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Transforming the Games Industry into a Well-Oiled Machine: Balance, Bigger Picture, and Battling the Vicious Cycle Part 2
Go To Part 1 2 3 4 5 6 This is part 2 of 6 in my response to the Gamasutra.com opinion piece entitled Making the Game Industry an Attractive Place to Work, written by Electronic Arts' current head of European talent acquisition, Matthew Jeffery. Click HERE to read the original article. December 10, 2008 By Eric M. Scharf
Balance EA may have performed exhaustive research into how to properly combat overtime within its European game development studios, however, in the United States, EA is performing no better in the battle against overtime than any other publisher or developer. The very statement of EA has conducted extensive analysis on how to effectively plan for product launches while maximizing workload planning in the months and weeks leading up to the crunch . . . contradicts the idea that EA is making major strides in preventing its global workforce from continuing as a disposable workforce. The idea, or ideal, is to have no crunch, not some crunch. Most game developers have never experienced what a project is like without crunch time, and, thus, they are so accepting of it as common place that the alternative is easily dismissed. Realistic planning and project scoping, however, can-and-will deliver a reversal of fortune that has the game development community begging for more. Regarding the positive effect of casual games development on work-life balance, a typical casual game development cycle in the United States will involve 3-5 team members over a three-month production period. 10-15 team members for one casual game project as Matthew suggests is the equivalent of delivering milk with a high-performance sports car, unless such a team is simultaneously developing multiple product skus. Even then, 10-15 may still be too high of a head-count for a true casual game. I am in full agreement, however, regarding the boost to personal and professional benefits which comes from developing casual games. As a person who is married and has a family, I have personally experienced the scheduling flexibility that also comes with casual games development. I do not recall the first or last time I have ever heard of more than ultra-mild overtime having to be performed on any casual game.
Bigger Picture
Another important
element affecting work-life balance and general stability in the
games industry involves the all-too-common scenario of a game
developer
from
start-up to established
and independent to wholly-owned
subsidiary
focusing exclusively on one project at a time.
Battling the Vicious Cycle How do you battle this seemingly vicious cycle even on a small, manageable scale? Common sense dictates that before you even enter the games industry you have compiled a detailed list of games which you absolutely love playing . . . and for which you would be in total paradise to develop sequel after sequel. Therefore, if you are like most games industry people who began their careers working for a game developer before starting your own studio then, you construct a plan (or plans) around the potential opportunity to develop a sequel to one of your favorite, most enjoyable games. Your planning of this effort encourages you to role-play as both a game reviewer and studio manager: 1) How would I improve upon this great product (spelling each improvement out, step by step)? 2) How would I assemble a production plan and attract the right team (covering the minimum number of personnel you believe you would need for each of the major disciplines art, design, programming, audio, and QA)? 3) Who do I approach about marketing, manufacturing, and distribution (whether or not these finishing details are handled by your eventual publisher)? The target audience for your project planning efforts requires additional research. While your favorite games may have entered virgin market territory at launch, that very same market sector may be suffering from oversaturation by copycat products. Your target audience may, in fact, not be yours at all. You can go status quo and collect broad market analysis from one of many qualified industry trade magazines, to assist you in identifying the latest trends, determining which project concepts are best to pursue and more importantly why they are the best to pursue. Two general pieces of information you can gleam from market analysis would be guidance on what is highly mainstream-popular-and-potentially-not-so-unique but capable of better-than-average sales, like a first-person shooter, versus what is popular-but-niche and traditionally at risk of lower sales, like a flight simulator. There is no shame in starting your company off reasonably safe and secure waiting out a head-on engagement of the vicious cycle until "conditions on the ground" are optimal. You can wait until you reach success with your first few projects. You can wait until you have made a reputation for yourself (and your team) as an accurate and capable game developer. You can even wait until you have wisely saved up a reasonable portion of your post-expense direct sales profits and / or royalties. You can wait until you have successfully fulfilled a number of steps towards long-term game development existence . . . before attempting to bypass the status quo approach to marketplace knowledge. You can pursue the theory that a quality game developer can adopt any raw product concept mainstream or niche beat the design cobwebs out of it, and deliver a winner . . . to be purchased and immensely enjoyed by all. If you are well beyond the stage of entrance into the games industry, caution still fits nicely within your plan but your approach and expectations may be more advanced. You may be currently employed by a developer / publisher or fresh off a contract with one. You may have had an opportunity to observe a daily regimen of direct / indirect business decisions . . . from the trenches to middle management, if not higher. You may be using some or all of that information as formal guidance for the planning of your first great start-up adventure. You unlike the games industry rookies or those licking the glass from the outside should be ready to generate a set of compelling, well-planned, original / sequel IP game development concepts (including forward-thinking production requirements for each, from A-Z). Each concept should receive equal attention to detail . . . as you never know which of your concepts will receive a green light from your financing source. You are performing an exercise in preparedness to prevent naivetι on your part and to keep your business partners as honest as possible from the moment you first meet until the day your project is complete. The devil is in the details but without first-hand knowledge of those details . . . you are behind the eight ball before you even begin project funding discussions. You may be a rookie or a veteran. Your plan may be simple or complex. The goal ultimately no matter your approach, is to give yourself the best possible chance to bypass battling the vicious cycle . . . through reasonable end-to-end planning for your product concept and start-up. Game development at most is equal parts protection (from the vicious cycle) and production (of your product concept). The vicious cycle waits for no one. If you short-change even one component of your plan, you may seriously jeopardize the protection of your production. The vicious cycle will mercilessly grind it up . . . making you regret planning like a pup. Go To Part 1 2 3 4 5 6 |