What Went Wrong (Continued)
3. Contractor Management.
We underestimated just how much time was required to manage contractor
submissions. We knew it would be time consuming, but even with that
expectation, the combination of art directing and art production was
more work than we had time to do. We were short on producers and our
artists were scheduled to produce content on their own. We didn’t have
enough bandwidth available for reviewing submissions in a timely
manner. We realized too late that our production phase requires an
intense focus on the work coming in from the contractors. Focusing our
internal efforts on the contractor feedback loop should have been a
higher priority for our art direction team.
4. Not enough producers, falling through the cracks.
Our
project director doubled as our producer. This was bad. We let a few
aspects of production fall through the cracks and as a result ended up
dealing with our scenery object build and the game shell during
post-production. It’s hard to believe we didn’t have the foresight for
this, but our model requires serious production management. There are
tons of assets to track and multiple parties contributing to the
process. To think we shipped this game without a full-time producer is
nuts.
5. Crunch Avoidance System—Failed.
I
had this crazy idea that since the bulk of the work was being done by
contractors, we would be managing them to deadline and we at Wideload
wouldn’t have to work crazy long hours. This logic was used to form the
basis of our “crunch avoidance system,” and it was an abject failure.
We crunched for a solid three months, which isn’t too bad relative to
past experiences, but is way worse than zero. Because we let some major
components slip into post-production and were four months behind
schedule, and we let ourselves get behind on contractor approvals, we
ended up with more than post-production tasks during our
post-production phase. Quality of life is a big issue for game
developers. It certainly is for me, having young kids at home. I still
hope to create a better work/life balance using this model.
On future projects, we will endeavor to keep production phase
deliverables comfortably within our production phase. For us, the key
to this is good production management and timely feedback to our
contractors. If we can focus on post-production during the last three
months, we can avoid working double duty through the end of the project.
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