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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 3 of 3
 

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).

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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.

 
Article Start Previous Page 3 of 3
 
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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