My Message close
GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
May 22, 2013
 
Using Small Studios As Stepping Stones In Your Career [1]
 
Opinion: Xbox One Wasn't Built For You
 
How Can You Find Jobs At Blizzard if You're an Artist?
 
Let’s produce HTML5 games with a serious approach.
 
An Object Of Lust [1]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 22, 2013
 
Blizzard Entertainment
Senior Software Engineer, Server
 
Blizzard Entertainment
Senior Software Engineer, Game Play
 
Blizzard Entertainment
Senior Software Engineer, Game Engine
 
NetherRealm Studios
Senior Software Engineer
 
NetherRealm Studios
Lead Software Engineer
 
Monolith Productions
Lead Mission Designer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 22, 2013
 
A first look at Assault
Android Cactus, a high...
 
LEGENDARY MONSTERS ARE
INVADING AGE OF CONAN
 
MIGHT AND DELIGHT
PRESENTS Shelter EARLY
GAMEPLAY...
 
UFO Interactive Unleashes
Scourge: Outbreak this...
 
Everyday is Play. A book
to celebrate the game ...
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor

 
Taking criticism is key to client relationships -- but know how to push back
Taking criticism is key to client relationships -- but know how to push back Exclusive
 

August 23, 2012   |   By Staff

Comments Post A Comment

More: Console/PC, Audio, Business/Marketing, Exclusive





In a new Gamasutra feature, freelance audio designer Harry Mack (Braid, Spiral Knights) writes tips for maintaining great client relationships -- and taking criticism is a key part of the process.

"Freelance is a tough thing. Ask most people and they'll tell you that they put more time in finding work than actually doing work," writes Mack, who has been freelancing for over a decade.

It only gets easier, he writes, when you build up a base of satisfied clients. "It's not just the final soundtrack and soundscape that matters, but the whole process leading to the release of the game that affects the freelancer-client relationship," he writes.

One key piece of advice -- which can apply to a contractor in any discipline -- is to know how to take criticism, but also know when to push back.

"I've been told that one of my best traits as an audio designer is that I take criticism in a friendly and professional manner. It took a while to get there, as I've always been defensive of things I put time and thought in. Who isn't?" Mack writes.

"'The customer is always right' is a phrase everyone knows for a reason: it's true. They are funding and making the game, and likely have a vision for the end product including how it's going to sound."

The question is when you should start pushing back. Mack writes that it's about listening much more than it is about confrontation.

"Sometimes they just want to feel in charge and 'have a good handle on things.' While it's your audio work that's going in the game, and you want to make sure it's the best it can be, at the heart of it, you want to make sure your client feels confident that they did indeed ship a game with great audio. We can do that by receiving every criticism with attentive professionalism, and ask questions to refine what they are saying. Let them know you're listening," writes Mack.

The full feature, in which he discusses a lot of practical considerations any freelancer might want to take into account, is live now on Gamasutra.
 
 
Top Stories

image
Xbox One is Microsoft's biggest move for living room domination
image
Opinion: Xbox One is a desperate prayer to stop time
image
Postmortem: Roblox Mobile
image
XBLA dropped for Xbox One, all games lumped together


   
 
Comments


none
 
Comment:
 




 
UBM Tech