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Transforming the Games Industry into a Well-Oiled
Machine:
The Check List, Natural but Not
Plentiful, and Talent is Talent
– Part 5
Go To Part
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This is part 5 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
The Check
List (That Solves Everything)
Matthew poses a
short series of general questions he feels need to be asked when
considering how to encourage the efforts
– and enrich the
opportunities
– of games industry employees.
– Do employees feel
challenged?
– Are employees well
compensated?
– Are employees
supported by their manager?
– Do employees enjoy
their job? Is it fun?
– Do employees have
an appropriate level of work / life balance?
– Are employees
working on world class games?
– Do employees have
an opportunity for promotion?
– Are employees
receiving training and career development?
– Are employees ideas
valued?
There
have always been
– and will continue to be
– a low
percentage of robot-perfect employees in the
world . . . who do not need occasional encouragement from
their teammates and supervisors in order to be fully engaged in
their work towards excellent results.
A manager
– in all fairness
– is ideally expected to furnish an employee with a
reasonably well-crafted
list of tasks on a daily, weekly, monthly, or annual basis . . .
depending upon the length of the employment commitment. If a games
industry employee cannot quickly discover the mentally-stimulating challenge that comes with the development of nearly every video game,
then . . . that person may be struggling with their
particular role
– versus the distraction of their personal goal –
within a given development effort.
While the core goal
of commercial game development is to deliver endless fun to the
masses, some development tasks are not always going to be absolutely fun or
ideal.
There are glamorous tasks
(“Hey! Look at ME!”) which give a
project that WOW factor, and
there are thankless
tasks ("Hey! What about ME?") that ensure the project
achieves
Gold Master. While a good manager will always aim to give a
developer as many challenges as they can handle, an employee
– who wants to be a game developer (and "needs to start
somewhere") –
needs
to accept (and be willing to accept) the best available tasks
for the greater good.
The greater good
– in this case –
comprises (1) an employee’s
burning desire to be
involved in game development, (2) a game development team’s
us-against-the-world mission to deliver the very best possible product
to their target audience, and (3) the ability of a game development employer to pay for
employee salaries and benefits.
An employer
– by the
very collaborative nature of game development
– should regularly
pursue product concepts generated from anyone within the development
staff (the very people they have charged with generating great products). The employees
– knowing their ideas will receive
serious consideration
– must follow the industry-standard, one-page
“high level concept” delivery format. Some ideas will prove to be
better than others (regardless of an employer’s sometimes natural preference
to receive ideas only from proven veterans) . . . while other
ideas that are great, simply push too far beyond available resources.
Employees
must be prepared for this possibility and be gracious towards the
consideration provided . . . given that it is provided. Employees will know
that
company management was paying attention to their ideas
– and through
association
– their daily job performance, as well. While not all
companies follow this pathway . . . it is clear, simple, and loaded with
encouragement towards other facets of an employee’s existence within
a given company.
While I have
presented a few viable, experience-based, common-sense opinions, all of the
questions Matthew has posed will ultimately receive different
answers from the different vested entities (game publishers, game
developers, and employees) . . . each of which may bring
(significantly) maligned goals to the table.
Even if
a company is functioning like clockwork, employees are exceeding
expectations, and products are generating good-to-great profit . . . it is
still up to the employer to
recognize this dynamite domino effect (preferably without artificial stimuli) and take
reward-based action as soon as is reasonably possible. It is
still up to the employer to
have established a plan for addressing potential performance bonuses
/ raises within operational budgets versus far less flexible project
budgets.
It is also incumbent upon the employee to professionally
approach his / her supervisor
– if necessary –
about the possibility of an
accelerated performance review and associated raise. If the
employer stands pat in the face of such a quality performance , the
employee will almost certainly become unnecessarily upset and view
the employer as completely oblivious, greedy, or both.
And heaven
help the naturally quiet, somewhat-anti-social employee who is
uncomfortable approaching a manager about any topic, let alone
rightfully asking for a salary increase, for quality work that has
been recognized by all on the team and within the studio.
“Mr. Lumbergh told me to talk to payroll and then payroll told me to talk
to Mr. Lumbergh, and I still haven't received my paycheck and he took
my stapler and he never brought it back and then they moved my desk
to storage room B and there was garbage on it”
– Stephen Root
as Milton Waddams in “Office Space.”
Natural
but Not Plentiful
Matthew suggests that an employee’s relationship with his / her
manager is key to achieving job satisfaction and career development,
and, through association, he also notes that just because people are
great in their crafts does not make them leaders of people, which
often distracts them from their real given talents.
One of the
biggest strings attached to this article-long issue of making the
games industry a more attractive place to work is the long-standing
act of encouraging people with excellent, discipline-specific talent
but low-grade communication, leadership, and management skills, to
accept a position that requires far more than they are ever wired or
willing to deliver. Every industry is guilty of understandably
wanting to combine two goals into one by converting such people into
interdisciplinary success magnets, within a team, a studio, or an
entire corporation.
