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Implementing Training: The Secret Of Winning The Development War
[How can game developers successfully implement ongoing staff training? Blitz Games (Sneak King) art director Nash discusses how the UK developer went about it in this in-depth Gamasutra feature.]
The games industry is maturing -
fast. The technology playing field is leveling and the old days of game engine
wars and outsourcing one-upmanship are dead and buried. The golden
partnership of effective production pipelines and innovation is and has always
been the key to chart topping glory. The only question is, how do you achieve
both within the pressure cooker of the production environment?
Staying on any cutting edge requires people to learn
and adapt on a moment-to-moment basis. Formal training using standardized
educational structures is the key to building effective production processes
and fostering innovation.
Though this may sound obvious for an industry
that relies on continual training, we have yet to truly recognize and embrace
the techniques and benefits that training affords other more mature
entertainment industries.
Creating,
rolling out and evaluating a training program almost always proves to be a time
consuming and costly process. At Blitz Games we have walked the path of
introducing a formal internal training program by creating the Blitz Academy.
The
academy acts as a hub for all training efforts, and in many ways raises the
profile and importance of learning within the company, and to some extent,
wider industry.
Nearly all
studios do utilize some training, mostly in the form of impromptu ideas
exchanges and in some cases the use of external trainers. External training,
however, is often expensive and not wholly suited to the very individual needs
of a studio or project.
Though some external training is excellent, other
sources such as identifying skills and trainers within the studio, or attending
world-class conferences such as GDC, can prove very beneficial.
Aside from
the core production "hard" skills of art, code and design, training "soft"
skills, such as those for communication and management, must form part of a
balanced program - thereby complimenting the team-oriented game production
environment. The return on investment
for training will be significantly higher if the skills people are formally
taught can then be re-communicated informally by individuals in the production
environment.
Developing the Organizational Structure
One vital
cornerstone of any successful training program is its organizational structure.
The vast logistical overhead of any training program cannot be underestimated -
therefore, any proposed program should be managed and administered in a clear
way by people whom have the skills to do so. The Blitz Academy, for instance,
falls under the jurisdiction of the human resources (HR) department.
With this
in mind, try to aim for a central organizational point of contact in the HR
department.
Quite apart from just having the time and skills to administer all
of the training efforts, the good people in HR are also able to make sure that
the training program dovetails nicely with the personal development programs of
individuals as well as the needs and goals of the company as a whole.
The
biggest point to make, however, is that although the HR department can coordinate
the training efforts, HR staff generally doesn't have the job knowledge and/or
inclination to identify the skills that require training, the individuals whom
should be taught, or indeed the selection of trainers.
This
information needs to come directly from the development teams themselves, so
other provisions in the structure need to be made. One of the best ways achieve
good results is to set up working groups consisting of senior members from each
discipline that meet up regularly to consider and collate the relevant details
to pass on to the HR department.
Additionally there should also be a
spontaneous suggestion system that allows anyone in the studio to make recommendations
for training at any time.
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