. Amazing Transformation1. Always ask: "How does our experience change the guest?“2. Always ask: "Is there a better way?“3. Dreams and plans only matter if we ship.4. Belief can turn the impossible into reality. 5. Be brave. If you don’t, who will?

Research Links

• Casciaro and Lobo:• http://sousalobo.com/researchfiles/casciaro_lobo_hbr_05.pdf

• Denise Chen fear smell research:• http://www.livescience.com/3384-humans-respond-scent-fear.html