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Producers Of The Roundtable: Structuring Your Team
 
 
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Features
  Producers Of The Roundtable: Structuring Your Team
by Juuso Hietalahti
10 comments
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July 4, 2008 Article Start Previous Page 2 of 3 Next
 

Do you have a lead animator and a lead modeler reporting into a lead artist?

Frank Rogan: On previous projects, I've seen the lead animator serve as a separate lead and team from environmental and character art, although the two groups obviously work very close.

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On other projects, one lead artist oversees both art and animation. That's a significant chunk of work, though, and requires someone very special in that role. Thankfully, I've enjoyed working with just such a person!

For modeling, I've not seen it broken down so that there's one lead modeler. More often, I've seen it broken down into areas of expertise - as in, one modeler is particularly good with certain types of characters, while another is better at modeling key environmental props.

Justin D'Onofrio: As we're working remotely with our art studio, it's a split structure. The studio's art tech reports to their art manager, who reports primarily to our in-house creative lead. In-house, our 3D modeler reports to our creative lead.

Robbie Edwards:
Organizationally, yes, but not with those titles. We refer to our workgroup leads as coordinators (i.e. Animation Coordinator).

Do you think a more flat or "pod"-based structure works better?

Frank Rogan: Flat structures are obviously best for communication, a shared sense of purpose and a speedy, useful approval process. It's very easy to stratify the team structure to the point where the stratification becomes meaningless.


Frank Rogan served as producer on THQ/Gas Powered Games' Supreme Commander.

At the same time, a "pod-based" structure - a team divided into functional, cross-discipline groups - sounds like the best of all possible worlds, but that can fall on its face, too, if there's no clear leadership within the pod. Pods can work, but it requires a special group of people. If the nature of the problem requires cross-discipline skill, and it can be time-boxed, I'm much more inclined to put together "tiger teams" to solve a short-term problem.

Ben Gunstone: For us [a flat structure] works fine. I think if you were working with bigger teams it may be the wrong solution. A lot of it depends on how your team members like to work and how many people (overall including producers) you have to manage your project. I wonder if there is an algorithm out there to compute that?

Justin D'Onofrio: I prefer a structure where everyone has input, so I like to keep things flatter. For example, as our lead programmer works out some additions to the engine, he needs to call on our 3D modeler to sort out details. This casual knowledge sharing is great to have, and something that I feel isn't as available when you have a more segregated, "pod"-like structure.

Robbie Edwards: I think both have merit and we have used both structures in our projects. We have made the move to the "pod-based" structure in an attempt to streamline communications.

With team sizes growing into the 100-200 person range, it is nearly impossible for one lead to manage 70+ people. The pods allow us to have our leads focus on working with about 10 coordinators and those coordinators managing three to eight people each. I think this structure helps developers stay focused on their responsibilities and provides some level of consistency in the quality of work.

 
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Comments

Anonymous
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Nice and well summed up overview of team organizations. My own experiences agree with everything that Frank said, especially the closing paragraph.

Tim Carter
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Team organization reminds me of "big government". The best way to organize it is to get as much process and rigmarole out of the way of talent as possible. If you need to implement steps and procedures at every possible turn you're a control freak. Let your talent do its job.

Game development too often is run in a byzantine, bureaucratic manner.

Anonymous
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Read some literature on software engineering practices, find out just how many projects fall apart due to mismanagement, and you might just discover why it has to be like that.

Stone Bytes
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It might sound bizaare, but in a deeply segmented cell/pod structure, why not organize internal sympathetic symposiums of some sort to be sure to keep every one up to date about the game's overall vision, and have each cell/pod know the others are doing, and take that opportunity to highlight good points and try to discuss about past problems and those which might get in the way?

Jeff Zugale
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Has anyone talked about how many game development studios are actually *two* companies, not just one - an entertainment production company AND a software company?

These two companies are not always compatible in terms of practices, philosophies and goals. I'd like to see some articles about how the differences between creative entertainment production and software development complicate management of game productions.

Tim Carter
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Ummm... game development is only related to software engineering in an outside manner. The "software engineering" part is maybe one third of it (especially with the advent of outsourcing and extensive middleware). The rest - as much as the game industry hates to admit it - is entertainment. In entertainment, putting creators under the yolk of corporate proceduralism is the *kiss of death*.

Tim Carter
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A little qualification. It's true that a game is a piece of software. But that is only the technical aspect. It's just a "price of admission". Depending on who you speak to, what makes a game live or die lies in the intangible elements behind it. It's possible to have a well-developed, highly-stable piece of software that, nevertheless, lacks spark and life from a content/subject perspective.

(It looks beautiful! The net code is awesome! But it has guys with plasma guns and battle armour, bunny-hopping around shooting Space Zombies... zzzzzzzzzzzzzzz)

Jeff Zugale
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Oh I agree about that, but it's also possible to have a splendidly-designed, beautifully-arted game that is nearly unplayable because the software part just doesn't work well. Wonky controls, random crashes, weird bugs, poor camera intelligence... you find these things in lots of games. It should not be taken for granted that everyone's game engine is of solid quality.

Weakness on the software side of a game company can cripple everything else the company does, so I can't really agree with you that software engineering is only related to games in an "outside manner." Without the software these games don't exist.

Tawna Evans
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Clever suggestion, Stone Bytes. I suppose the leads would generate summaries of their major achievments and problem areas to share with the producer, and then the producer could use that to create documents for the entire development team to show the big picture of the projects that everybody works on.

Michael Bartnett
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As a student I find this to be an interesting insight as to how game development studios function, but I'm somewhat disappointed by how the audio department is considered exterior for the most part. By keeping your modeling and animation department in-house you emphasize the importance of aesthetically consistent visual content. Why not place the same emphasis on audio and music?


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