Contents
Building A Great Game Team: Measuring Progress
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Building A Great Game Team: Measuring Progress
by Marc Mencher
4 comments
Share RSS
 
 
October 15, 2008 Article Start Previous Page 3 of 6 Next
 

Set Achievable Goals

Like all great competitors, many gamers like to think they are the best, each and every time they pick up their controllers. It's great to be confident, but people are not always experts without having ample time to practice, train, and prepare for some of the challenges that lie ahead. A perfect example of this is when everyone rushed out to get their copy of Halo 3. Some people went right to the multiplayer mode and other right for the story. 

Given this is people's first look at the new game, it's important to have realistic expectations of what you hope to achieve. It would probably not be in a new player's best interest to hop right into the Legendary mode, but rather to play on an easy mode, get their bearings and learn how to use their character, weapons, etc. Setting realistic expectations will get you much further on in the game, and build up the basic framework for you to increase the difficulty and achieve loftier goals down the road.

Advertisement

Milestones are vital to the team's process (and to getting paid!) They ensure that a product is delivered to specification (and customer satisfaction), that team members adhere to schedules and budgets, and quality standards are met. They also tend to be the basis for individual and team rewards over and above normal compensation.

Team goals might include:

  • Increasing productivity in a manufacturing environment
  • Improving production quality of production
  • Involving more (all) employees in decision-making to increase job satisfaction
  • Reviewing systems and practices to reduce wasted time and money
  • Working with customers to build closer relationships and understand market needs
  • Design and produce software

Motivate your team to reach specific goals by describing the ultimate set of targets as challenges that can be met through a combination of skills and effort. You can also increase team motivation by allowing members to design their own targets, at least to some extent. Give them a chance to debate and discuss how personal goals can be met and possibly exceeded. While it's good to discuss compensation for outstripping goals, monitor this very carefully because in some companies discussing salaries can result in immediate dismissal. Try to gage it in terms of the team and project rather than bonus checks!

The greatest challenge you can present is the "stretch" goal, a target that can be achieved only by using skills that extend the team's current capabilities. Before you set a stretch target be sure you can deliver what you promise in terms of team performance and compensation. Ideally, this will provide a set of subsidiary targets that can be broken down into individual goals and tasks.

Reaching a milestone, stretch or not, involves a plan. If the plan is failing, and the goals and/or milestones are likely to be missed, you need to quickly diagnose the problem and fix it. Work with the team to analyze the issue until you have pinpointed the problem. Decide as a group how to solve it, then implement the solution. Reestablish a new set of amended goals now that the scope of the project has changed. This may be more motivating than any previous plan because the team is solving the problem together: the revised plan improves on the original.

Purpose: What is your team supposed to be doing?  The question may sound obvious, but time spent at the beginning of a project defining team objectives is crucial to a successful outcome. Make sure you have clearly established the issues that the team needs to resolve.

Schedule: Set realistic deadlines (remember to multiply all estimates by 1.5 to allow for unforeseen obstacles and a tendency on anyone's part, including yours, to think you can get the work done faster.) Don't promise the sky unless the team (a) agrees and (b) can reasonably deliver on the promise.

Goals: Break down goals, targets and milestones into manageable bites that should be quantifiable and designed to complete the project in a timely and cost efficient manner.

Constraints: Realistically assess how much autonomy the team should have. Without creating (or augmenting) an adversarial situation, determine where the "external" (upper management and client) obstacles might be and create contingency plans to deal with them.

Priorities: Assess the order in which key project elements must be completed. Client needs almost always come first and you may need to act as liaison if you have a particularly demanding client, which might take you away from some other task vital to the team's success.

Costs: Insofar as you're responsible for any portion of the project budget, remember to include everything -- salaries, additional resources, capital expenses, depreciation, overtime and if possible some allotment for team building. Then add a cushion and multiply the whole thing by 1.5.

Drawing up common aims and agreeing on individual roles when a team is set up is only the beginning of a process that needs to remain relevant and achievable as long as the team exists.

 
Article Start Previous Page 3 of 6 Next
 
Comments

ken sato
profile image
Good article and I like the feed back / analysis questions. Tried to implement something like this but received a lot of resistance as it was perceived to be too "touchy - feely". Yeesh.

Tim Carter
profile image
Just remember to not get so wrapped up building a great game team you forget to focus on creating a great *game*...

Matt Ponton
profile image
Nice one Marc!

Vladimir Neskovic
profile image
Great article.
I would like to add my 5 cents especially on brainstorming, which is a frequent buzzword not only in our industry.
Brainstorming is only one in plethora of techniques used for creative problem solving. And it is only used in one of the six convergent phases of Creative Problem Solving (CPS) process. It is important to mention that bRAINSTORMING was “invented” by the same person who “invented” the CPS process, a great mind, Alex Osborn. Those who tried CPS process are aware how powerful it may be.
Nowadays we may find cca. 10-15 derivates of the original Brainstorming techniques (nominal, superhero, negative brainstorming,…) which are more efficient then the original one. It is good to be familiar with as much as possible derivates since the fact that original brainstorming works effectively only for a short period of time with the same group of people. Btw Wikipedia offers nice article on what, where, how, who, … on Brainstorming.

Being creative and inventive in our industry is a core competence to most of our employers. In my opinion too much buzz was used for only one technique while neglecting all other important phases as problem (re)definition, exploration, solution planning and execution or other hundreds of techniques used in other phases of CPS.



none
 
Comment:
 


Submit Comment