Measuring the Effectiveness
By way of
example, it is very easy to run a module on speed modeling and texturing in
Maya. By simply sample testing the candidate(s) before and after the training,
the effectiveness of the training is obvious. On the other hand, it can be very
difficult to evaluate the immediate impact of a color theory course or even a
module on avatar emergent behavior design.
It is for this
reason that some of the training effort has to be signed off with a certain
amount of faith. By faith I of course don't mean blind faith, just faith in
long term skills investment born of years of game production experience and
forethought. In short, craft skills are measurable, whereas intrinsic skills
can be far more difficult to measure.
Although
faith will work fine for some people, it very rarely works with the boss or,
indeed, accountants. There is a simple way to handle this without resorting to
the easily refutable tactic of presenting a single training ROI percentage.
The
key to success here is to write a comprehensive positive report on all aspects
of the training effort based on five simple measures of training provision, as
follows:
- Effectiveness - Simply using
measures such as pre and post training measurement or schedule tracking.
Providing some metrics proving without doubt that some of the measurable
training has a positive impact is key.
- Efficiency - Describes how
the re-use of modules, resources, and the maximization of class sizes is
an efficient use of the training costs.
- Applicability - Simply show
that the subject matter of the training is aligned with the goals of the
individuals, projects, and studio.
- Appropriate - A straightforward
proof that the right training subject matter is being delivered to the
correct people.
- Timely - A justification of
how the skills are being trained "just in time" to aid in
project requirements and skills reinforcement.
Of course,
traditionally effective methods like pre and post training monitoring and
tracking individuals work throughput in the project schedules will always be
concrete evidence of what impact some type of training have made.
The Benefits of Training
The
benefits of effective training to the studio and individual projects can be
significant. On a studio level, the immediate impact of perceivable
productivity gains will have obvious benefits.
As more people learn and train
others, a strong skills leveling effect occurs, thereby allowing managers to
handle project staffing more effectively as they gain a far better handle on
individual skill sets. Training also improves interpersonal communication
beyond all recognition leading to better team cohesion and death to many
bottlenecks and hazardous dependencies.
A very
welcome effect of training is that everyone in the company who receives
training does feel that the studio is investing in their future, and therefore
they are valued. This is a very powerful countermeasure to the specter of high
staff turnover. At the end of the day, all of this combines to create better
games.
On a team
level, all of the above quite obviously applies, however the positive impact
allows managers to mitigate more of the risk associated with developing games.
It's a funny thing, though, because as soon as we mitigate more risk on a
project we generally allow ourselves to take more and more risk in terms of
features and general production. This is precisely how we push the envelope and
drive innovation. Again, the bottom line is that we end up making better games
that sell more and make money.
An
effective training program is a proven productivity multiplier that brings with
it a number of amazing additional benefits. By integrating a strong training
ethic into the culture of a game studio by designing an effective program,
gaining buy-in from all levels of management and rolling out the program with
an appropriate level of importance is paramount.
The risks are numerous, but
then again so are the rewards. Your studio will make better games, but
ultimately training is the key to maintaining your competitive advantage over
your competition irrespective of the IP or technology platform on which you are
developing.
Put simply, if you want to win the development
war then you must win the training battle!
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Presentation photo by Ikhlasul Amal, used under Creative Commons license.
Training photo by Nelson Pavlosky, used under Creative Commons license.
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