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Transforming the Games Industry into a Well-Oiled
Machine:
Growth, Comfort Versus Opportunity,
and Long-Term Careers
– Part 4
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This is part 4 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
Growth
If you succeed with
your first or latest project, you may wish to move onto the next
project in the queue
– or go for
the gusto and invite a more risky environment into your laboratory .
. . such as simultaneous development of multiple projects. Growth brings
with it a myriad of additional challenges . . . not least of
which is the effect it can have on the founding team members of your organization.
Matthew suggests
that a primary concern of employees
– in this scenario
– is of
“getting lost in the crowd.” Company growth, however, now affects
pre-expansion employees in a much broader sense and double-barreled
fashion.
First, employees
who originally joined a small studio, experiencing being a big fish
in a small pond or who came to know and enjoy the close-knit
communication and operation of a small team, will certainly feel
some level of concern towards a potential communication disconnect
and infrastructural growing pains that come with the transformation
towards bigger business.
Second, and more
fundamentally important, employees are affected by the details,
steps, and stages of the actual growth plan being implemented by a
company’s management. This is assuming, of course, that a company’s
management actually has a plan for growth, as logic dictates that
you do not suddenly wake up one morning and decide to grow your
company without personal introspection and some deep-and-thoughtful
guidance from the most trusted of industry colleagues. A growth
plan contains many layers and contingencies for failed or
unavailable development resources.
Consider the
following scenario, which further describes the big picture
challenges for employees in the face of company growth. You own a
company that specializes exclusively in 3rd party video
game publishing. You sell your company to a much bigger company. Your new parent company commands you to establish multiple,
original-IP-generating, international game development studios, in
locations, for example, such as Florida, London, and Tokyo. You
rush to establish these studios, along with the appropriate
manpower, and a mission statement for each studio to get cracking on
their specific game products.
This scenario
sounds simple enough, but three incredibly important and unaccounted
elements are absent, which collectively prove to cripple or crush
your efforts, as well as the desires of your parent company, over a
short period of time.
You are missing a (1) transition plan that
carefully prepares-and-trains your 3rd party
publisher-minded staff members and transforms your 3rd
party business approach into 1st party readiness. You
are missing (2) a 1st party game development plan that
outlines a robust concept-to-completion development-and-production
process for each of your 3 unique development studios, as well as
each of their original IP projects (and, with unique projects come
unique 1st party game development plans for each one). And, ultimately, you are missing (3) a growth plan, which is crucial
in helping your managers determine the proper development team sizes
for each of your projects. Remember: if you have never built 1st
party teams and products before, you are still, essentially,
operating in a growth mode.
No matter the size
of your company, if you do not have these kinds of plans in place,
derived from the need to grow, you will experience serious and
unnecessary problems. The same can even be said for an old school
talent who is capable of succeeding in all of the major development
disciplines: if you cannot organize your thoughts into a production
plan, you will be no better off than a team without a plan as well.
Company growth
– in this day and age
– is no longer a simple equation,
and the always-affected employees (juniors and established veterans alike), with respect, would be better-served to pay more attention
to their employer’s core-and-future goals than whether or not they
remain the biggest fish in their pond.
Comfort Versus Opportunity
Larger games
industry companies
– such as EA or Ubisoft
– ideally, do, in fact,
allow employees the internal development opportunity for creative
risk on new ideas . . . confident that company stability and a massive
library of safe-and-established game properties will negate any such
risks that turn out poorly. Such an allowance, however, remains
purposely restricted and isolated, much like core R&D efforts.
Shareholders
thusly want product success in the form of safe,
reliable repetition and long-term brand familiarity, and, with
company executives obligated to follow the money, nothing more
exciting than mildly pioneering is ever pursued unless it is
demanded from on-high.
This is not to suggest that some games
industry executives do not want to swing for the fences and really see
what their development teams can accomplish if truly challenged. The larger companies
– at the same time, in this day and age
– do
deserve credit for the occasional buy-out of well-known independent
developers, with well-known-and-innovative IPs, and, in the process,
they procure the exciting-and-risky products their pre-existing
employees were begging to work on. They also have an established
team (given they all wish to stay on board) to go with the new
product line. Yes, employees must be weary of that risky project
for which they constantly push their employers, as they just might
get it, in a way that still prevents their inclusion in the
excitement.
