Discussion about this post

User's avatar
Peter Monks's avatar

Great list! When I understand how games are made, I always focus on the technical, artistic or design challenges. But, no offence, I've never considered the production or project management side of making games before, and I've never really seen it put out there either.

I could add one thing to your list, based on my experience working on (non-game) software projects: make sure your team can interact and support each other well. I once worked at an agency making e-commerce websites where the senior management insisted everyone work in a waterfall pattern: design comes first, then production, then testing, then release. They thought it would allow them to perfectly plan the production pipeline, basically turning it into a factory floor. But guess what? They never considered that testing would throw up issues that meant going all the way back to design and starting again, or that the design passed onto production wouldn't actually work. It caused chaos for us workers, but management wouldn't budge on changing or adapting.

When I finally led a project, I spent many times getting up from my desk, walking across the office to the front end team, and directly talking with them about my issues. We both then left knowing how we could move forward and fix things together. It sped up production massively, because I removed the expensive back-and-forth part that would always happen at the end. I made sure that everyone on my team would allow each other to ask for help and all pull together. Siloing people into functions I found just did not work.

I like all your points though, particularly early demonstrations of something working to see progress and make adjustments early - been in that situation too late myself!

Expand full comment
1 more comment...

No posts