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Leadership and Management
Sergei Savchenko
Game Dev
Part 2 of 2
2
Part 1: We spoke about
1. Leadership and Management
2. Communication
3. Influence
4. Cooperation and Collaboration
5. Dealing with Conflict
6. Theory of Motivation
7
3
Part 2: We will talk about
7. Managing Creativity
8. Structure and Organization
9. Policies and Staff
10. Team training
11. Strategy and Planning
12. Risk management
13. Establishing Process
14. Values 8
4213
7. Managing Creativity
5
▪ Creatives vs.
Managers
or
▪ Artists vs. Engineers
▪ Do you think you
are Left brain?
Right brain?
6
Neuroscience
▪ No left Brain vs.
Right Brain
▪ Modern thinking:
Interaction of
Default Mode
Network and
Executive Control
Network
215
7216
8
Ideas – Products of associations:
▪ Divergent Associations
▪ Convergent Associations
217
9
Divergent associations:
▪ Combine different, often unusual,
elements from worldview
▪ Reformat an existing element through
the prism of another (often seemingly
unrelated) element
218
10
11
12
Idea Convergence:
▪ Deduce implications of the idea
▪ Check if the idea fits existing
constraints
221
13
14
15
▪ Visionary ≠ Divergent Thinker
▪ Analyst ≠ Convergent Thinker
▪ Oftentimes could well be the
opposite…
224
16
Creativity
Psychology of Creativity
225
Mihaly Csikszentmihalyi
17
Symbolic
domain
Creator
Audience
18
Symbolic
domain
Creator
Audience
New
Contrib
ution
Experts
19
Types on intelligence:
▪ Fluid intelligence
▪ Quick reasoning on unfamiliar domain
▪ Declines with age
▪ Crystallized intelligence
▪ Recombining existing knowledge
▪ Improves with age
20
Divergent Thinking:
▪ What helps:
▪ Playfulness of the situation
▪ Positive mood
▪ What doesn’t help:
▪ Negative mood
▪ Sleep deprivation
21
Brainstorms
▪ Brainstorms with many participants usually
don’t work so great due to social/cognitive
biases at play…
▪ Could be easily hijacked by the most proactive
members
▪ Group can easily conform to a specific direction
or person
▪ Can be significantly slower compared to an
individual
▪ Prone to priming pressures
▪ Etc.
22
Brainstorms
What could be done better:
▪ Broad domain exploration phase (btw a
creator who refuses to look at competition
game to stay “pure” should be let go)
▪ Separate in time the exposition of the
problem and ideas presentation
▪ Individual or small group work on new ideas
is often more productive
▪ Separate in time new idea presentation and
voting/decision making
231
23
What can you do to help?
▪ There are goals every step of the way
▪ There is an immediate feedback
▪ Balance of challenge and skill
▪ Distractions excluded
▪ No excessive worry of failure
24
▪ Does your creative director need to
be a divergent thinker?

In smaller team? In larger team?
▪ Creative director == young, original
thinker? Or experienced, broad mind?
25
Symbolic
domain
Creator
Audience
New
Contrib
ution
Experts
Creative Director?
Creative Director?
26
▪ Oftentimes we overvalue divergent ideas/
importance of innovation and undervalue
solid execution… A type of a cognitive bias…
27
Creativity Inc.
Overcoming the unforeseen
forces that stand in the way
of true inspiration.
236
Ed Catmull
28238
8. Structure and
Organization
29
GM
EP QA
EngineeringArt Design
Art Director
Design
Director
Tech Director
Creative
Director
IT HR
30
▪ Structure
▪ Organization
240
GM
EP QA
EngineeringArt Design
Art Director
Design
Director
Tech Director
Creative
Director
IT HR
31
Structure & Organization
▪ Structure
▪ Part of management system
▪ Reporting chain
▪ Objective authority
▪ Organization
▪ Who to go to with a particular issue
▪ Whose opinion is valued?
▪ Subjective authority
241
32
Structure
▪ Separates people by focusing their
attention on part of the whole
▪ Often portrayed as a chart
▪ Defined areas of responsibility
▪ Objective authority through reporting
chain
242
33
▪ There are 4 types of corporate
structures:
34
Structures:
▪ Hierarchy:
▪ Clear manager for every employee
▪ Information flow up the reporting chain
(in theory)
▪ Decisions flow down the reporting chain
(in theory)
244
35
Structures:
▪ Committee:
▪ Flat structure with little objective
authority
▪ Voting based (voting often implicit)
245
36
Structures:
▪ Matrix:
▪ Dual reporting through domain chain and
through project management chain
▪ Attempts to objectify a healthy conflict
between discipline and project
246
37
Structures:
▪ Ecology:
▪ Implicit or explicit competition between
sub-teams
▪ Ultimately leads to survival of the fittest
247
38
To summarize:
There are 4 different structure types:
▪ Hierarchy
▪ Committee
▪ Matrix
▪ Ecology
39


“…In 2010, I was an executive officer in the Navy, splitting my time between U.S.
headquarters and being deployed to an international location… I was authorized to hire a
civilian to handle budget management etc.”



“…On his first day, we sat down in front of a large whiteboard, and I gave him a one-hour
history lesson on our organization, ranging from where we fell within the military’s formal
hierarchy to where our tactical units fit within our own. I walked him through our
relationships with other military units, how things had evolved post-9/11, and how our
current structures were designed to function. He took it all in. “Now here’s the bad news,” I
said. “It doesn’t actually work like that…”



“…There’s a complex web of key personalities and networks that make it function,” I
pointed out, “and your job sits right in the middle of them.” He laughed, acknowledging the
challenge that posed. My advice was simple: I’d be back in two months, and when I got
home, I wanted him to explain to me how he thought things actually worked, including his
take on key personalities, critical relationships they maintained, and any other minutiae to
navigating our system. Until then, he was not to engage directly with anyone outside of
our team. We’d move slowly at first so that he’d be able to move fast in the long run…”



