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A Case For Virtual Game Development - Need For Speed: Shift
 
 
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  A Case For Virtual Game Development - Need For Speed: Shift
by Simon Tomlinson [Game Design]
6 comments Share on Twitter Share on Facebook RSS
 
 
November 10, 2009 Article Start Page 1 of 4 Next
 

[In this in-depth article, Slightly Mad Studios contractor Tomlinson explains how the firm completed highly-rated EA-published console racing game Need For Speed: Shift with a largely virtual team structure, with a personal perspective on how remote working can work even for larger game teams.]

I had wanted to become a contractor for my chosen profession -- video game programming -- for quite some time, but the vast majority of developers in the UK were hostile to the idea. So when I heard about Slightly Mad Studios, I couldn't believe my luck.


Not only is contracting encouraged, but working remotely is the norm. So how can a developer with staff spread over the globe possibly hope to produce a successful AAA project?

Slightly Mad's recent critically acclaimed release, Need for Speed: Shift, is proof positive that not only is a virtual development company possible, but that it can thrive. This article explains how.

A Brief History of SMS

The origins of Slightly Mad Studios lie in a modding group called SimBin who produced the much acclaimed GTR2 and GT Legends. The core of the development team, led by Ian Bell, broke away to form Blimey! Games, which led in turn to Slightly Mad Studios.

Thus the company always had a somewhat loose physical structure where geographical diversity was ingrained. By September 18, 2009, the first SMS product, Need For Speed Shift, was released worldwide by Electronic Arts to positive reviews -- the Xbox 360 version currently has an 83 on Metacritic.

The Virtual Developer Model

Remote working in "virtual companies" is not a new idea; it has been discussed previously on Gamasutra by Jake Simpson, for example, who offers many useful tips. However, rarely has the idea been so completely embraced as it has at Slightly Mad Studios. Max Meltzer has also discussed at length the difficulties in managing a remote team. The set-up at SMS is somewhat different, however, in that it employs remote individuals rather than remote outsourcing teams.

Although some SMS staff choose to work at the small London head office, the vast majority work remotely. The UK is home for a large chunk of the team, about 50 percent, but many are based in various parts of Europe with others in North and South America, South Africa, Scandinavia, and Australia. One staff member's registered location is an Indian Ocean tropical island; as long as you can get a reliable broadband connection, geography is not an issue.

The team members' contractual arrangements with SMS are equally varied. Many work on short or longer fixed term contracts, although traditional employment is available if preferred. About half the team are full time employees, but all non-UK staff are consultants.

A small number of UK staff who own their own companies are also consultants. I personally work through my own limited company, S1m On Ltd, although my relationship is a little closer to SMS than perhaps would be usual for an outsourcing arrangement. Of course, intellectual property rights must be properly dealt with in any contract as must non-disclosure obligations, but this is straightforward.

Work as Usual?

Ian Bell's open minded attitude is rarely reflected in other game development companies. Before joining SMS I had tried and failed to persuade a number of companies that remote contracting was a workable proposition. The primary barrier to remote working quoted by most companies is communication. How could I possibly participate in the team if I wasn't physically present on the development floor?

Face-to-face meetings still occur at SMS, hosted either at the London office or some other mutually convenient location, but the primary day-to-day channels of communication are electronic. SMS uses two very simple systems -- instant messaging, and a well-structured online forum.

The forum is split into private company areas, and more public areas which are open to the client -- in this case, publisher Electronic Arts. The forum is further split by discipline (Code, Art, Design, QA), by project and down into specific threads to which an interested user can subscribe for notification of new posts.

It is the responsibility of members to stay up-to-date with the forum, and one quickly learns the critical threads; typically a review once an hour using a recent post search is adequate and acts as a natural break from coding.

IM is used where a more interactive discussion is required, sometimes with multiple participants, and usually with conclusions recorded on the forum. The translation issues encountered by Meltzer are avoided at SMS by defining the company language as English -- and all staff must be passably fluent. This might cut the available talent pool somewhat, but not, perhaps, by all that much.