Nonetheless,
comfort is king with publishers and their shareholders, and the
larger the company, the more separated from one another is the
making of a product and the business strategy behind that product. Outside of the occasional innovative-and-successful hit that causes
copycat products to leap onto store shelves, this is why we will
continue to see a glut of predictable sequels and tame original
titles, most of which are visually improved over previous offerings,
but with status quo gameplay, as well as improved-or-added
multi-player and online components.
And through their
association with larger game companies, employees are, indeed, able
to work across a broad spectrum of different games, receive the
benefits of job variety, have opportunities to explore a variety of
careers, and have a chance to increase their skills within one
company over a potentially significant period of time. Ultimately,
however, like many other topics covered here, such an employee
personal growth process does not occur by a snap of the fingers. Employees must, obviously and in general, work hard to achieve this
expanded breadth of experience, and, along with a little luck,
timing, and knowing the right people, employees will be rewarded for
their hard work.
Employees, however, in this vein, cannot and
should not simply “wait around” for this to happen. Success,
especially that which is generated through the combination of your
own hard work, timing, and a little luck, is not like winning the
LOTTO, nor is it an obedient pet that will eagerly lick your face on
command. There should be no “expectation” of being spotted in a
crowd by a Hollywood talent scout, and there should be no teenage
sense of entitlement (one of the most dangerous ways of thinking,
for yourself and the teammates who rely upon you).
Long-Term Careers
Matthew notes, as the games industry become more global and
mainstream, compounded by a shrinking talent pool, that finding,
developing, and keeping good people becomes even more critical. The
expense to hire, train, and develop new employees only continues to
increase, and employers need to look at new hires as investments in
the company, rather than simply filling positions that may easily
turnover. I could not agree more with Matthew, as I stated earlier,
on talent retention and long-term investment in existing and new
personnel.
Keeping and growing your existing talent base provides,
maintains, and re-enforces long-term reliability-and-trust amongst
teammates and consistent quality among your products. What I hope
and believe Matthew understands is that, within the larger
companies, you will still be adding to your talent base in large and
small doses, depending upon the needs of your project(s). The
training investment in your resources will continue until there is
nothing new to learn and additional personnel are no longer
necessary to handle the excess work load.
There will always be
something new to learn, no matter the size of your establishment. Smaller companies can certainly attempt to produce one project at a
time, thus, more easily controlling development team expansion and
career growth, but the larger companies are in a different
stratosphere with multiple product line-ups and teams of employees.
Access to such
large, internal pools of resources (like at EA and
Activision-Blizzard), begs the ultimate question: if a company and
its shareholders truly wish to be seriously greedy (requiring a more
diligent-and-refined mobilization), making all the money in the
world, through the most celebrated products on the global market,
and be the dominant, worldwide source for game development, would
such a company be willing to make the ultimate, long-term investment
in personnel towards ultimate, long-term stability and success?
I
am openly suggesting, but not married to, the concept that larger
game companies could radically change-up their traditional
development processes in favor of aggressively cross-training
their existing work forces so that all of that personnel is truly
interchangeable and useful on any project type, on any hardware
platform. An artist, a designer, a programmer, an audio technician,
or a QA tester, for example, who all specialize in third-person
sports games development on the PS3, would also be trained, enabled,
and empowered to fulfill the same tasks with the same quality for
not only the same game genre, but also role-playing games,
first-person shooters, real-time strategy games, and casual puzzle
games, on the PS3, Wii, Xbox 360, PC, and Macintosh as well.
Contrary to
potential interpretation, I am not describing a path towards game
development zombies who have no specific interests and preferences
– and "radical" is probably an understatement when considering what kind
of overall financial investment, development infrastructure, and
scheduling would be necessary to allow and encourage such a
large-scale transformation to occur within such a massive workforce,
all at once. Some smaller game companies have been able to
succeed with this cross-training approach, however, most still
choose to maintain multiple teams for multiple skus due to
contractual time constraints, simultaneous delivery of all skus, or
simply because they are more comfortable with teams of specialists
(in genre and platform expertise).
I suspect that larger companies,
with multiple internal and external subsidiary teams, would take
either an aggressive or passive approach to implementing
cross-training for its global workforce:
1)
Aggressive
Approach - Select one available internal development team
(with no projects in the queue), and authorize that team to,
literally, shadow-and-participate-with another internal development
team, during the A-Z development of that team’s project (where the
genre and platform are new to the visiting team).