40
One Mission
Leadership, Navy SEAL style
250
Chris Fussell
41
Organization
▪ A way in which people work together
towards a common goal or for
common good
▪ Subjective authority
▪ Usually involves interactions through
different relationship types
251
42
▪ There 4 different relationship
types:
43
Relationship Types:
▪ Supplier-Customer:
▪ Based on the explicit or implicit contract
of need and supply
253
44
Relationship Types:
▪ Peer-to-Peer:
▪ Ideally cooperative or collaborative
relationship towards shared common end
254
45
Relationship Types:
▪ Decision Maker-Follower:
▪ May or may not be part of structure/
objective authority
255
46
Relationship Types:
▪ Advise Giver-Seeker:
▪ Advise givers may be internal or external
▪ An important subtype: Mentor-Trainee
256
47
To summarize:
There are 4 common organizational
relationship types:
▪ Supplier-Customer
▪ Peer-to-Peer
▪ Decision Maker-Follower
▪ Advise Giver-Seeker
48
Beware…
▪ Organization is often more important
than structure due to social inertia at
play:
▪ Companies survive structure changes
every 6 months
▪ Companies often don’t survive
organization break down 258
49
Beware…
▪ The structure change doesn’t
immediately change the
organization…
▪ The organization is not always a
positive factor… It may slow down
change significantly
▪ Conformance to authority may
develop rather quickly… 259
50
▪ The Milgram experiment on obedience to
authority figures was a series of social
psychology experiments conducted by
Yale University psychologist Stanley
Milgram. They measured the willingness
of study participants to obey an authority
figure who instructed them to perform
acts conflicting with their personal
conscience.
-Wikipedia
260
51
▪ Elements of conformity could be positive or negative
for any team… Falling in line behind a decision could
be positive, unless, of course, it is a wrong decision…
52
Conformity
▪ Informational
▪ Conforming to what is perceived as
authoritative source of information
▪ Normative
▪ Conforming to norms and customs
262
53
▪ Here are some example of structure
surgeries that can help solve specific
production issues:
54
Structure surgery:
▪ Protect product innovation:
▪ Any corporate structure rapidly becomes
conservative and concerned with
maintaining its own existence
▪ It will routinely kill innovation
▪ New products/ideas are better explored by
Skunk Works type org with direct line to the
very top or near top and limited information
exchange with the rest of org
55
▪ From Kelly Johnson’s 14 rules of Skunk Works:
▪ The Skunk Works manager must be delegated practically complete control of his program in all
aspects. He should report to a division president or higher.
▪ The number of people having any connection with the project must be restricted in an almost
vicious manner. Use a small number of good people (10% to 25% compared to the so-called
normal systems).
▪ There must be a minimum number of reports required, but important work must be recorded
thoroughly.
▪ Access by outsiders to the project and its personnel must be strictly controlled by appropriate
security measures.
56
Structure surgery:
Speed up decision making:
▪ Committees often end up operating by consensus
▪ Many organizations devolve into a distributed
committee where many stakeholders can be
saying “no” (the least risky option for the exec)
and very few “yes” (a very risky option for the
exec)
▪ Elevate a single person to position of authority
and let that person rebuild a group of followers
around. Prepare for casualties…
57
Structure surgery:
▪ Improve customer fit of products:
▪ Parts of the organization may be overly
preoccupied with their piece of the whole
and forgetting about the overall
customer needs
▪ Verticalize the structure with the team
responsible for end to end feature
(feature pods)
58
Structure surgery:
▪ Improve robustness of technology:
▪ Key pieces of product relied on by
multiple internal customers may not
have an owner
▪ Horizontalize the structure with a team
responsible for a library or engine (e.g.:
establish central tech team)
59
Structure surgery:
▪ Lower cost:
▪ Internal development is expensive. Non
core assets, engines, game modes can
be outsourced or licensed
▪ Helps to not pay for the team in between
projects
60
Structure surgery:
▪ Increase quality:
▪ Outsourced and licensed assets, engines
etc. may not be specifically designed for
your product and may weigh down on
overall quality
▪ Insourcing the work and creating
internal expertise, generally improve
quality longer term
61
Beware
Insource Outsource
62273
9. Policies and Staff
63
Your new engineer (3 weeks on the job)
comes over early in the morning: “You
asked me yesterday to check if the slow
frame rate had to do with the number
of rendering primitives we are
drawing.”, says the engineer and
continues: “I checked it and this is not
the case. What do you want me to do
next?”
64
▪ What do you do: 

(a) Ask to verify physics
system

(b) Tell that you (or Sr.
Engineer Bob) will profile tomorrow

(c) Ask to figure out profiling
issue and not bother you
unless 100% stuck
65
Working through others
▪ Few things can be accomplished by a
single individual…

▪ You can try to do everything yourself
(and fail) or work through others
276
66
Beware
▪ Working through others is less about
specialist work
▪ Leaders/managers trade depth of
expertise for breadth of knowledge
277
67
Working Through Others
▪ Through leadership
▪ Purpose
▪ Focus
▪ Commitment
▪ Through management
▪ Assessment
▪ Strategy/Plans
▪ Structure/Organization
▪ Control/Decisions/Process
278
68
▪ What do you do: 

(a) Give another task

(b) Take job back

(c) Give up control
69
If you answered (a) or (b)
Soon or immediately after:
Your new engineer: “What do you want
me to do next?”
70
If you answered (c)
You may have started to give
ownership of the problem to someone
71
▪ Working through others imply establishing
a policy and not taking the job back
72
▪ A formalized policy consists of 3
things:
73
Policy:
▪ Authority:
▪ Ability to make decisions
284
74
Policy:
▪ Resources:
▪ Discretionary use of people’s time,
money, equipment etc.
285
75
Policy:
▪ Accountability:
▪ An expectation of outcomes
286
76
To summarize:
A policy needs to outline 3 areas:
▪ Authority
▪ Resources
▪ Accountability
77
Do you have a Policy?
▪ For your own job?
▪ Do you know what needs to be done?
▪ Do you know what is your decision
domain?
▪ Do you know what is available to you?
288
78
▪ Imagine you are a ex Technical Lead who moved
on to a management role
▪ You are a manager of the new Systems lead
▪ First party has just bounced back your game
submission because of a crash bug. There is a
risk of busting the ship date…
▪ Technical Director of the project is not available.
Already out on PTO and on a flight to Sydney
(not Sydney, NS)
▪ Systems lead is struggling…
▪ You think the team is not on the right path and
you have a very good idea what to investigate
and eventually fix the issue
79
▪ Do you:

(a) Let your Systems lead continue to look for a fix

(b) Take charge of the issue
80
Breaking Policies
▪ Sometimes, policies must be broken…
▪ If the house is on fire, abandon
policies and act as a specialist if you
know how and think this will help. You
will sort out policy issues later
291
81
▪ Interviewing one of directors of a
project about to implode:



