| Glenn Storm |
|
|
Really neat! This is a great take on a looser organization model. I'd be willing to bet that the added buy-in actually helps to raise job satisfaction, perhaps translating to more loyal staff. This can't be an easy organization model to staff for. I assume the way this works must be taken into account during hiring process. I wonder just how this is brought up to new hires at ND, and when, and how they vet the interviewee for this? Referral hires must be key. Just guessing.
|
|
|
| JR Vosovic |
|
|
Always a pleasure Rich, good stuff here guys.
|
|
|
| Daniel Rodriguez |
|
|
A 70 row long spreadsheet? Wow!
|
|
|
| luke ward |
|
Well, I would say this model probably wouldn't work all that well, but looking at ND's games, they got something right.
|
|
|
| Glen M |
|
|
"That is to say, the people actually making the game."
Save you money on producers as well. Trust your talent. |
|
|
| Jason Hughes |
|
They only hire the best people. That's why their games are good. The organization probably doesn't matter as much as hiring practices, except in that it promotes those people to work at their top capacity. At least, that's my opinion.
|
|
|
| David Fried |
|
The problem I've found with producers is when they start making calls on what to cut from a game to make the schedule. It's rare that they trust the design, art, or programming team to do it themselves. If you let the development team choose, they will always know what's an easy cut and what they'll work day and night to save because it's critical to the game.
ND has it right. Producers are unnecessary and sometimes very detrimental to the development of a good game. |
|
|
| Lindhart Grant |
|
sweet! good to see a working form of Anarchism. :)
|
|
|
| Dan Fish |
|
Just because ND have no formal producers doesn't mean no one at ND is producing games. For example, leads are also managers which implies some production responsibility. What's interesting and impressive to me is ND's game development philosophy, management style, and organizational culture.
@Dave Fried - Games are always produced, regardless of whether the job rests with a producer or by committee. |
|
|
| Kellee Santiago |
|
Richard's talk also didn't really address the fact that there are some terrible quality of life-related issues at ND. The final product is not the only measure of a successful production model. The Uncharted 2 team was pulling 6-7 day weeks at 12+hour per day for over 6 months of the project. To me, that is a failure of process, and indicates that the production model is unsustainable. Before ND encourages other developers to take this approach, they should invest some time into discovering a way to retain what they see are pros of this system, while eliminating some really horrible cons.
|
|
|
| Nathan Frost |
|
Kellee, I wholeheartedly agree that 6-7 day weeks at 12+hour per day for over 6 months of the project is a failure in process -- if the developers involved don't want to work those hours.
If Naughty Dog only hires people who enjoy working at that pace, then that schedule's just a natural expression of their organization's culture. Of course I'm sure there's a physiologically measurable cost associated with working 6-7 day weeks at 12+hour per day for half a year every project cycle -- possibly with long-term physiological consequences -- but if this is what a group of developers really wants to do, I would see that work-pattern as a success when viewed through that group's values. |
|
|
More: Console/PC, Exclusive