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Features
  Book Excerpt: How Game Developers Choose Leaders
by Seth Spaulding
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March 30, 2009 Article Start Previous Page 2 of 8 Next
 

Case Study: Rick
Background: Wrong Person, Wrong Role

Rick was a studio director hired into a mid-size, one-project development studio. He was formerly a high-level project manager at an entertainment giant that was highly respected but outside the game business. Rick had no previous software experience but had managed substantial teams in the film and broadcast industry. The game studio had produced one hit game and was working on its second. Senior management at the developer hoped that his experience would bring some manner of order to what they felt was a production process that was beginning to drift and was losing momentum.

Despite having one hit game, they were looking to greatly increase the capabilities of their engine while developing the next game, and the process was floundering. Rick's credibility for the role stemmed entirely from the credentials of the entertainment giant with which he had previously been employed; the studio's senior management also factored in the business connections that Rick could bring to the them.

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Once in place at the developer, Rick began to reorganize the staff and brought in two former associates. From his very first days, it was clear to the mid-level managers that he had no idea how to run a game-development project or a studio. The cultural difference between the small development studio and the entertainment giant from which he had come was immense, and he made little effort to find common ground -- probably in part due to his complete unfamiliarity with the software-development industry.

Rick was in a difficult position; he was expected to come into this struggling developer and make a positive difference, to bring a slice of the success enjoyed by the entertainment giant. The problem was that he had no idea how to translate the skills learned at the entertainment giant to a high-functioning staff at a small game-development studio. He began to create political camps similar to what existed at his previous 1,000-plus employee company. By holding private meetings with staff in which he complained about other leads and employees, he created divisions among the development staff, pitting artists against programmers and even leads against each other.

The result of this cultural chasm and sudden political infighting was a series of poor decisions that eroded the morale of the leads as well as the company. Initially, senior management at the developer was resistant to hearing complaints or seeing any warning signs. Even when they did see these signs in concrete fashion, they were very slow to take corrective action. Indeed, management was slow to take action even when it was apparent that severe problems existed, in part because Rick shielded senior management from the realities of the situation.

For example, Rick tasked one of the leads with writing a postmortem on a recently completed project. The lead approached the postmortem in the industry-standard fashion, providing an overview of the project, discussing five things that went well, and discussing five things that went poorly. After reviewing the postmortem write-up, Rick spoke to the lead privately and said that he wanted "the bad stuff" taken out -- a comment that sounds laughably naive to anyone who has been through at least a couple development cycles. There are always at least five issues from any development project I've ever worked on that need attention and improvement from cycle to cycle.

These issues occur because we work in an imperfect world and frequently reach for new, never-before attempted technical, artistic, or design achievements. These are not issues that get people reprimanded or fired; instead, the issues raised in postmortems -- and the postmortems themselves -- should be considered part of the development process. Rick, not having ever experienced this, made a very bad decision with the intention of protecting himself or others politically speaking. This, of course, resulted in a further lowering of company morale once the story spread around the office.

During Rick's first year as studio director, more than a quarter of the staff at the developer resigned in disgust. Not all of this lack of retention can be blamed on Rick, but his errors and the blind yet unwavering support that senior management gave him changed the atmosphere at the studio for the worse.

When employees don't think management is paying attention to the studio and the concerns of their key leaders, bad things are going to happen. The studio lost another third at the end of Rick's second year, at which point management finally requested Rick's resignation. By then, however, the damage had been done. The studio was down to a skeleton of its former self, project development was moving at a crawl, and the money was running out.

Analysis

Could management have spotted the error in bringing Rick on board and corrected it sooner? Even more importantly, could they have made a better hiring decision? Should they have listened more closely to their key production leads? The answer to all these questions is an emphatic, "Yes, of course they could have" -- yet the management group did not. Why?

Ego Issues

First, they had committed considerable resources to bringing Rick on board both in terms of his salary and of the corporate cachet they imagined would result from bringing in a person from an entertainment giant. The idea was that Rick could separate himself from the entertainment giant but bring with him that culture, that process, whatever "it" is that the game developer wanted. Attaining otherwise unavailable expertise is a very real and compelling reason to hire a leader from outside the company.

The key is to clearly identify your need and match that need with an individual who has a proven record solving just that problem. The studio's senior management team was perhaps dazzled by the title and the corporate glare of the entertainment giant and missed the fact that Rick simply was not qualified to do the job.

Rick bears some responsibility in this case as well; he should have spent some amount of time absorbing the studio's practices, learning its culture, and learning about the game-development industry as a whole. The fact that he did not perhaps points to an issue of egotism, which explains many of his actions. Senior management was guilty not of protecting Rick so much as protecting the correctness of their decision to hire Rick and not taking swifter action once the issues with Rick were obvious.