“...But I am not here to do low level
work, my responsibility is to support
my leads, even letting them do their
mistakes…”
82
Breaking Policies
▪ Sometimes, you may allow people to
make mistakes
▪ You may not allow people you are
responsible for to make career ruining
mistakes
293
83
▪ When required results are not
achieved…
84
Performance Issues
▪ Is the rock too big for the person?
▪ Redesign the work…
▪ Is the person too small for the rock?
▪ Exercise leadership…
295
85
The Rock
▪ Lack of resources
▪ Lack of time
▪ Wrong scope
▪ Unrealistic quality target
▪ Boxed by some/all of the above
296
86
The Pyramid
It is often said: can only
do 3 out of 4 or even
worse 2 out of 4…
(will come back to this
one later)
297
Time
Cost Scope
Quality
87
▪ Re-distribute, re-scope, re-plan, re-
commit! More in the following sections.
88
The Person
▪ Lacks knowledge
▪ Training? Mentor-trainee relationship?
▪ Doesn’t know what needs to be done
▪ Policy lacking? Training?
▪ Not feeling work is important
▪ Common end missing or misaligned?
▪ Not feeling work is doable
▪ Plan ok?
299
89
The Person
▪ Misunderstands what needs to be
done
▪ Communication ok?
▪ Bored, not interested in work
▪ Needs ok? Vision ok?
▪ Thinking that it needs to be done
differently
▪ Trust?
300
90
The Person
▪ Conflicts with others
▪ Trust? Needs? Competition? Culture?
▪ Stalled by others
▪ Plan? Structure? Organization?
▪ Outside context
▪ May not be fixable…
301
91
▪ How to intervene?
92
Intervene
▪ Present factual results
▪ Confirm factual results
▪ Ask what happened? why?
▪ Listen…
▪ Use leadership & management tools
to offer ways forward and leaving the
freedom of choice always open to the
individual
303
93
Beware
▪ You cannot react to what you think
someone thought or to your
interpretation of behaviour. Both may
be significantly off
▪ You can only react to the fact of
results committed not achieved
304
94
Beware
▪ Attribution bias is often very strong
with managers (attributing behaviour
to the person rather than the
situation)
▪ It is ok to sometimes try to change
someone’s situation (move to another
team). It is not always “passing a
problem to others”
305
95
Beware
▪ Psychological reactance. Motivational
reaction to imposed rules or
regulation that appear to limit
behavioural freedom of choice of the
individual. It may result in significant
strengthening of the opposition
306
96
▪ Sometimes the problems go
beyond the individual…
97
Change…
▪ Team is not making progress
▪ Market moved rapidly
▪ Consumer tastes changed
▪ Technology changed
▪ Costs are up, revenues are down
▪ Team failed or on a path of failure
308
98
▪ Change is needed. How to affect
it?
99
Change
▪ Identify barriers
▪ Multiple, wrong or no agenda (no common end)
▪ No commitment
▪ Poor organization
▪ Inability to communicate
▪ Lack of trust
▪ Conflict
▪ Etc.
▪ Determine immediate steps to get past
barriers
310
100
Change
▪ Intervene with small group of key
individuals first
▪ Intervene with a larger group after
▪ Get out of the way! Leaving updated
policies behind
311
101313
10. Team training
102
https://www.youtube.com/watch?v=mL2crVUSvjo
103
▪ What were the learnings for the
participants?
▪ I am not saying it was completely
useless… but…
104
▪ 3 training examples with
specific learnings:
105
106
107
108
109
Product Development Training
▪ Empathy training
(acting out of role)
▪ Rapid iteration
▪ Risk management
▪ Group collaboration
110
111
112
113
114
Creativity Process Training
▪ Idea generation
▪ Idea validation
▪ UX
▪ Monetization vs.
mind share
115
116
117
118
119
Leadership Bootcamp Training
▪ Lead vs. follow
▪ Communication
under stress
▪ Planning and
executing
▪ Overcoming the self
120
▪ It takes 10000 hrs to become
really good at something. It takes
relatively little time (100-300 hrs)
to understand key elements of an
unfamiliar field. Don’t be afraid to
spend time to do it! It will help
your decision making a lot
121334
11. Strategy and Planning
122
Remember Vision?
335
Can a computer make you cry?
Join us. We see farther.
123
▪ What is the process to arrive to
effective, long term (strategic) vision?
124
▪ Ultimately establishing strategic vision is like
making a bet… Has to do a lot with creativity and
divergent thinking. Answers What? and Why?
125
▪ Followed by figuring out steps/tactics to
achieve it (plan). Having to do a lot with
convergent thinking. Answer Who? and How?
126
▪ 4 components to consider when
establishing a strategy:
127
Strategy:
▪ Situational Assessment:
▪ Information sources, their quality and
volume
▪ Strong points and weak points
▪ Existing expertise
▪ Technology base
▪ Reliability of the assessment
128
Strategy:
▪ Trends and Opportunities:
▪ Market dynamics (e.g.: raise of PC free
to play, VR/AR or Switch)
▪ Exploiting existing advantages (e.g.:
move to a new platform or new territory
with an existing title)
129
▪ Tools:
▪ Google Trends
▪ Analytics of your prior games
▪ Sales stats
▪ Top charts
▪ NPD
▪ VGchartz
▪ Etc.
130
Strategy:
▪ Vision of Desired Outcomes:
▪ Purpose (why your desired outcome is
valuable or essential)
▪ Focus (what is important and what is
not)
▪ Ultimately, a bet…
131
Blue Ocean Strategy
Creative entrepreneurship.
What to focus and not to
focus on when building a new
product or service
344
W. Chan Kim and Renée Mauborgne
132
Strategy:
▪ Success Metrics:
▪ What would indicate the strategy succeeding
▪ Number of players?
▪ DAU?
▪ ARPPU?
▪ Retention?
▪ MC?
▪ More often than not this changes radically
overtime…
▪ Beware of making this part of your vision… It
can be misinterpreted
133
To summarize:
Important strategy elements:
▪ Situational assessment
▪ Trends and Opportunities
▪ Vision of Desired Outcomes
▪ Success Metrics
134
▪ Betting is hard and mistakes are
common…
135
Common Strategic Mistakes:
▪ Hidden status-quo preference:
▪ Lets innovate, but not loose existing
markets and products…
▪ Lets try a MTX/free to play business model
but still charge $80 for the box…
136
Common Strategic Mistakes:
▪ Hijack by secondary goal:
▪ Letting synergy or savings from unification override
product vision
▪ E.g.: to minimize cost lets all move to the same
technology (It got to be cheaper! Sharing will be
incredible! We don’t need 5 streaming systems in the
company etc.)
▪ Games of different genres (e.g.: sports games and
shooters) require quite different tech… Little if any
long term savings when unifying tech, lots of politics
to control the shared resource, high immediate cost to
unify.
137
138
Common Strategic Mistakes:
▪ False consequence:
▪ Correlation is not causation
▪ E.g.: High Metacritic means persistent value
of properties means high revenue. So lets
aim for high average MC!
▪ What if you achieve high MC but don’t sell?
▪ Teams also start to care about MC at the expense
of dev costs…
139
▪ 6 elements of a Plan to achieve
the desired strategic vision:
140
Elements of a Plan:
▪ Prioritized scope (focus):
▪ Outlines deliverables/features in
prioritized form
141
Elements of a Plan:
▪ Resources:
▪ Staffing
▪ Time
▪ Budget
▪ Equipment
▪ Etc.
142
Elements of a Plan:
▪ Predictability:
▪ Historical data
▪ External experience
▪ Granularity of planning
143
Degrees of assessment
▪ Knowing you are doing well
▪ Knowing you are doing poorly
▪ Not knowing you are doing poorly
▪ Not knowing you are doing well (You
would think this doesn’t happen?)
144
To summarize:
Elements of a Plan:
▪ Prioritized Scope
▪ Resources (Staff, budget, time)
▪ Predictability
Discussed previously:
▪ Structure and Organization
To be discussed:
▪ Risk Management
▪ Process
145
▪ But… Cognitive Biases…
Cognitive Reflection
Test Instrument
146
Cognitive Biases:
▪ Anchoring bias:
▪ Tendency to rely disproportionally on the
first piece of information offered
147
Cognitive Biases:
▪ Availability heuristic:
▪ Relying on immediate personal example
rather than overall statistics to make a
decision
148
Cognitive Biases:
