|
The first thing everyone needs to understand is that game
development is a business. Whether you're a gamer, a developer,
publisher, independent, corporate or even look down upon video games
and assumes video games are "kid toys". At the end of the day there are
people who earn a paycheck by working in this young interactive
entertainment medium.
Like any business, what motivates the individual
still vary. Some are real passionate experts and artists in their
fields, others do it for the all mighty buck and others think it's an
easy profession that's all fun and games.
As for me, I
do what I do because I love video games. I grew up on them, they've
always been my favorite hobby and I've been lucky enough to be in the
industry and learn how to make games. So reading articles about how
others stay motivated interest the inner sociologist in me. For me,
motivation is the easy part. The hard part is actually making the best
product possible given time and resources.
The first
pillar in the fundamental truths of game development is
professionalism. For game development the two things I feel like its
most important to understand is:
- It takes a great team to make great games.
- Not every decision is yours to make, so make every decision the best it can be.
I've worked for studios that due to either the corporate
culture or individual personalities cause a particular discipline of
Art, Design or Programming have more decision making capability than
the other disciplines, and the product can suffer in end quality. It
sounds stupid but let me just say it, the different departments
wouldn't exist if they weren't needed to make the game. Each discipline
has different responsibilities and naturally views and thinks about
game development differently.
Thus let the experts
be experts. You definitely want to give them your feedback, just like
you should seek theirs, but don't tell others what to do, rather make
suggestions or ask questions that help focus them to what needs to be
addressed. Give the high vision and let them figure out how best to
implement. Continue to work with them throughout implementation to
continue to communicate the vision and save potential rework from
misinterpretation.
Games are very complex and require
so much creativity as well as logical thought and interaction between a
group of people all trying to create lightning in a bottle. Every
decision made affects the tasks, schedules and thus lives of every
discipline. Decisions made aren't always by the professionals in their
respective disciplines. For example, not every game design decision was
made by a designer, but it's just as easily due to a producer,
programmer or the marketing department that decided upon game play or
how the feature functions or is tuned.
OK, so I now
understand not every decision is mine to make. Now what? How does this
shape me into a better professional? For me this shapes two things, how
I go about my decision making and how I react to a decision I don't
agree with. Any decision that is mine to make, I try to make it be as
well thought out or informed decision it can be.
Well
thought out in the sense that I understand the ramifications and how
the decision will affect all other aspects of game play balance. System
tuning changes the difficulty and thus layout for level design. Level
design progression and flow changes how systems should tune individual
enemies or abilities. Changing the speed or damage of one attack
changes the difficulty of enemies I face, they then become too hard or
easy and enemy placement or spawn behavior need adjustment. AI or enemy
behavior may now need adjusting or tuning. Etc...
Obviously you can't
predict all ramifications, but that doesn't mean you shouldn't be
thinking things through and not simply blindly guessing and hoping we
accidentally get it right through iteration. Iteration is necessary for
tuning and finding the magical fun factor, but how efficiently you
iterate by being smart about what your iterating makes all the
difference. You don't want to waste hundreds of man hours of the team
on an idea that if thought out to its logical conclusion wouldn't mesh
with the vision of the game.
How I try to make as
informed decision as I can make involves talking to the team cross
disciplines. Usually in casual "water cooler" type chats where I'll
throw out my ideas, or direction I'm taking. This usually causes
questions to be asked and acts as a safety net to make sure I've
addressed all the design ramifications or what still needs to be
figured out and thus provides further direction on the design.
By
discussing implementation and getting estimates from the various groups
allows them to start thinking about the implementation or sparks their
imagination and further enhances the vision. Also it helps getting
verbal buy in from those who will have to actually do the work to make
it all happen. They are exposed to the idea early on, allowing them
time to contribute and further refine the design, so that when it does
indeed become the direction it's not simple one guys idea, but rather a
refined vision that the team believes in. They aren't simply handed
down orders and are involved in the process, helping morale and
motivation.
Despite giving feedback, arguments and
examples some decisions will still get made that you don't agree with.
I'm well past the point where I care whose ideas gets chosen, I simply
want what will make the best product possible within resource
constraints. So instead of pouting, complaining, providing sub par
quality of work due to not fully agreeing with a design or development
decision, I instead use the same passion and thought into making the
decision the best it can be. Whatever arguments I gave as to why the
direction isn't feasible or doesn't work with existing design, then
becomes my focus into not only making it work but hopefully to become
one of the games strengths. Basically not being a defeatist and making
the best lemonade I can with the lemons I'm given is my mind set.
The
first pillar of the fundamental truths of game development is
professionalism. From understanding the team environment and remaining
flexible during the decision making process professionalism goes a long
way in how the team perceives and reacts to official designs and have
allowed me to enjoy the path my career has taken. I've worked with some
amazing talent and I thank you all for making me a better game
developer.
I intend to continue to blog about the industry and game design @ http://combatwolf.blogspot.com/
|
You have my humble vote for choice number one. Bravo, Mark.
Best Regards,
Eric M. Scharf
Scharf Creative Services
http://www.emscharf.com/blogosphere/scs_blogosphere.htm
Mark, however, may be an outlier in this final regard: too many developers seem to fall into the category of passive dissenters when the game takes a turn they disagree with. The team and the product is not best served by bottling up these feelings and opinions, which can eventually find more negative outlets such as increased apathy, laziness, or eventually an unproductive late-term blow-up. Better to always speak up when you have a difference of opinion at the start, so that common ground and common purpose can be gained early on.
As devs we've all witnessed our sacred cows brought to slaughter: the question remains whether you will approach the evolution of the product as justification for passive aggressive behavior, or will you rather be like Mark and use professional communication to be an active, productive member of the team?
Great article.
The entire reason I decided to start blogging is to help refine the passion developers have into more productive behaviors and thought processes. I'm hoping to teach the inexperienced while hoping to open the eyes of the jaded veteran that things don't have to be difficult that there are different ways about doing things.
"Professionals become predictable?" Professionalism or amateurism are not traits that define predictability. Predictability has more to do with creativity and knowledge.
I'm not trying to discount your view Tim, but rather I want to address what I believe what your really getting at (and please correct me if I'm wrong). Veterans can become inflexible and set in their ways. Working with the same engine or environment one gets use to what works and what doesn't work. What's difficult to accomplish at one studio can be a trivial easy thing at another. But without the perspective of how others do things, they become rigid in their beliefs and behaviors.
So proposing throwing amateurs/jr. staff in the mix for team composition, to bring passion a new way of thinking or looking at things to motivate is completely valid. Just not because the team had too much professionalism. ;)
It makes me wish we were still working together...I really liked the fact that you'd be willing to express strong opinions about design, yet be willing to open them up to change for the sake of making the animation work better with the intended design. That sense of collaboration is not always easy to find, but definitely falls into the category of what I consider a key element to professionalism, especially the willingness to put ego aside and allow the idea to evolve into something different. That sense of collaboration is one of the aspects of game development I really enjoy and something I wish was more prevalent in the industry.
Glad you're blogging...bookmarked.