[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.