The tag-teaming
of two development teams on one project will both teach one team
about a “foreign” genre and hardware platform and enhance the other
team’s ability to deliver higher quality assets with a larger
combined team. If, for example, there are six internal development
teams within one studio, then, each one of those six teams would
take a turn going through the same process (which is repeated until
all internal teams can perform each other’s tasks with similar
accuracy and quality).
Pros: Two full development teams can learn from one another on-the-fly
while participating together on one project that receives the
benefit of a larger, combined set of resources than normal,
resulting in enhanced project assets and one team being trained on
the other team’s genre and hardware specialties. Respect and
camaraderie are earned and enhanced, and interest now exists in
other genres and hardware platforms where there may have previously
been disinterest.
Cons: One project is being completed with an oversized team instead of two
projects being completed.
2)
Passive
Approach – Arrange for veteran game development consultants
(from each major discipline, experienced in each major game genre
and each major hardware platform) to visit the studio during the
planning stages that ideally exist in-between completed projects. These consultants will be required, beforehand, to generate
courseware applicable to their genre and hardware platform
expertise. These consultants will meet with available project leads
(from teams that are in-between projects) to review the courseware
towards mutual preparation, and, then, the consultants will teach
the available teams, in an on-site classroom setting. Courseware
materials would be made available in digital and printed format for
future reference.
Participating teams may or may not be able to put
the learned information to immediate use (depending upon the genre
and hardware platform of their next project).
Pros:
Companies with tremendous overhead can maintain the status quo, with
their annual project slates and schedules, while exposing their
development teams to a good taste of alternative genres and hardware
platforms.
Cons:
The training-via-consultant potentially means that the consultants
will teach over a short period of time, leave the premises, and not
be available to assist in any format other than e-mail, due to their
own commitments and schedules. The short training periods may be in
conflict with the recuperation time many teams receive between
projects, which, in some cases, is the first two to four weeks after
Gold Master. Thus, you may have worn out development teams being
asked to give up hard-earned comp time in exchange for training
sessions involving material that may not be put to get use on the
next projects. The chances are good that everything learned will
become everything forgotten.
Nonetheless, this
cross-training concept represents one of those healthy challenges to
one’s “passion for games,” as game developers would have to be
interested and motivated, first, in the bigger picture and the
greater good, and, second, in the opportunity to be trained to
develop any kind of video game for any kind of
hardware platform in existence.
Interest,
realistically, comes into play for people who choose to stomp their
feet stating “I only like these kinds of projects, these methods of
development, these kinds of tasks, and this kind of hardware
platform.” If you were to go ahead and attempt to employ the
cross-training system, this category of employee would be a
potential deal-breaker unless you had enough of “these kinds” to
satiate every employee who felt so strongly about their personal
interests.
Motivation,
ideally, comes into play when considering how many game developers
regularly fret about their job security, I have trouble believing
that many people would not at least be willing to sit down and take
part in a series of healthy discussions on the subject of game
development cross-training.
Imagine how long a game development
career might become for a game developer, regardless of discipline
(with the generalization that most people within the given
development workforce have legitimate talent and services to
offer). If, in fact, one of the well-known larger game companies
were to pursue cross-training with its personnel, the key question
would, again, reside with the employees: who, among them, would
truly be
a selfless fan of all-things-games, with the motivation to become an
established games industry resource for years and, potentially,
decades to come?
On the other end of
the spectrum, an intense curiosity might just be teasing every games
industry executive in the world with the sheer concept of being able
to rely on long-term internal teams for all sorts of product types,
delivered with equal quality. Imagine the high percentage of
quality work force retention.
Imagine that, even if you did have to
hire new people, there would be such a robust collection of
resources already on board, that training would no longer be such a
blatantly additive cost. Anyone familiar with the history of
American football will recall the three-way players from
yesteryear: offense, defense, and special teams. This
potentially-revolutionary theory of mine is, in fact, no theory at
all, and it has been in practice for decades, even centuries.
Jobs can, in fact, turn into careers, as long as employers and
employees want this equally. Better yet, imagine every major game
company having its own “minor league” training facility. Train
future personnel without putting your product quality at risk (as
learning on the job has its positive and negative results).
The current
evolution of game development, versus
available-and-legitimate-resources, dictates that industry folk
should at least ponder these ideas, and, as I have been known to
say, “It is a free conversation (until you sign on the dotted
line)."
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