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- Are You Too Close To It?
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- April 2,
2009
- By Eric M. Scharf
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When a person is "too close to it," the
"it" is typically and specifically in reference to a product design.
And the person being referenced is typically someone who provided
the initial concept to that product design and has been shepherding,
or been heavily involved in, the development process for that design
from very early on.
If the shepherd runs into development difficulties, where a portion
or all of the product design is in jeopardy, the shepherd may
volunteer to involve or hire another team member, or fresh set of
eyes, into the decision-making process, because the shepherd,
naturally, after some time, gets too close to the product design to
truly notice its faults before it is too late to make a development
/ production adjustment.
Far more often than not in this day and age, and particular to game
development, the shepherd is dragged kicking-and-screaming into
sharing the responsibility of product design implementation with
another party, insisting that no one is better equipped to develop
that product design than the shepherd. This party, whether another
team member or a 3rd party consultant, may have a fresh perspective
which illuminates previously undiscovered solutions and, of course,
additional problems that may not be spotted by someone who has
potentially fallen in love with their product design.
To the shepherd, or anyone who has been given or has earned the
opportunity to generate a product concept and bring it to full
maturity on store shelves, that product concept is their baby. If
they get their way, no one will ever defile it with new ideas, even
if those ideas enhance the original concept.
Modern game development, for better or for worse (ask the shepherd),
involves interdisciplinary communication and teamwork 9 times out of
10, and, in turn, a mature shepherd (aka “the Good Shepherd”) with a
grasp of the big picture, and a willingness to delegate where
necessary, will rarely-if-ever be accused of being too close to a
product design.
If you work for or with a mature shepherd, you are in good hands. If
you work with an inexperienced shepherd who is highly communicative
and has a good bedside manner with a team of people, then, you are
also in good hands. Good luck to those of you who do not have
product design supervisors who fit that definition, because they
will be "too close to it" until the bitter end, no matter how crazy
the office politics that may ensue.
Everyone deserves an opportunity to work for or with a supervisor or
teammate who has researched their material, respects and
understands the production processes, and willingly honors the
team dynamic with ease, especially when they are "too close to it."
You never know how, when, or where your first or last opportunity
will present itself in generating product concepts and implementing
them, and if you are lucky enough to work for or with the Good
Shepherd, make the most of your opportunity with that person and for
that person, because you will want the Good Shepherd “as close to it
as possible."
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