▪ Clustering illusion:
▪ Tendency to consider inevitable clusters
arising in small samples to be non-
random
149
Cognitive Biases:
▪ Congruence bias:
▪ Tendency to directly test a hypothesis
rather than to test if its negative
produces the same outcome
150
Cognitive Biases:
▪ Hindsight bias:
▪ We tend to see some outcomes as easily
predictable post factum
363
151
A Cognitive Bias?
It is often said: can only
do 3 out of 4 or even
worse 2 out of 4…
364
Time
Cost Scope
Quality
152
153367
12. Risk Management
154
▪ You are in charge of relief in an
emergency zone:
▪ Option A: Save 200 lives
▪ Option B: 33% chance to save all 600
people and 66% chance saving no one
155
▪ You are in charge of relief in an
emergency zone:
▪ Option C: Let 400 die
▪ Option D: 33% chance to save everyone
66% chance 600 will die
156
Risk
▪ Risk is the potential that a chosen
action or activity (including the choice
of inaction) will lead to a loss (an
undesirable outcome).
- Wikipedia
369
157
▪ Does every undesirable outcome
needs to be eliminated?
158
https://www.youtube.com/watch?v=bvim4rsNHkQ
159
4 Risks Impact Categories:
372
Time
Cost Scope
Quality
160
Sources of risk
▪ Technical
▪ Staffing
▪ Funding
▪ Schedule
▪ IT
▪ Contractual
▪ Environmental
▪ Etc.
161
High Level Strategies:
▪ Avoid
▪ Mitigate
▪ Transfer
▪ Accept
162
Likelihood vs. Magnitude
▪ High likelihood/high magnitude risks need
to be addressed: avoided, mitigated or
transferred
▪ Low likelihood/low magnitude risks could
be accepted
▪ Low likelihood/high magnitude?
▪ High likelihood/low magnitude?
163
▪ But… Once again… Cognitive
Biases…
164
Cognitive Biases:
▪ Framing effect:
▪ A potential to derive different
conclusions from data depending on its
presentation
165
Cognitive Biases:
▪ Zero-risk bias:
▪ A tendency to prefer complete
elimination of risk even when
alternatives may be lowering overall risk
166
Cognitive Biases:
▪ Ambiguity effect:
▪ A tendency to avoid options where risk
appears unknown
167
Cognitive Biases:
▪ Information bias:
▪ A desire for more information even when
it is not a pre-requisite to any decision
making
168
Cognitive Biases:
▪ Normalcy bias:
▪ An inability to plan for an event that has
not occurred in the past
169
Thinking Fast and Slow
Intuition, logic and cognitive
biases
382
Daniel Kahneman
170
Dealing with Cognitive Biases
▪ Awareness of the biases helps to fight
them
▪ Talking to advisors you trust
▪ Developing and forcing your “System 2”
more:
▪ System 1: Initial intuitive perception of the
problem
▪ System 2: Executive control that uses
System 1 output and prospects into the
future and attempts checking current
hypothesis
171
▪ Possible strategies to mitigate
risks:
172
The Big Four:
▪ Add time (or deliver in parts)
▪ Add resources (people, budget etc.)
▪ Reduce scope (reprioritize scope)
▪ Reduce quality (compete on price)
173
Dealing with Risk:
▪ Prototype:
▪ Develop a small scale version that
addresses some or all of the key risks
▪ You cannot build a game before you
build a game though…
386
174
Dealing with Risk:
▪ Plan B:
▪ If you have a fall back you can
potentially afford to risk
▪ Perhaps implement Plan B first before
proceeding with risky Plan A
387
175
Dealing with Risk:
▪ Develop alternatives:
▪ Develop multiple solutions usually by
different teams
▪ Could be really expensive
▪ Could help mitigate technical, IT and
tools risks
388
176
Dealing with Risk:
▪ Parallelize:
▪ Split the problem into parts
symmetrically
▪ Build content by multiple teams working
in parallel
389
177
Dealing with Risk:
▪ Pipeline:
▪ Split the problem asymmetrically
▪ Once loaded, pipeline output is a fraction
of the overall that equals to the time in
the longest phase
390
178
Dealing with Risk:
▪ Iterate:
▪ Cyclically refine the solution until
reaching quality threshold or running out
of time
391
179393
13. Establishing Process
180
Caproni CA.4
394
181395
182
Caproni CA.60
Transaereo (Noviplano)
396
183397
184
▪ Game development projects rarely fail
purely because of the process issues…
▪ Yet, solid process helps to establish work
collaboration patterns and can definitely
improve your efficiency
▪ It usually helps to improve in areas you
already know how to solve…
185
Any Development Process:
▪ Turns goals into designs and into
actions
▪ Actions produce artefacts
(deliverables and information)
▪ Evaluates progress towards goals
▪ Surfaces new discovery
▪ Adjusts goals, plan and the process
itself
186
Practices and Methodologies
▪ Practices
▪ Rapid prototyping
▪ Incremental development
▪ Continuous integration
▪ Methodologies
▪ Agile Scram
▪ Scaled Agile Framework (SAF)
▪ Large Scale Scram (LeSS)
▪ Kanban
▪ Design/Prototype first
187
Waterfall
▪ Somewhat of a historic accident. Mentioned (not by name) in Dr.
Winston W. Royce “Managing the Development of Large Software
Systems” IEEE WESCON 1970 as an example of what not to do…
“I believe in this concept, but the implementation described above is risky
and invites failure”
Dr. Winston W. Royce
188
Important Questions:
▪ How often will requirements change?
▪ How much discovery is anticipated?
▪ Is it shallow discovery or fundamental
discovery?
▪ New product vs. sequel vs. evolutionary
product?
▪ Proportion of content work to engineering
work?
▪ What are the internal and external
dependencies?
▪ Cost of failure?
189
Agile Scram -ish Design/prototype
first -ish
Kanban -ish
Area Gameplay
programming, AI
features
Low level engine
(streaming system,
low level animation
etc.)
Character art,
environment art
Requirements Driven by designers Driven by TD
(budgets, tech
direction)
Driven by AD (style
guide, art direction
doc)
Change Significant, usability
driven
Moderate,
experiment driven
Moderate, art
feedback driven
Scalable Yes No Yes
Pipelineable No No Yes
Feedback frequency
needed
Frequent Infrequent Moderate
190
With Any Process
▪ Distribute ownership and create policies
▪ Evolve the organization
▪ Have a method to resolve or moderate
conflicts
▪ Adapt the process for the work that needs
to be done rather than attempting to
readjust work to fit the process
404
191
Beware
▪ Small, well maintained process is always
better than a complex one that no one
manages to follows
▪ Any process seems to work better on your
next game (mostly since organization and
knowledge have evolved)
▪ Game development is not just software
development, not everything in terms of
existing processes can be applied without
change
405
192
Signs of a broken Process:
▪ Grave-yard of tracking documents
▪ Started a tracking doc that survived for
2-3 weeks
▪ Outdated bibles
▪ When something unexpected happens
– meetings get cancelled
▪ People on the team don’t know who is
in charge of the entire project…
406
193
Project Management Body of
Knowledge (PMBOK)
Encyclopedia of project
management patterns and
techniques.
407
Project Management Institute
194409
14. Values
195
Your Toolset of Leadership and Management:
410
Communication Tools
Influence Tools
Cooperation and
Collaboration tools
Tools to deal with conflict
Understanding of motivation
Understanding of creativity
Policies
Structure and
Organization
Training tools
Planning tools
Risk management
Processes
196
▪ What is often more important for
sustained success are shared convictions
and principles
▪ Shared convictions and principles ==
values
▪ Values develop over time through
successes and failures, but they take a
leader to spell out.
197
198
▪ Yes, social norms indeed should
be values of everyone…
199
https://www.youtube.com/watch?v=5mKxekNhMqY
200
▪ Live your values! Speak about your values!
Narrativize! Over and over and over!
201
▪ Would you subscribe to the
following?
202
▪ Work is not about you, its about
what needs to be done
203
▪ Trust is more important than
Control
204
▪ Integrity is more important than
being right
205
▪ Results matter always
Thank you!!
For your consulting/training needs:
savchenko.sergei@gmail.com

