Contents
Producers Of The Roundtable: Getting Coders and Artists to Communicate
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Producers Of The Roundtable: Getting Coders and Artists to Communicate
by Juuso Hietalahti
1 comments
Share RSS
 
 
December 26, 2007 Article Start Previous Page 3 of 3
 

Or are these worries unnecessary, and they're just human beings who can work perfectly well together?

Frank Rogan: Make software tools and pipelines a priority. Usually when an artist says the coders "don't speak the same language," it means the artist couldn't get the coder to do what he wanted him to do, and the coder couldn't explain to the artist why that would be difficult or time-consuming or distracting or solved through some other means the artist didn't think of. Screw that. Solve the problem once and for all by providing the artists with the tools they need to do their jobs the way they want to do them. And then reward the hell out of the coder that provided the tool (or the new feature, or the right bug fix) and make damn sure everyone knows what happened and why you, the producer, think that's just the bee's knees.

Advertisement

Amer Ajami: Peter, Ben, and Frank all hit on what I believe is the key to improved communication, not just between artists and engineers, but across all disciplines: collocation. Yeah, you need a team that speaks the same language and has great chemistry, and yeah you need guys on your team who will walk over to an engineer or an artist and solve problems on their own, without any oversight. But nothing knocks down the barriers of communication easier and moves development along faster than putting all your key guys in a room together and letting them run wild.

We have a physical setup at our studio that's not entirely conducive to a productive environment that promotes a lot of communication. The guys at Ubisoft Montreal did it right -- they basically sit in a giant warehouse with little to no walls separating a majority of the team. It's similar to the floor of any newsroom, for example. The energy level at their studio always seems high, and productivity doesn't seem to be a problem.

Amer Ajami served as associate producer on EA's Battle for Middle Earth 2

Our team here at EALA, on the other hand, sits in cubicles with 5 foot walls, and key people are often spread across the entire floor, sometimes separated by literally hundreds of feet. Obviously, not the ideal setup for making a game. The way we get around this communication barrier is to collocate certain members of the team (including engineers and artists) into a single space during key inflection points of the development cycle. We jokingly refer to these as "rooms of pain", but they're actually incredibly productive, and quite fun.

Having key engineers sitting literally face-to-face with key artists, with clear access to each others' monitors, cuts down on ambiguity, confusion, and miscommunication. These "rooms" only run for 1-2 weeks at a time, and are focused on hitting a specific milestone or delivering on a certain feature of the game, all while minimizing the impact on the rest of the team, which is ostensibly still doing its thing on the main floor.

If many of us had our druthers, our entire floor setup would be configured in a completely open space. But failing that, these "rooms of pain" are a great way to cut down the barriers to communication between all disciplines and drive the project forward at important times during development.

The opinions expressed by these producers are their own and do not necessarily reflect the opinions, plans or positions of the companies where they work at. If you are interested in being added to the interviewees for Producer Of The Round Table, please contact GameProducer.net.

 
Article Start Previous Page 3 of 3
 
Comments

Emanuele D'Arrigo
profile image
I guess it's not too surprising that open spaces are still advocated as the way to go. I guess this is possible if the only known alternative is individual cubicles. However there's a third way, and I concur with the authors of the book "Peopleware" it's the most beneficial: team-sized rooms, where a team is defined as a unit of 5 to 7 people. It's the middle-ground between a distracting and noisy open space and a lonely and constricted cubicle. It costs more than an open space but the added costs are more than made up with the increased productivity. Communication can always be a problem for one person or another. Somebody needs privacy somebody needs social contact. And we all need both at one point or another. One size-fits-all solutions rarely work, but if you have to go for one, at least choose the middle-ground, not the extremes.


none
 
Comment:
 


Submit Comment