Lack of Open Communication

Beyond the resource commitment and the ego issues, the senior studio managers, assessment of Rick's performance was based on information received from Rick himself, who was in daily contact with them and controlling the message. The only other information sources were senior employees and leads who were courageous and desperate enough to go over Rick's head and warn the senior managers.

The problem was that senior management had been listening to desperate complaints about the lack of a studio director for months prior to hiring Rick. Now they had an expensive, experienced studio director from a well respected entertainment giant and their employees were now complaining about the person. Naturally, they felt a certain amount of frustration, however much they may have respected the opinions of some of the staff.

After Effects and Corrective Action

The fact that senior management waited to take action until key staff members left points to a considerable disconnect with their own studio. In this case, the results of an exit interview from a senior designer led to immediate action. This is a great example of an exit interview's usefulness. However, it should be noted that six prior exit interviews produced no similar result. It is possible that the seventh interview produced a tipping point in terms of the weight of evidence, or perhaps the interviewee had been a major contributor and thus was listened to more closely.

Another possibility is that none of the other exit interviews mentioned Rick -- and herein lies a danger of relying too heavily on exit interviews for honest assessments of what may be wrong in your studio. The game industry is still a rather close-knit group, and prudent employees will very often avoid calling out senior managers or leads in writing in an exit interview. You never know where your career will be in five years, or where the career of a director such as Rick's will wind up. Getting to the core of why an employee is really leaving is not that difficult if you as a management group have effective communication paths with employees at all levels of your company.

Note

A similar situation was discussed at the 2007 Art Directors' Round Table during a segment devoted to the effects of and solutions to problems caused by poor leadership. The participant from a mid-size studio described a senior manager who was legacy, but was incompetent and intractable and causing problems across the team. "What did you do to correct the situation?" I asked. "I quit" was the immediate answer.

 
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Comments

Jose Eduardo Teran
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What a great article. As soon as I finish writing this, I'll buy the book.

Many times, we have the notion that a good team is enough to develop a high quality product. By excellent I mean having good practices and good communication skills. But this is false: it is necessary and always will be, a person who takes this specialized convoy of troops to an imminent victory.

I also liked the Q&A with veteran Joe Minton, they were clear and precise. Even thought, I have an objection. Seth asked if a leader could be trained or is it merely an innate ability. Although Joe's response is clear, I feel that there is something more about it. What I mean is that we are beings of habits, which can lead us to success or failure, both personally and professionally.

This reminds me of an anecdote of the acclaimed book by Goleman: Emotional Intelligence; which discuss a case about a middle-aged woman who had many problems in her life: she was fearful, with the inability to make decisions and lead a life worthy of progress and development. Fortunately, one day she has a car accident and strangely, she looses some portion of her memory but only that related to her ineptitude. As soon as her wounds were healed, her life changed. She got very interested in what had happened to her mind and began to investigate the issue, soon becoming an expert and a national leader. What suggests this?

Undoubtedly, the skills of a leader to bring a team to success are surely innate and often go unnoticed in our lives, but at what point? Only those who could be born with this ability, are unique?, if I'm determined to be a leader but I feel that I didn't born with that ability, I'll never know what it means to be a leader? I feel not, I feel is upon us.

One of the treaties by Brian Tracy (in particular 21 ways to become an outstanding manager) suggests some great ways to be an excellent leader. Practice makes perfect: I'm sure that by first have the decision to be a leader and then learn and practice the process of being one, we will become the person we want, without necessarily having an accident to open our eyes.
Sin lugar a dudas, las habilidades de un líder por llevar a un equipo al éxito son seguramente innatas y que muchas veces pasan inadvertidas en nuestras vidas, pero ¿hasta qué punto? ¿Sólo las personas que podrían nacer con esa habilidad son únicas?, si estoy decidido a ser líder pero siento que no nací con esa capacidad, ¿nunca sabré lo que es ser un líder?

Siento que no y esto va muy de la mano con nuestro entorno en que nos desarrollamos y cómo nuestras habilidades van madurando. Uno de los tratados de Brian Tracy (en especial, 21 formas de ser un excelente manager) sugiere 21 caminos para ser un excelente líder. La práctica hace al maestro: estoy seguro que siguiendo esos pasos y con la decisión de ser un gran líder, llegaremos a ser la persona que queremos; sin necesidad de tener un accidente para cambiar nuestra vida.

Excelente artículo. En cuanto termine de escribir ésto, iré a comprar el libro.

