27 May

Sponsorship Opportunities

FYI, the Sponsorship Opportunities page has been updated with the final packages and info for those companies interested in reaching the leaders in game development.

Big props to Autodesk, our returning Platinum sponsor, and Hansoft, which returns as the Silver sponsor.

This note is primarily intended for those trying to gain exposure and build goodwill within the dev community. Though, if you are a game developer that knows of a tool/software/service vendor that would benefit from reaching out to a room full of producers, dev leads, and studio directors, please point them over here.

14 May

Props from Erin

The IGDA’s Production SIG and Leadership Forum got props in Erin Hoffman’s Escapist article:

“The IGDA’s Production SIG has been making significant strides toward developing a knowledgebase of production methods, and last year’s related Leadership Forum was a tremendous success and a significant step forward in discussing better ways to make games from the top level down.”

The article, titled “Inside Job: It Takes a Method”, focused on the rise of formal production methodologies.

24 Apr

LF07 DVD and Web Videos

Finally, the recorded content from the 2007 Leadership Forum is now available in two flavors:

DVD

All 21 conference sessions were recorded and are now available for purchase on DVD. The 4-disc set of hi-res video is priced at $99 (plus shipping). If you would like to purchase a copy, please email us via sales[at]igda.org and we’ll forward you the order form.

Web Videos

You can watch the lo-res videos hosted at Google Video via the following links:

Leadership Track:

Production Track:

Keynotes:

02 Apr

Call for Proposals: 2008 IGDA Leadership Forum

We invite your participation in the second annual IGDA Leadership Forum, focused on advancing the state of the art in game production and management. This event is valuable for producers, discipline leads, project managers, studio directors, and all others seeking to become better leaders, create successful games, and learn from other working professionals in the game industry.

The first IGDA Leadership Forum was a smashing success with top rated sessions by Don Daglow (Stormfront Studios), Ray Muzyka and Greg Zeschuk (BioWare), Tim Schafer (Double-Fine), Mike Capps (Epic Games) and Clinton Keith (ex High Moon Studios). And, we welcomed 300+ delegates from over 15 countries, including the UK, Finland, India and Australia.

The 2008 IGDA Leadership Forum is EXPANDING its session offerings so we can encompass a broad range of leadership topics, including personal leadership, project leadership and management leadership. The sessions will run in parallel tracks and will consist of a mix of lectures, panels, and interactive workshop sessions.

Personal Leadership sessions will cover the skills we all need to be successful leaders, such as:

  • effective communication
  • entrepreneurialism and taking initiative
  • persuasion and making ideas stick
  • personality analysis (Myers-Briggs, etc)
  • handling challenging situations/conflict
  • personal time management and “life hacking”
  • career planning
  • “personal MBA”

Project Leadership sessions will focus on the nuts and bolts of game production, such as:

  • development methodologies and best practices
  • risk assessment and analysis
  • scheduling and scoping techniques
  • pipeline optimization
  • pre-production and prototyping
  • post-mortems and case studies
  • metrics
  • outsourcing and remote development

Management Leadership sessions will cover broader scale topics that go beyond a single team or project, such as:

  • multi-team/site management
  • company culture and sharing a core vision
  • motivation and morale
  • hiring and retention strategies
  • 3rd party relationship management
  • studio lifecycle planning and scaling
  • HR best practices
  • quality of life
  • workforce development/training

The Program Committee welcomes session proposals from qualified speakers for all three areas. Please send an informal email proposal, with the topic(s) and format(s) of interest and qualifications, to leadership-forum[at]igda.org by May 1st.

The Committee also welcomes suggestions for session topics and feedback on what would interest prospective attendees.

We appreciate your help in growing the IGDA Leadership Forum for 2008!

- Heather Chandler
Chair, Program Committee
Executive Producer, Media Sunshine

23 Nov

Coverage via Gamasutra

Officially, there was no press at the Leadership Forum. In part, we wanted to ensure that developers had the best environment for open discussion, but also we just had very limited seating and wanted to conserve access to members. That said, Gamasutra (who work up the street in SF) did “sneak” in to get some coverage of several sessions.

