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- Games Industry Day Is Every Day
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- April 22,
2009
- By Eric M. Scharf
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Problems with game development have as
much to do with successful leadership as they do with how we, as an
industry, advertise to and recruit from the workforce masses (both
established and brand new personnel). The core component around
which leadership and recruitment revolve is infrastructure; how well
we establish and maintain it for our businesses, our productions,
and the success of the personnel working within.
If we advertise life-altering excitement to freshly-graduated,
incredibly eager newcomers, without telling them "what else they
have won," we are doing neither ourselves, nor them, any good
favors.
If we attempt to recruit successful project managers, from the
general software development sector (artificial intelligence /
mainframe / office productivity / networking / security, etc.),
without sharing with them how unique the production pathways are
within entertainment software development (or asking those
candidates to explain their true grasp of game development processes
during an interview), then, we are, once again, poking ourselves in
the eyes.
The success of game development personnel, from all rungs on the
ladder, and the products resulting from their own blood, sweat, and
tears, even then, rely less on their talent and far more on a solid
business approach and infrastructure. If your infrastructure
involves a short-term foundation that washes away in the face of
hardcore, long-term planning, then, it had better be “by design,”
where your preferred business model is a highly mobile one, with
shallow overhead. Otherwise, you will have simultaneously ruined one
or more products and, potentially, the livelihood of one or more
people.
There is a phrase used in the National Football League to describe
coaches, players, and teams who have achieved some success and “look
great on paper” but not so great between the hash marks, and that
phrase is “paper champion.”
Even a quick profit business, these days, requires a good
infrastructure. In fact, you want a solid infrastructure which,
regardless of your business goals, encourages and supports
forward-thinking leaders and resourceful production personnel who
have been in the trenches, have talked the talk, and can walk the
walk as a result.
A paper champion will only get soggy and wilt
when the blood, sweat, and tears begin to flow during production.
Studio longevity, project quality, and new-and-existing personnel,
without a legitimate infrastructure to limit the fallout, all pay the price, in large and small chunks,
until only crumbs and a failed effort remain.
There is only one scenario, in acquiring the right personnel, where
there may be little-to-no operating room: your 800-pound publisher,
or heavy-handed private financier, has explained to you that the
project must begin pre-production by X date, full-production by Y
date, and reach gold master by Z date. This explanation has been
deemed non-negotiable, with a subtle suggestion that dates will
prove more important than quality.
Being forced to choose from a field of candidates who do not meet
even the baseline position requirements (with the given that such
standards are not Herculean), for either leadership or production
positions, is like being asked to choose between swallowing a glass
of "100 proof" hydrochloric acid or decapitating yourself,
objectively speaking, of course.
This "do it or else" scenario is not rare, and, unless you have the
righteous, big picture nerve and / or financial comfort to tell your
publisher / financier to "take this short-sighted process and shove
it," you must tie on the darkest-and-thickest blindfold you own,
throw your sharpest dart in the direction of heavy breathing and
dancing hoof noises, and, then, just listen intently for the loudest
HEE-HAW. The candidate who suddenly asks for gauze and some ointment
is your new employee, like it or lump it.
Just imagine all of the times game development studios have
furnished incomplete job descriptions to HR managers and external
recruitment
personnel. The chances of removing that blindfold and seeing an
actual donkey have suddenly improved 100 fold.
We can all do better than this, and many of us have acknowledged as
much at one time or another. There will have to be a few pioneering
companies (that comprehend but are not tied to current games
industry business standards), with non-traditional funding sources
and well-planned long-term infrastructures, as well as several
bright, proven industry veterans who have that righteous, big
picture nerve, in order to solve the production and game development
problems of today for a more pleasant, productive tomorrow and well
beyond.
There is delicious irony, however, in that this day of April 22nd,
2009 is Earth Day, which represents the annual opportunity for most
people on the planet to attempt to adopt a more energy efficient way
of living their lives and operating their businesses.
We – the people of the games industry – have our own Earth Day, as it
were, and it just happens to be every day. We have the
opportunity – every day – to enhance the infrastructure of our companies, plan our
projects better, and, in turn, remove many of the job stability
limitations and performance roadblocks placed on us and our
products. Every day that we delay such achievable and necessary
improvements is just one more day that we prevent our “world” of
game development from moving forward as a leading industry . . . and
moving away from its history as a step-child off-shoot of children’s
toys.
If you are up to the challenge, I offer a few infrastructure-based
suggestions and potential solutions, in support of "Games
Industry Day," in a 6-part article from 2008, entitled
"Transforming the Games Industry Into A Well-Oiled Machine."