The downside to
this choice involves other talented-and-capable individuals and
teams who, unfortunately, voluntarily exit-stage-left, or who,
unbelievably, have even been terminated, over the delinquency and
discomfort of a poorly-chosen manager, who has no people skills and
cannot even make eye contact with you during important
decision-making moments. You absolutely need to keep the
requirements of your development teams in mind, as your highest
priorities, when choosing your managers.
Product development is a
team effort, and you are only as good as your weakest link, which,
ideally is not your manager. This point establishes the need
for a solid, reliable human resource manager, who are familiar with
game development operations, and who can assist in seriously
reviewing the character traits of a management candidate. If you
have mistakenly hired a team of talented-but-slacking developers,
and milestone payments are at stake, it is understandable that you
would pursue a new manager to crack the whip, thus, getting an
improved return on your “seated salaries.”
Bringing in such an
in-the-moment firefighter, rather than someone who is also equipped
with a good bedside manner and an eye for smooth, long-term plans
for your team, is simply too much of a risk. “The needs of the many
outweigh the needs of the few or the one,” (Leonard Nimoy as Spock
in “Star Trek”) unless the many are being selfish, short-sighted, or
just plain lazy (in which case, you are left seeking out viable
replacements as quickly and covertly as possible).
Not only is people
management a real art, as Matthew states, I believe it is also an
aptitude. Yes, the military has been known to churn out leader
after leader from people made of lesser stuff, but many of those
resultant leaders represent forced-leadership (where someone is
chosen during supervision of the way they have performed within
their respective unit to become a leader of that unit, or the best
available person for that position).
A true leader and manager of
people (and their product development tasks) actually wants to
manage for his / her teammates, as part of a greater whole that can
benefit from his / her superior communication, leadership,
management, and organizational skills, rather than simply
manage-to-achieve (which wrongly kicks the team and the product to
the curb in favor of personal gain).
A true leader and manager
actually wants to take one for the team, being a true buffer
between untimely or unnecessary interruptions to the creative
process and the jobs his / her teammates were hired to perform. True leaders are natural but not plentiful.
Talent Is
Talent
Matthew points out how video games have historically catered to
young males, but that times are changing, as is the ratio of games
for males to females. I am in full agreement, but times cannot
change swiftly enough, because the games industry has barely
scratched the surface of games for several target audiences, beyond
the still-primary group of males from age 20-35.
While Matthew believes the depth and quality of the games industry
work force should be in lockstep with the changing composition of
the games industry, through the hire of university graduates, we
need to take that desire a step further, with the category of prized
graduates including both men and women.
Keeping up with the
changing composition of an industry, in turn, means being able to
offer target consumers a more flexible, farther-reaching product
line amid ever-changing market conditions. You also need to augment
the work force with a more well-rounded collection of personnel
(young and established, men and women), bringing with them fresh
ideas and perspectives, which are required to continually guard
against stagnant, copy-cat product development.
I know I am in the minority in suggesting that we should transform
the games industry from a fraternity into an alumni group of men and
women. I have close friends and talented colleagues who completely
disagree with me and believe the games industry is no place for
women and that their presence simply exposes the social anxieties
and immaturity of so much existing games industry personnel. This
either makes me socially flexible, in need of new friends and
colleagues, or both.
Unfortunately, an
industry that seeks to create an ever-widening range of products for
an ever-widening range of audiences, using a work force
widely-and-generally built on boys-to-men, will not be nearly as
efficient as hoped. Focus groups, that include women, have been
used, from time to time, as a safe alternative to including women on
a team charged with developing a project that requires
front-and-center knowledge and experiences that only a woman can
truly provide.
My own work experience compels me to believe that
women belong, have much to offer, and will succeed in the games
industry, at least as much as men, and that such inclusion
should not be treated like the right to vote. Most-but-not-all jobs
are given-and-received based upon merit, and the games industry
should be no different, especially when it comes to Matthew’s
coveted university graduates, both men and women.
And, as the slanted
story
goes, “How can we simply allow women into the industry if they have
no tangible experience to offer our development teams?” We start by
encouraging them, as “allowing,” in this case, is completely inappropriate.
Joining the games industry, like any other industry, involves an
inquiry, proof of skills, and a choice – barring a serious mental or
physical disability that completely prevents a person's inclusion,
of course.
People can certainly be turned down for a position and temporarily
turned away from realizing their goals, but encouragement is the
key. If there are two game development candidates (one being a man
and another a woman), where each candidate (1) has effectively
played the same games, (2) same number of games, (3) same number of
hours of games, (4) written the same number and quality of critiques
of those games, and (5) pursued discipline-specific entrance tests
with the same quality results, then, may the best candidate attain a
full-time, in-house position within their game development studio of
choice and achieve yearly, long-term success.
I welcome development teams composed of collaborative men and women,
especially the resultant social maturation process. Talent is
talent, regardless of gender.
Go To Part
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