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Is there any point in the development process where this
structure shows weakness, or have you hit upon a structure that is resistant to
stress?
Justin D'Onofrio: The structure that we
have is pretty resistant to stress - everyone knows what is going on at any
given time, even in areas outside their responsibility, which keeps everybody
on the same page (for the most part).
Where stress
comes into play is when a problem arises, and there's not enough hard
enforcement of the hierarchy - who gets to order whom around.
This can lead to
some uncomfortable situations, where you need to step in and say "Yes,
great idea, but the situation is that so-and-so has the final word on this, and
that's the way it has to be."
Luckily the guys
on my team are incredibly talented (hopefully everyone has great folks on their
teams!), so even though some ideas need to get vetoed, they at least understand
the reasoning behind it - this sort of openness is an advantage of a flatter
system, while also being a potential detriment. Juggling both sides and trying
to be as diplomatic as possible is the key to making it work.
Ben Gunstone: Our structure shows
signs of stress at the busiest periods (as expected really) - when our leads
are then required to be responsible for their team, fixing bugs, assigning
bugs, making sure the game works, providing regular builds to QA and generally
being a catch-all for all aspects of their discipline.
But, then again, I've
not worked anywhere where the build up to either a latter milestone or beta to cert
periods aren't busy and stressful for all concerned.
Robbie Edwards: I
feel the pod structure works very well from a quality of work, efficiency and
consistency of work stand point, but it suffers in helping the team fully understand
the project vision. Each group is tightly focused on their specific efforts and
seeing the big picture is quite a bit more challenging.

Ubisoft Paris' Tom Clancy's Ghost Recon Advanced Warfighter, on which Robbie Edwards worked as producer.
For now, the
benefits are greater than the costs, but as the company culture and team
dynamic grows and changes, there may be a desire to move back to a flat work
structure in the future. I certainly do not believe that there is a perfect structure
for everyone, but rather a perfect structure for each project's unique
situation and developer dynamic.
Frank Rogan: No structure will be resistant to
stress! As always, it's important to find the right people for your leadership
roles. It's not always the case where the "best" artist should be
promoted to a management position, because the skills required of the best
artist (however you define that) are not the same skills required of the lead
artist.
One thing I will
say is that you should avoid situations where your leads are actually on the
production schedule to deliver an equal share of work or assets as everyone
else. There will be plenty of problems to solve and things for your leads to
worry about above and beyond day-to-day work.
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.
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Game development too often is run in a byzantine, bureaucratic manner.
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.
(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)
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.