Muchas veces, tenemos la noción de que un excelente equipo de trabajo es suficiente para desarrollar un producto de calidad. Excelente me refiero que tengan buenas prácticas de comunicación y buenas habilidades técnicas. Sin embargo esto es falso: es necesario y siempre lo será, una persona que lleve a ese convoy de tropas especializadas hacia una inminente victoria.

Me gustó mucho también las preguntas y respuestas con el veterano Joe Minton, fueron claras y precisas. Sin embargo tengo una objeción. Seth pregunta si un líder podría ser entrenado o es meramente una habilidad innata. Aún cuando la respuesta de Joe es clara, siento que hay algo más acerca de esto. Me refiero a que somos seres de hábitos, los cuales nos pueden llevar al éxito o al fracaso, tanto personal como profesional.

Esto me recuerda una anécdota del aclamado libro de Goleman: Inteligencia emocional. Comenta un caso sobre una mujer de mediana edad que tenía muchos problemas en su vida, era temerosa, con la incapacidad de tomar decisiones y llevar una vida digna de progreso y desarrollo. Afortunadamente, un día tiene un choque automovilístico y, de forma muy extraña, sólo se borra de su mente su pasado relacionado con la ineptitud de su persona. Una vez fuera del hospital, su vida cambió. Se interesó tanto por lo que le había pasado que empezó a investigar sobre el tema, volviéndose una experta y pronto una líder nacional. ¿Qué nos sugiere esto?

Sin lugar a dudas, las habilidades de un líder por llevar a un equipo al éxito son seguramente innatas y que muchas veces pasan inadvertidas en nuestras vidas, pero ¿hasta qué punto? ¿Sólo las personas que podrían nacer con esa habilidad son únicas?, si estoy decidido a ser líder pero siento que no nací con esa capacidad, ¿nunca sabré lo que es ser un líder?

Siento que no y esto va muy de la mano con nuestro entorno en que nos desarrollamos y cómo nuestras habilidades van madurando. Uno de los tratados de Brian Tracy (en especial, 21 formas de ser un excelente manager) sugiere 21 caminos para ser un excelente líder. La práctica hace al maestro: estoy seguro que siguiendo esos pasos y con la decisión de ser un gran líder, llegaremos a ser la persona que queremos; sin necesidad de tener un accidente para cambiar nuestra vida.

Jose Eduardo Teran
profile image
Sorry, I got some translation issues. Here is the complete comment in English:

What a great article. As soon as I finish writing this, I'll buy the book.

Many times, we have the notion that a good team is enough to develop a high quality product. By excellent I mean having good practices and good communication skills. But this is false: it is necessary and always will be, a person who takes this specialized convoy of troops to an imminent victory.

I also liked the Q&A with veteran Joe Minton, they were clear and precise. Even thought, I have an objection. Seth asked if a leader could be trained or is it merely an innate ability. Although Joe's response is clear, I feel that there is something more about it. What I mean is that we are beings of habits, which can lead us to success or failure, both personally and professionally.

This reminds me of an anecdote of the acclaimed book by Goleman: Emotional Intelligence; which discuss a case about a middle-aged woman who had many problems in her life: she was fearful, with the inability to make decisions and lead a life worthy of progress and development. Fortunately, one day she has a car accident and strangely, she looses some portion of her memory but only that related to her ineptitude. As soon as her wounds were healed, her life changed. She got very interested in what had happened to her mind and began to investigate the issue, soon becoming an expert and a national leader. What suggests this?

Undoubtedly, the skills of a leader to bring a team to success are surely innate and often go unnoticed in our lives, but at what point? Only those who could be born with this ability, are unique?, if I'm determined to be a leader but I feel that I didn't born with that ability, I'll never know what it means to be a leader? I feel not, I feel is upon us.

One of the treaties by Brian Tracy (in particular 21 ways to become an outstanding manager) suggests some great ways to be an excellent leader. Practice makes perfect: I'm sure that by first have the decision to be a leader and then learn and practice the process of being one, we will become the person we want, without necessarily having an accident to open our eyes.

Daniel Martinez
profile image
This is a very insightful and enlightening excerpt, expecially to someone from outside the industry looking in. A friend recommended I check gamasutra out if I was serious in my interest in the video game industry. I felt right at home reading this article presented in such scholarly fashion. I'd never read such articles about the video game industry written this way when studying management. Despite this indutry's now-colossal proportions, I find there is still a gaping void of empirical studies (such as this one) gleaned from within the industry to be presented in business studies. And yet here it is, this article written in such familiar tone and context, but on an industry never discussed (or even postulated) when I pursued my undergraduate Bachellor's. I am home.


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