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Game dev leadership and management part 2

  • 1. Leadership and Management Sergei Savchenko Game Dev Part 2 of 2
  • 2. 2 Part 1: We spoke about 1. Leadership and Management 2. Communication 3. Influence 4. Cooperation and Collaboration 5. Dealing with Conflict 6. Theory of Motivation 7
  • 3. 3 Part 2: We will talk about 7. Managing Creativity 8. Structure and Organization 9. Policies and Staff 10. Team training 11. Strategy and Planning 12. Risk management 13. Establishing Process 14. Values 8
  • 5. 5 ▪ Creatives vs. Managers or ▪ Artists vs. Engineers ▪ Do you think you are Left brain? Right brain?
  • 6. 6 Neuroscience ▪ No left Brain vs. Right Brain ▪ Modern thinking: Interaction of Default Mode Network and Executive Control Network 215
  • 8. 8 Ideas – Products of associations: ▪ Divergent Associations ▪ Convergent Associations 217
  • 9. 9 Divergent associations: ▪ Combine different, often unusual, elements from worldview ▪ Reformat an existing element through the prism of another (often seemingly unrelated) element 218
  • 10. 10
  • 11. 11
  • 12. 12 Idea Convergence: ▪ Deduce implications of the idea ▪ Check if the idea fits existing constraints 221
  • 13. 13
  • 14. 14
  • 15. 15 ▪ Visionary ≠ Divergent Thinker ▪ Analyst ≠ Convergent Thinker ▪ Oftentimes could well be the opposite… 224
  • 19. 19 Types on intelligence: ▪ Fluid intelligence ▪ Quick reasoning on unfamiliar domain ▪ Declines with age ▪ Crystallized intelligence ▪ Recombining existing knowledge ▪ Improves with age
  • 20. 20 Divergent Thinking: ▪ What helps: ▪ Playfulness of the situation ▪ Positive mood ▪ What doesn’t help: ▪ Negative mood ▪ Sleep deprivation
  • 21. 21 Brainstorms ▪ Brainstorms with many participants usually don’t work so great due to social/cognitive biases at play… ▪ Could be easily hijacked by the most proactive members ▪ Group can easily conform to a specific direction or person ▪ Can be significantly slower compared to an individual ▪ Prone to priming pressures ▪ Etc.
  • 22. 22 Brainstorms What could be done better: ▪ Broad domain exploration phase (btw a creator who refuses to look at competition game to stay “pure” should be let go) ▪ Separate in time the exposition of the problem and ideas presentation ▪ Individual or small group work on new ideas is often more productive ▪ Separate in time new idea presentation and voting/decision making 231
  • 23. 23 What can you do to help? ▪ There are goals every step of the way ▪ There is an immediate feedback ▪ Balance of challenge and skill ▪ Distractions excluded ▪ No excessive worry of failure
  • 24. 24 ▪ Does your creative director need to be a divergent thinker?
 In smaller team? In larger team? ▪ Creative director == young, original thinker? Or experienced, broad mind?
  • 26. 26 ▪ Oftentimes we overvalue divergent ideas/ importance of innovation and undervalue solid execution… A type of a cognitive bias…
  • 27. 27 Creativity Inc. Overcoming the unforeseen forces that stand in the way of true inspiration. 236 Ed Catmull
  • 29. 29 GM EP QA EngineeringArt Design Art Director Design Director Tech Director Creative Director IT HR
  • 30. 30 ▪ Structure ▪ Organization 240 GM EP QA EngineeringArt Design Art Director Design Director Tech Director Creative Director IT HR
  • 31. 31 Structure & Organization ▪ Structure ▪ Part of management system ▪ Reporting chain ▪ Objective authority ▪ Organization ▪ Who to go to with a particular issue ▪ Whose opinion is valued? ▪ Subjective authority 241
  • 32. 32 Structure ▪ Separates people by focusing their attention on part of the whole ▪ Often portrayed as a chart ▪ Defined areas of responsibility ▪ Objective authority through reporting chain 242
  • 33. 33 ▪ There are 4 types of corporate structures:
  • 34. 34 Structures: ▪ Hierarchy: ▪ Clear manager for every employee ▪ Information flow up the reporting chain (in theory) ▪ Decisions flow down the reporting chain (in theory) 244
  • 35. 35 Structures: ▪ Committee: ▪ Flat structure with little objective authority ▪ Voting based (voting often implicit) 245
  • 36. 36 Structures: ▪ Matrix: ▪ Dual reporting through domain chain and through project management chain ▪ Attempts to objectify a healthy conflict between discipline and project 246
  • 37. 37 Structures: ▪ Ecology: ▪ Implicit or explicit competition between sub-teams ▪ Ultimately leads to survival of the fittest 247
  • 38. 38 To summarize: There are 4 different structure types: ▪ Hierarchy ▪ Committee ▪ Matrix ▪ Ecology
  • 39. 39 
 “…In 2010, I was an executive officer in the Navy, splitting my time between U.S. headquarters and being deployed to an international location… I was authorized to hire a civilian to handle budget management etc.”
 
 “…On his first day, we sat down in front of a large whiteboard, and I gave him a one-hour history lesson on our organization, ranging from where we fell within the military’s formal hierarchy to where our tactical units fit within our own. I walked him through our relationships with other military units, how things had evolved post-9/11, and how our current structures were designed to function. He took it all in. “Now here’s the bad news,” I said. “It doesn’t actually work like that…”
 
 “…There’s a complex web of key personalities and networks that make it function,” I pointed out, “and your job sits right in the middle of them.” He laughed, acknowledging the challenge that posed. My advice was simple: I’d be back in two months, and when I got home, I wanted him to explain to me how he thought things actually worked, including his take on key personalities, critical relationships they maintained, and any other minutiae to navigating our system. Until then, he was not to engage directly with anyone outside of our team. We’d move slowly at first so that he’d be able to move fast in the long run…”
 

