Ed Magnin 2010 Board Statement

Contact Ed

Candidate Position Statement:

Our industry is faced with a real paradox.  We have one of the most exciting careers there is and yet many of our colleagues are so busy working they have little time to have fun.

A studio that was founded on a “no crunch” policy recently reversed itself.  This just scares off many talented people before the company can benefit from their increased experience and efficiency.

Game development is supposed to be fun, not a forced death march.  Companies in most other industries understand that their most important assets are their employees.  With a highly talented work force it is even more so!

My boss used to stand by the front door when I left at 5PM (after I’d been there since 8AM), and say “Ed, everyone else is staying until 8 or 9 or 10 this evening!”   My reply, “Everyone else didn’t ship their game on time last month!”  Did he really want me to stay late or just get my work done on time?

We need to look at the underlying causes for all this crunch time.  Do we need to hire more people?  train more qualified developers?  develop some flex scheduling?  enhance the skill sets and efficiencies of our people?  or just come up with more realistic deadlines?

We should be making the best games we can, but still have fun doing it!

Candidate volunteer Credits:

Trustee, IGDA Foundation
Judge, IGDA GDC Scholarships
Sponsor, IGDA Student Game Development Club.

Candidate Bio:

I have been actively involved in the game industry since 1979.  I was fortunate early in my career to work at some of the top studios at the time — MicroProse, Cinemaware, Virgin Games, and Park Place Productions.  I’ve had my own studio since 1993.  We are authorized Nintendo DS and iPhone developers, as well as an Affiliated Studio of the IGDA.

In addition to my continuing game development work, I have taught game classes for the past 12 years.  I chair the Game and Simulation Programming Dept. of DeVry University’s Dallas campus.  Previously I started and taught a game programming track at Palomar College near San Diego and graduate courses at the Guildhall at SMU.

Prior board experience includes the Greater Los Angeles Council on Deafness, JCS of San Diego, and the IGDA Foundation.  I have also received leadership and negotiation training from both the NEA and the AFT.

Board Interview Q and A:

1. What do you see as the biggest challenge facing game developers today?  What should the IGDA's role be in addressing that challenge?

Being treated fairly and with the proper respect for the challenging job we do.  A lack of respect has become all to common both in employer - employee relationship and in the developer publisher relationship.  Employers make ridiculous demands and encroach on their employees off hours by keeping them in a state of continuous crunch mode.  Publishers make ridiculous demands of the independent developers that come to pitch their new game concepts, simply because they can.  The IGDA can be a voice of reason to explain that no one really benefits, certainly not in the long term, from encroaching on your employees much needed time away from work.  We can also be a voice of reason to publishers that have structured deals that the developer can’t possibly survive on.  No one benefits if these kind of practices squeeze out our best and brightest!

 
2.  How do you expect to contribute to the IGDA Board?  What qualifications or skills do you possess that will enhance your contributions?

I have prior board experience in several other organizations, including the Greater Los Angeles Council on Deafness, JCS of San Diego, and the IGDA Foundation.  I have also received leadership and negotiation training from both the NEA and the AFT.  I know the importance of listening carefully and breaking down issues to restate the problem so that everyone can understand the underlying issues.  I have been in the game industry since 1979, having worked at some of the top companies of their day -- MicroProse, Cinemaware, Virgin Games, and Park Place Productions.  I have taught college and graduate level game-related courses.  I have run an independent game development business since 1993, which continues to be an IGDA Affiliated studio.  Most important of all I believe in the importance of an organization like the IGDA which strives to improve the quality of life for game developers everywhere.

3. How much time do you expect to volunteer to the IGDA?  How will you manage this commitment?

I always make time for the things I think are important.  One advantage of being a little older is that your family is grown and you have a little more time on your hands.  Running my own business allows me to schedule my work around my other commitments.  I have helped mentor hundreds of students seeking to get into the game industry.  I have been blessed with a 30+ year career doing something I love.  I would like to help make sure the next generation gets the same or better opportunities than I did.

4. As an IGDA board member, you're often asked to get things done on a short timeframe and tight budget.  What do you think a reasonable expectation of a board member's contribution is?  How will you accomplish your goals as a board member?

 

The new board should establish some guidelines for board members both in terms of a weekly/monthly time commitment but also in terms of a maximum response time for emails and board polls promptly.  One of the most annoying things on a board is another member that is habitually late, not realizing how many other people they made wait for them to show up or respond to some important email.