 
Article Start Page 1 of 4 Next
 
Comments

Martin Kilner
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Sounds great!, ok got any work for a 3d/2d guy who's nuts about race games! :)

Anthony Robertson
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How are dev kits handled in a remote work environment?

Ken Nakai
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This sort of thing is always about whether or not it fits rather than being an all-in-one solution for everyone. I work with Russian developers and act as traffic cop and build engineer. Similar to the problems Simon had, I run into occasions where a bug was introduced by one of the remote developers and we either deal with it (if it's minor enough) or work around it.

From a department or company-wide stand point, I definitely agree that this sort of setup is not ideal if you want to create a cohesive team. It becomes a balance of finding the right people with the right skill sets for the right price (and no, I don't think the lowest price is the right price...you get what you pay for) versus having a team that can collaborate at a faster pace and nurture/mentor junior members of the team into future senior members.

Probably the ideal setup is similar to what SMS had with remote teams more than individuals. They can still work from their homes or whatever but they should be in the same time zone if not in the same rough metropolitan region. But, the key piece of the process would be to have a liason of some kind. Project/team leader or manager that connects the team on a regular basis with the rest of the team or teams. This person would be in communication daily with the other team and would be responsible for getting proper documentation and instructions to the team.

It's critical to make sure all the tools and processes are in place to enable that remote team to properly develop and integrate their work in to the main team/company's process. This means thorough documentation, style guides, milestones and requirements, source control/ftp, daily builds, etc.

The worst thing you can do is assume a fire-and-forget mentality with contractors or remote employees. Think of it like friends or family. When they're close and you interact with them every day, you get familiar with everything from quirks to personal details. When those friends/family members move out and on to more remote locations where daily interactions drop and you lose touch, things change, people change and you soon find they're going one way while you're going another. It's just human nature.

Cesar Mendoza
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Do you have any idea of how taxes are handled ? where to pay them ?

Simon Tomlinson
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Thanks for the comments and may I firstly apologise for taking so long to reply.

Fro anyone interested in working for SMS I suggest you contact them through their web site mentioning this article; I'm afraid I can only recommend individuals I personlly know.

On Dev kits - these are provided through the client company - it is unrealistic for an individual to try and obtain one.

On taxes it depends very much on your country of residence how this works and I can only comment on the UK rules. The majority of UK workers at SMS are normal employees who simply work remotely, and are subject to normal tax payments withheld at source. For UK based and overseas contractors SMS simply pays an invoice once per month, and it is up to the contractor to deal with the taxes. In my case I actually work as an employee for a company that I personally own which has a contract with SMS, so I have to pay some employment taxes witheld from my monthly pay and my company also pays company tax once a year. I then receive a dividend from the company based on oitstanding profit and as long as certain conditions are met I don't get taxed a second time. To organise all this though I have to retain an accountant for about £1000 per year, but his advice on optimising my tax position is well worth the fee. I also pay 'value added tax' in the UK but that's another story. If there is sufficient demand I could put an article together on the subject - but I'm no expert.

On Ken Nakai's comments I do agree that the Virtual Company will not suit all, and it does fall down in areas of face to face contact and unspoken communication to some extent. Whilst I agree that 'fire and forget' remote workers are a bad idea, I don't think the SMS regime can be thought of as working in isolation. Typically I will be in contact with other members of the team two or three times a day and interacting on forums every 30-60 minutes. Perhaps I have not got to know my colleagues as well as I would if we had shared many Friday night after work beers, but humans by their nature are also very adaptable, and as I alluded to in the article can compensate for the lack of close contact. To use my own analogy it is perhaps a little like being blind, where other senses are heightened to compensate; but yes, ultimately some indiivduals will need that personal contact.

John Petersen
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The bee's knee's and bee's have six knee's... Sanibel Island, if I can ever get there.....


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