  • 40. 40 One Mission Leadership, Navy SEAL style 250 Chris Fussell
  • 41. 41 Organization ▪ A way in which people work together towards a common goal or for common good ▪ Subjective authority ▪ Usually involves interactions through different relationship types 251
  • 42. 42 ▪ There 4 different relationship types:
  • 43. 43 Relationship Types: ▪ Supplier-Customer: ▪ Based on the explicit or implicit contract of need and supply 253
  • 44. 44 Relationship Types: ▪ Peer-to-Peer: ▪ Ideally cooperative or collaborative relationship towards shared common end 254
  • 45. 45 Relationship Types: ▪ Decision Maker-Follower: ▪ May or may not be part of structure/ objective authority 255
  • 46. 46 Relationship Types: ▪ Advise Giver-Seeker: ▪ Advise givers may be internal or external ▪ An important subtype: Mentor-Trainee 256
  • 47. 47 To summarize: There are 4 common organizational relationship types: ▪ Supplier-Customer ▪ Peer-to-Peer ▪ Decision Maker-Follower ▪ Advise Giver-Seeker
  • 48. 48 Beware… ▪ Organization is often more important than structure due to social inertia at play: ▪ Companies survive structure changes every 6 months ▪ Companies often don’t survive organization break down 258
  • 49. 49 Beware… ▪ The structure change doesn’t immediately change the organization… ▪ The organization is not always a positive factor… It may slow down change significantly ▪ Conformance to authority may develop rather quickly… 259
  • 50. 50 ▪ The Milgram experiment on obedience to authority figures was a series of social psychology experiments conducted by Yale University psychologist Stanley Milgram. They measured the willingness of study participants to obey an authority figure who instructed them to perform acts conflicting with their personal conscience. -Wikipedia 260
  • 51. 51 ▪ Elements of conformity could be positive or negative for any team… Falling in line behind a decision could be positive, unless, of course, it is a wrong decision…
  • 52. 52 Conformity ▪ Informational ▪ Conforming to what is perceived as authoritative source of information ▪ Normative ▪ Conforming to norms and customs 262
  • 53. 53 ▪ Here are some example of structure surgeries that can help solve specific production issues:
  • 54. 54 Structure surgery: ▪ Protect product innovation: ▪ Any corporate structure rapidly becomes conservative and concerned with maintaining its own existence ▪ It will routinely kill innovation ▪ New products/ideas are better explored by Skunk Works type org with direct line to the very top or near top and limited information exchange with the rest of org
  • 55. 55 ▪ From Kelly Johnson’s 14 rules of Skunk Works: ▪ The Skunk Works manager must be delegated practically complete control of his program in all aspects. He should report to a division president or higher. ▪ The number of people having any connection with the project must be restricted in an almost vicious manner. Use a small number of good people (10% to 25% compared to the so-called normal systems). ▪ There must be a minimum number of reports required, but important work must be recorded thoroughly. ▪ Access by outsiders to the project and its personnel must be strictly controlled by appropriate security measures.
  • 56. 56 Structure surgery: Speed up decision making: ▪ Committees often end up operating by consensus ▪ Many organizations devolve into a distributed committee where many stakeholders can be saying “no” (the least risky option for the exec) and very few “yes” (a very risky option for the exec) ▪ Elevate a single person to position of authority and let that person rebuild a group of followers around. Prepare for casualties…
  • 57. 57 Structure surgery: ▪ Improve customer fit of products: ▪ Parts of the organization may be overly preoccupied with their piece of the whole and forgetting about the overall customer needs ▪ Verticalize the structure with the team responsible for end to end feature (feature pods)
  • 58. 58 Structure surgery: ▪ Improve robustness of technology: ▪ Key pieces of product relied on by multiple internal customers may not have an owner ▪ Horizontalize the structure with a team responsible for a library or engine (e.g.: establish central tech team)
  • 59. 59 Structure surgery: ▪ Lower cost: ▪ Internal development is expensive. Non core assets, engines, game modes can be outsourced or licensed ▪ Helps to not pay for the team in between projects
  • 60. 60 Structure surgery: ▪ Increase quality: ▪ Outsourced and licensed assets, engines etc. may not be specifically designed for your product and may weigh down on overall quality ▪ Insourcing the work and creating internal expertise, generally improve quality longer term
  • 63. 63 Your new engineer (3 weeks on the job) comes over early in the morning: “You asked me yesterday to check if the slow frame rate had to do with the number of rendering primitives we are drawing.”, says the engineer and continues: “I checked it and this is not the case. What do you want me to do next?”
  • 64. 64 ▪ What do you do: 
 (a) Ask to verify physics system
 (b) Tell that you (or Sr. Engineer Bob) will profile tomorrow
 (c) Ask to figure out profiling issue and not bother you unless 100% stuck
  • 65. 65 Working through others ▪ Few things can be accomplished by a single individual…
 ▪ You can try to do everything yourself (and fail) or work through others 276
  • 66. 66 Beware ▪ Working through others is less about specialist work ▪ Leaders/managers trade depth of expertise for breadth of knowledge 277
  • 67. 67 Working Through Others ▪ Through leadership ▪ Purpose ▪ Focus ▪ Commitment ▪ Through management ▪ Assessment ▪ Strategy/Plans ▪ Structure/Organization ▪ Control/Decisions/Process 278
  • 68. 68 ▪ What do you do: 
 (a) Give another task
 (b) Take job back
 (c) Give up control
  • 69. 69 If you answered (a) or (b) Soon or immediately after: Your new engineer: “What do you want me to do next?”
  • 70. 70 If you answered (c) You may have started to give ownership of the problem to someone
  • 71. 71 ▪ Working through others imply establishing a policy and not taking the job back
  • 72. 72 ▪ A formalized policy consists of 3 things:
  • 73. 73 Policy: ▪ Authority: ▪ Ability to make decisions 284
  • 74. 74 Policy: ▪ Resources: ▪ Discretionary use of people’s time, money, equipment etc. 285
  • 75. 75 Policy: ▪ Accountability: ▪ An expectation of outcomes 286
  • 76. 76 To summarize: A policy needs to outline 3 areas: ▪ Authority ▪ Resources ▪ Accountability
  • 77. 77 Do you have a Policy? ▪ For your own job? ▪ Do you know what needs to be done? ▪ Do you know what is your decision domain? ▪ Do you know what is available to you? 288
  • 78. 78 ▪ Imagine you are a ex Technical Lead who moved on to a management role ▪ You are a manager of the new Systems lead ▪ First party has just bounced back your game submission because of a crash bug. There is a risk of busting the ship date… ▪ Technical Director of the project is not available. Already out on PTO and on a flight to Sydney (not Sydney, NS) ▪ Systems lead is struggling… ▪ You think the team is not on the right path and you have a very good idea what to investigate and eventually fix the issue
  • 79. 79 ▪ Do you:
 (a) Let your Systems lead continue to look for a fix
 (b) Take charge of the issue
  • 80. 80 Breaking Policies ▪ Sometimes, policies must be broken… ▪ If the house is on fire, abandon policies and act as a specialist if you know how and think this will help. You will sort out policy issues later 291
  • 81. 81 ▪ Interviewing one of directors of a project about to implode:
 
