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After completing
their first game, many developers undertake the challenge of growing their
company. Making the transition from a single game to multiple games is
no small feat. Systems, processes, and organization need to evolve as
a company grows in size. In this feature the founders of Bioware, Greg
Zeschuk and Ray Muzyka, discussing their experiences growing Bioware from
a single-project developer to one handling multiple projects (from three
to five projects, depending on size and scope). During the course of Bioware's
six-year history, the company has grown from two people in a basement
to more than 120 employees.
The goal
of this article is to build a solid foundation of ideas that need to be
considered when growing a company - this is an overview, not a discussion
of the smaller points. We strongly believe that to move from single to
multiple projects you first need to understand and manage growth. Our
goal with this article is to outline the changes that occur as you attempt
to transform from a single team company into a multiple project studio.
Why Grow?
One of the
first questions that must be answered when you are contemplating growth
is "why grow?" With the answer in hand you might decide that
growth is too costly. Or you might decide that growth helps lead you to
your ultimate vision for your company.
Regardless
of what choice you make, our opinion is you must only grow with a full
knowledge of the impact of your actions.
At Bioware
our reasons for growth were simple: we wanted to develop more than one
product at a time, we wanted to leverage technology development quickly
across multiple projects and platforms, and we wanted to provide a variety
of opportunities for the people that work at the company. We were somewhat
aware of the changes to the company that would occur with growth, but
experiencing the growth firsthand gave us tremendous insight into impact
the growth had on Bioware. Consequently we believe we can share our views
and help advise others in positive growth strategies.
What
are good reasons to grow?
There
are a number of good reasons to grow. Some of the reasons are readily
apparent before the growth happens while others are more subtle. We list
some of the more important reasons to consider growing your company:
Stability.
With a multi-project company you have at least one significant benefit:
multiple projects mean multiple chances for success. Another possibility
for stability with multiple projects is having multiple publishers - it's
wise to have more than one publisher in order to minimize your risk in
case one publisher has difficulties. At Bioware we initially had multiple
projects with a single publisher, but we have since started working with
other publishers to limit our exposure in the case of instability in any
of our publishers.
Larger
Workforce. With a larger company and multiple projects you will likely
employ more people than a single project company. One positive aspect
of having multiple projects running is that ability to conscript people
from other projects to help in the very final stages of the game. Often
these fresh faces can bring enthusiasm for the big final push to get the
game out the door. At Bioware we typically conscript people even just
to play the game and find bugs near the end of the project - every little
bit helps.
Career
Growth Path. With multiple projects there is a need for multiple project
leads. As people gain knowledge and skill they will desire progression
in their careers. By having new projects occurring within the same company
over time, you'll provide new senior positions for people who have earned
their stripes. At Bioware we promote from within and try to match the
desires of our people with the number of projects and the roles on those
projects.
Technology
Leveraging. With multiple projects it makes sense to leverage technology
developed at the company across multiple projects. This lead to two benefits:
the architects of the technology at the company can easily make modifications
to the technologies on an as-needed basis for the various teams that use
it, and the training time is reduced if people from within the company
are added to a project that uses a familiar development environment. At
Bioware we have independent Tools, Graphics, AI/Networking, Production
Art, and Animation groups that work on common technologies and systems
across all of our games, as well as making significant customizations
to the technology for each game. The added benefits are each game can
inherit the advances made for the other games and people that join projects
from other teams normally are up and running quickly.
Company-wide
Process Improvements. As your company grows things that might not
have been practical to implement at a smaller size such as financial systems,
human resources departments, and full-time systems/network administrators
can be justified. If implemented wisely these systems and processes can
provide benefits to your employees and company such as benefits programs,
better financial controls (banks and other sources of finances such as
publishers will like this), and less network downtime.
Ever
Greater Revenues. Provided your games continue to succeed at the same
level when less were being made you should see increased revenue growth
as your company increases in size. Also, with more projects being released
you should see a stabilization of cash flows -- at a one-project company
cash flow can vary greatly in years in which products are not released.
What
will you lose when you grow?
With
growth comes sacrifice and change, which can be tumultuous and painful
if not carefully prepared for. This section describes some of the things
that will change when you grow:
Feeling
of Family. One of the most special experiences in the game industry
is sitting down with a number of like minded peers and working extremely
hard as a group to create an impressive game. There is an incomparable
feeling of camaraderie when working in this type of tight knit group.
At a certain point your studio can lose this if you grow too large. At
Bioware we noticed the first, most significant change in atmosphere after
we passed forty to fifty people - something was different about the company-
not necessarily bad, just different. We still work very hard to maintain
a family feeling, but it gets harder with each employee we add.
Daily
Knowledge of Activities. When your company is small you are aware
of everything that is going on with everyone on a daily basis. As you
grow there comes a point when you don't necessarily see everyone every
day, and you can no longer keep up with what is going on. Effective delegation
can combat this problem, but often the result is a second-hand information
flow, rather than a direct recounting of events from individuals directly
involved. This has become very apparent recently at Bioware where we've
put in a number of systems to resolve problems that arise - we often hear
about things after they are fixed completely without our involvement.
It's a strange feeling (disquieting, yet extremely satisfying in many
ways) to discover that things can run quite efficiently without you…J
Intimate
Product Knowledge. It is very difficult to know more than one game
inside and out. If your company is working on three or four it gets even
worse. One advantage we have at Bioware is that as co-executive producers,
each of us pays particular attention to certain games - that way we can
share our attention across multiple projects. We also have wonderful and
talented leads on our projects that we can depend on.
Deciding to Grow
One recommended
technique is to look at the above reasons for growth, weigh the costs
and benefits and make a conscious decision to grow only if it is worth
it. After weighing the pros and cons, then decide how large you want to
be -- this is important as there is a considerably different approach
in becoming a 30 person development studio compared to a 1000 person publishing
operation. Make a conscious decision what you want to do and set goals
to attain your targets. We consciously decided we wanted Bioware to be
able to support between three and five projects at any one time (some
large and some small), and we have grown accordingly.
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