 “...But I am not here to do low level work, my responsibility is to support my leads, even letting them do their mistakes…”
  • 82. 82 Breaking Policies ▪ Sometimes, you may allow people to make mistakes ▪ You may not allow people you are responsible for to make career ruining mistakes 293
  • 83. 83 ▪ When required results are not achieved…
  • 84. 84 Performance Issues ▪ Is the rock too big for the person? ▪ Redesign the work… ▪ Is the person too small for the rock? ▪ Exercise leadership… 295
  • 85. 85 The Rock ▪ Lack of resources ▪ Lack of time ▪ Wrong scope ▪ Unrealistic quality target ▪ Boxed by some/all of the above 296
  • 86. 86 The Pyramid It is often said: can only do 3 out of 4 or even worse 2 out of 4… (will come back to this one later) 297 Time Cost Scope Quality
  • 87. 87 ▪ Re-distribute, re-scope, re-plan, re- commit! More in the following sections.
  • 88. 88 The Person ▪ Lacks knowledge ▪ Training? Mentor-trainee relationship? ▪ Doesn’t know what needs to be done ▪ Policy lacking? Training? ▪ Not feeling work is important ▪ Common end missing or misaligned? ▪ Not feeling work is doable ▪ Plan ok? 299
  • 89. 89 The Person ▪ Misunderstands what needs to be done ▪ Communication ok? ▪ Bored, not interested in work ▪ Needs ok? Vision ok? ▪ Thinking that it needs to be done differently ▪ Trust? 300
  • 90. 90 The Person ▪ Conflicts with others ▪ Trust? Needs? Competition? Culture? ▪ Stalled by others ▪ Plan? Structure? Organization? ▪ Outside context ▪ May not be fixable… 301
  • 91. 91 ▪ How to intervene?
  • 92. 92 Intervene ▪ Present factual results ▪ Confirm factual results ▪ Ask what happened? why? ▪ Listen… ▪ Use leadership & management tools to offer ways forward and leaving the freedom of choice always open to the individual 303
  • 93. 93 Beware ▪ You cannot react to what you think someone thought or to your interpretation of behaviour. Both may be significantly off ▪ You can only react to the fact of results committed not achieved 304
  • 94. 94 Beware ▪ Attribution bias is often very strong with managers (attributing behaviour to the person rather than the situation) ▪ It is ok to sometimes try to change someone’s situation (move to another team). It is not always “passing a problem to others” 305
  • 95. 95 Beware ▪ Psychological reactance. Motivational reaction to imposed rules or regulation that appear to limit behavioural freedom of choice of the individual. It may result in significant strengthening of the opposition 306
  • 96. 96 ▪ Sometimes the problems go beyond the individual…
  • 97. 97 Change… ▪ Team is not making progress ▪ Market moved rapidly ▪ Consumer tastes changed ▪ Technology changed ▪ Costs are up, revenues are down ▪ Team failed or on a path of failure 308
  • 98. 98 ▪ Change is needed. How to affect it?
  • 99. 99 Change ▪ Identify barriers ▪ Multiple, wrong or no agenda (no common end) ▪ No commitment ▪ Poor organization ▪ Inability to communicate ▪ Lack of trust ▪ Conflict ▪ Etc. ▪ Determine immediate steps to get past barriers 310
  • 100. 100 Change ▪ Intervene with small group of key individuals first ▪ Intervene with a larger group after ▪ Get out of the way! Leaving updated policies behind 311
  • 103. 103 ▪ What were the learnings for the participants? ▪ I am not saying it was completely useless… but…
  • 104. 104 ▪ 3 training examples with specific learnings:
  • 105. 105
  • 106. 106
  • 107. 107
  • 108. 108
  • 109. 109 Product Development Training ▪ Empathy training (acting out of role) ▪ Rapid iteration ▪ Risk management ▪ Group collaboration
  • 110. 110
  • 111. 111
  • 112. 112
  • 113. 113
  • 114. 114 Creativity Process Training ▪ Idea generation ▪ Idea validation ▪ UX ▪ Monetization vs. mind share
  • 115. 115
  • 116. 116
  • 117. 117
  • 118. 118
  • 119. 119 Leadership Bootcamp Training ▪ Lead vs. follow ▪ Communication under stress ▪ Planning and executing ▪ Overcoming the self
  • 120. 120 ▪ It takes 10000 hrs to become really good at something. It takes relatively little time (100-300 hrs) to understand key elements of an unfamiliar field. Don’t be afraid to spend time to do it! It will help your decision making a lot
  • 122. 122 Remember Vision? 335 Can a computer make you cry? Join us. We see farther.
  • 123. 123 ▪ What is the process to arrive to effective, long term (strategic) vision?
  • 124. 124 ▪ Ultimately establishing strategic vision is like making a bet… Has to do a lot with creativity and divergent thinking. Answers What? and Why?
  • 125. 125 ▪ Followed by figuring out steps/tactics to achieve it (plan). Having to do a lot with convergent thinking. Answer Who? and How?
  • 126. 126 ▪ 4 components to consider when establishing a strategy:
  • 127. 127 Strategy: ▪ Situational Assessment: ▪ Information sources, their quality and volume ▪ Strong points and weak points ▪ Existing expertise ▪ Technology base ▪ Reliability of the assessment
  • 128. 128 Strategy: ▪ Trends and Opportunities: ▪ Market dynamics (e.g.: raise of PC free to play, VR/AR or Switch) ▪ Exploiting existing advantages (e.g.: move to a new platform or new territory with an existing title)
  • 129. 129 ▪ Tools: ▪ Google Trends ▪ Analytics of your prior games ▪ Sales stats ▪ Top charts ▪ NPD ▪ VGchartz ▪ Etc.
  • 130. 130 Strategy: ▪ Vision of Desired Outcomes: ▪ Purpose (why your desired outcome is valuable or essential) ▪ Focus (what is important and what is not) ▪ Ultimately, a bet…
  • 131. 131 Blue Ocean Strategy Creative entrepreneurship. What to focus and not to focus on when building a new product or service 344 W. Chan Kim and Renée Mauborgne
  • 132. 132 Strategy: ▪ Success Metrics: ▪ What would indicate the strategy succeeding ▪ Number of players? ▪ DAU? ▪ ARPPU? ▪ Retention? ▪ MC? ▪ More often than not this changes radically overtime… ▪ Beware of making this part of your vision… It can be misinterpreted
  • 133. 133 To summarize: Important strategy elements: ▪ Situational assessment ▪ Trends and Opportunities ▪ Vision of Desired Outcomes ▪ Success Metrics
  • 134. 134 ▪ Betting is hard and mistakes are common…
  • 135. 135 Common Strategic Mistakes: ▪ Hidden status-quo preference: ▪ Lets innovate, but not loose existing markets and products… ▪ Lets try a MTX/free to play business model but still charge $80 for the box…
  • 136. 136 Common Strategic Mistakes: ▪ Hijack by secondary goal: ▪ Letting synergy or savings from unification override product vision ▪ E.g.: to minimize cost lets all move to the same technology (It got to be cheaper! Sharing will be incredible! We don’t need 5 streaming systems in the company etc.) ▪ Games of different genres (e.g.: sports games and shooters) require quite different tech… Little if any long term savings when unifying tech, lots of politics to control the shared resource, high immediate cost to unify.
  • 137. 137
  • 138. 138 Common Strategic Mistakes: ▪ False consequence: ▪ Correlation is not causation ▪ E.g.: High Metacritic means persistent value of properties means high revenue. So lets aim for high average MC! ▪ What if you achieve high MC but don’t sell? ▪ Teams also start to care about MC at the expense of dev costs…
  • 139. 139 ▪ 6 elements of a Plan to achieve the desired strategic vision:
  • 140. 140 Elements of a Plan: ▪ Prioritized scope (focus): ▪ Outlines deliverables/features in prioritized form
  • 141. 141 Elements of a Plan: ▪ Resources: ▪ Staffing ▪ Time ▪ Budget ▪ Equipment ▪ Etc.
  • 142. 142 Elements of a Plan: ▪ Predictability: ▪ Historical data ▪ External experience ▪ Granularity of planning
  • 143. 143 Degrees of assessment ▪ Knowing you are doing well ▪ Knowing you are doing poorly ▪ Not knowing you are doing poorly ▪ Not knowing you are doing well (You would think this doesn’t happen?)
  • 144. 144 To summarize: Elements of a Plan: ▪ Prioritized Scope ▪ Resources (Staff, budget, time) ▪ Predictability Discussed previously: ▪ Structure and Organization To be discussed: ▪ Risk Management ▪ Process
  • 145. 145 ▪ But… Cognitive Biases… Cognitive Reflection Test Instrument
  • 146. 146 Cognitive Biases: ▪ Anchoring bias: ▪ Tendency to rely disproportionally on the first piece of information offered
  • 147. 147 Cognitive Biases: ▪ Availability heuristic: ▪ Relying on immediate personal example rather than overall statistics to make a decision
  • 148. 148 Cognitive Biases: ▪ Clustering illusion: ▪ Tendency to consider inevitable clusters arising in small samples to be non- random
  • 149. 149 Cognitive Biases: ▪ Congruence bias: ▪ Tendency to directly test a hypothesis rather than to test if its negative produces the same outcome
  • 150. 150 Cognitive Biases: ▪ Hindsight bias: ▪ We tend to see some outcomes as easily predictable post factum 363
  • 151. 151 A Cognitive Bias? It is often said: can only do 3 out of 4 or even worse 2 out of 4… 364 Time Cost Scope Quality
  • 152. 152
  • 154. 154 ▪ You are in charge of relief in an emergency zone: ▪ Option A: Save 200 lives ▪ Option B: 33% chance to save all 600 people and 66% chance saving no one
  • 155. 155 ▪ You are in charge of relief in an emergency zone: ▪ Option C: Let 400 die ▪ Option D: 33% chance to save everyone 66% chance 600 will die
  • 156. 156 Risk ▪ Risk is the potential that a chosen action or activity (including the choice of inaction) will lead to a loss (an undesirable outcome). - Wikipedia 369
  • 157. 157 ▪ Does every undesirable outcome needs to be eliminated?
  • 159. 159 4 Risks Impact Categories: 372 Time Cost Scope Quality
  • 160. 160 Sources of risk ▪ Technical ▪ Staffing ▪ Funding ▪ Schedule ▪ IT ▪ Contractual ▪ Environmental ▪ Etc.
  • 161. 161 High Level Strategies: ▪ Avoid ▪ Mitigate ▪ Transfer ▪ Accept
  • 162. 162 Likelihood vs. Magnitude ▪ High likelihood/high magnitude risks need to be addressed: avoided, mitigated or transferred ▪ Low likelihood/low magnitude risks could be accepted ▪ Low likelihood/high magnitude? ▪ High likelihood/low magnitude?
  • 163. 163 ▪ But… Once again… Cognitive Biases…
  • 164. 164 Cognitive Biases: ▪ Framing effect: ▪ A potential to derive different conclusions from data depending on its presentation
  • 165. 165 Cognitive Biases: ▪ Zero-risk bias: ▪ A tendency to prefer complete elimination of risk even when alternatives may be lowering overall risk
  • 166. 166 Cognitive Biases: ▪ Ambiguity effect: ▪ A tendency to avoid options where risk appears unknown
  • 167. 167 Cognitive Biases: ▪ Information bias: ▪ A desire for more information even when it is not a pre-requisite to any decision making
  • 168. 168 Cognitive Biases: ▪ Normalcy bias: ▪ An inability to plan for an event that has not occurred in the past
  • 169. 169 Thinking Fast and Slow Intuition, logic and cognitive biases 382 Daniel Kahneman
  • 170. 170 Dealing with Cognitive Biases ▪ Awareness of the biases helps to fight them ▪ Talking to advisors you trust ▪ Developing and forcing your “System 2” more: ▪ System 1: Initial intuitive perception of the problem ▪ System 2: Executive control that uses System 1 output and prospects into the future and attempts checking current hypothesis
  • 171. 171 ▪ Possible strategies to mitigate risks:
  • 172. 172 The Big Four: ▪ Add time (or deliver in parts) ▪ Add resources (people, budget etc.) ▪ Reduce scope (reprioritize scope) ▪ Reduce quality (compete on price)
  • 173. 173 Dealing with Risk: ▪ Prototype: ▪ Develop a small scale version that addresses some or all of the key risks ▪ You cannot build a game before you build a game though… 386
  • 174. 174 Dealing with Risk: ▪ Plan B: ▪ If you have a fall back you can potentially afford to risk ▪ Perhaps implement Plan B first before proceeding with risky Plan A 387
  • 175. 175 Dealing with Risk: ▪ Develop alternatives: ▪ Develop multiple solutions usually by different teams ▪ Could be really expensive ▪ Could help mitigate technical, IT and tools risks 388
  • 176. 176 Dealing with Risk: ▪ Parallelize: ▪ Split the problem into parts symmetrically ▪ Build content by multiple teams working in parallel 389
  • 177. 177 Dealing with Risk: ▪ Pipeline: ▪ Split the problem asymmetrically ▪ Once loaded, pipeline output is a fraction of the overall that equals to the time in the longest phase 390
  • 178. 178 Dealing with Risk: ▪ Iterate: ▪ Cyclically refine the solution until reaching quality threshold or running out of time 391
  • 181. 181395
  • 183. 183397
  • 184. 184 ▪ Game development projects rarely fail purely because of the process issues… ▪ Yet, solid process helps to establish work collaboration patterns and can definitely improve your efficiency ▪ It usually helps to improve in areas you already know how to solve…
  • 185. 185 Any Development Process: ▪ Turns goals into designs and into actions ▪ Actions produce artefacts (deliverables and information) ▪ Evaluates progress towards goals ▪ Surfaces new discovery ▪ Adjusts goals, plan and the process itself
  • 186. 186 Practices and Methodologies ▪ Practices ▪ Rapid prototyping ▪ Incremental development ▪ Continuous integration ▪ Methodologies ▪ Agile Scram ▪ Scaled Agile Framework (SAF) ▪ Large Scale Scram (LeSS) ▪ Kanban ▪ Design/Prototype first
  • 187. 187 Waterfall ▪ Somewhat of a historic accident. Mentioned (not by name) in Dr. Winston W. Royce “Managing the Development of Large Software Systems” IEEE WESCON 1970 as an example of what not to do… “I believe in this concept, but the implementation described above is risky and invites failure” Dr. Winston W. Royce
  • 188. 188 Important Questions: ▪ How often will requirements change? ▪ How much discovery is anticipated? ▪ Is it shallow discovery or fundamental discovery? ▪ New product vs. sequel vs. evolutionary product? ▪ Proportion of content work to engineering work? ▪ What are the internal and external dependencies? ▪ Cost of failure?
  • 189. 189 Agile Scram -ish Design/prototype first -ish Kanban -ish Area Gameplay programming, AI features Low level engine (streaming system, low level animation etc.) Character art, environment art Requirements Driven by designers Driven by TD (budgets, tech direction) Driven by AD (style guide, art direction doc) Change Significant, usability driven Moderate, experiment driven Moderate, art feedback driven Scalable Yes No Yes Pipelineable No No Yes Feedback frequency needed Frequent Infrequent Moderate
  • 190. 190 With Any Process ▪ Distribute ownership and create policies ▪ Evolve the organization ▪ Have a method to resolve or moderate conflicts ▪ Adapt the process for the work that needs to be done rather than attempting to readjust work to fit the process 404
  • 191. 191 Beware ▪ Small, well maintained process is always better than a complex one that no one manages to follows ▪ Any process seems to work better on your next game (mostly since organization and knowledge have evolved) ▪ Game development is not just software development, not everything in terms of existing processes can be applied without change 405
  • 192. 192 Signs of a broken Process: ▪ Grave-yard of tracking documents ▪ Started a tracking doc that survived for 2-3 weeks ▪ Outdated bibles ▪ When something unexpected happens – meetings get cancelled ▪ People on the team don’t know who is in charge of the entire project… 406
  • 193. 193 Project Management Body of Knowledge (PMBOK) Encyclopedia of project management patterns and techniques. 407 Project Management Institute
  • 195. 195 Your Toolset of Leadership and Management: 410 Communication Tools Influence Tools Cooperation and Collaboration tools Tools to deal with conflict Understanding of motivation Understanding of creativity Policies Structure and Organization Training tools Planning tools Risk management Processes
  • 196. 196 ▪ What is often more important for sustained success are shared convictions and principles ▪ Shared convictions and principles == values ▪ Values develop over time through successes and failures, but they take a leader to spell out.
  • 197. 197
  • 198. 198 ▪ Yes, social norms indeed should be values of everyone…
  • 200. 200 ▪ Live your values! Speak about your values! Narrativize! Over and over and over!
  • 201. 201 ▪ Would you subscribe to the following?
  • 202. 202 ▪ Work is not about you, its about what needs to be done
  • 203. 203 ▪ Trust is more important than Control
  • 204. 204 ▪ Integrity is more important than being right
  • 206. Thank you!! For your consulting/training needs: savchenko.sergei@gmail.com