23 Nov

Photos from Forum

Here are some quick snaps taken during the Leadership Forum. Apologies for the lack of quality - we really should have thought to hire a professional…

Day 1

 


Michel Kripalani (Autodesk) givens opening welcome as the Platinum Sponsor.

 


BioWare’s Ray Muzyka and Greg Zeschuk deliver the opening keynote.

 


300+ attendees fill the main conference room.

 


John Farnsworth (Destineer) gives his leadership lab.

 


Tim Longo (Crystal Dynamics) on prototyping.

 


Roundtable discussions during the lunch break.

 


Attendees networking in the stylish lobby area.

 


Tony Van (Ubisoft) on communication.

 


Jamie Fristrom (Torpex) warns how not to schedule.

 


Catherine Herdlick (gameLab) on getting caught in the middle.

 


Chris Natsuume (Boomzap) on working with publishers.

 


Kenneth Yeast (Seven Studios) talks metrics.

 


Aaron Pulkka (Vivendi) covers the challenges of outsourcing.

 

Evening Dinner Reception

 


Bill Dugan (Torpex) munching with Greg Zeschuk (BioWare).

 


Yummy stirfry!

 


Attendees schmoozing.

 


Kumar Jacob (Twelve:J), ?, Alison Beasly (Lincoln Beasly PR), ?.

 


Don Daglow (Stormfront), Rodney Gibbs (Amaze), Karen Clark (GarageGames).

 


Chris Taylor (Gas Powered Games), Mark DeLoura (Satori).

 


Othon Cabrera (Broken Reality), Hector Padilla (Tecnológico de Monterrey), Poochi Ramasamy (Nextwave Multimedia)

 


Rocking out in EA Partners’ lounge.

 

Day 2

 


Don Daglow (Stormfront) delivers inspiring keynote.

 


Mike Swanson (Gas Powered Games) discusses art management.

 


Trent Oster (BioWare) on sucesses with agile/scrum.

 


Tim Gerritsen (Big Rooster) on managing creative folks.

 


Heather Chandler (Media Sunshine) covers game localizations issues.

 


Mike McShaffry on managing engineers.

 


Bill Dugan (Torpex) covers the challenges of working with publisher producers.

 


Mike Capps (EpicGames) shares insight on building a great team.

 


Clinton Keith (High Moon Studios) on cross disciplinary team collaboration.

 


Tim Schafer (Double Fine) interviewed by Mike Capps (EpicGames) in the event’s more casual closing session.

17 Nov

Session Slides

All of the session slides have been converted to PDF and zipped up for your downloading pleasure.

Leadership Track:

Production Track:

Keynotes:

17 Nov

Summary: Dilemmas of the Publisher’s External Producer

Due to a mix up, we did not get blogger coverage of  Bill Dugan’s “Dilemmas of the Publisher’s External Producer” session. Luckily, Gamasutra was on hand to cover several of the sessions and posted a summary of Bill’s lecture: IGDA Forum: Bill Dugan Talks Publisher-Developer Relationships.

11 Nov

Building the Perfect Team

For an hour Mike Capps, president of Epic Games, talked about building the perfect team and the audience paid attention. Capps has an impressive track record, despite being relatively new to the industry.

In 2000 he started the America’s Army project, building a team from scratch while maintaining operational secrecy. Following that project he moved to Scion Studios and, according to him, “beat Epic at their own game” with Unreal Championship 2. Scion merged with Epic in 2004 and Capps has since led the combined company as president.

One of the key aspects to building a team, Capps said, was visualizing success - knowing what the end goal is. While “team dynamics” and “culture” were discussed a lot during the two day conference, “what we really want is to have people be more productive than usual and work hard on the same thing.”

“We want a team with unity of purpose and a willingness to sacrifice for that purpose,” Capps said.

He noted that this sacrifice does not mean your family. It means that you must be willing to sacrifice the inefficient things that get in the way of that purpose. Namely things like petty squabbling, territorial behavior, random web browsing and random “research projects.” He warned of tasks that looked like progress on the surface but didn’t help to ship games.

In addition to having a common goal the team needs to believe in you, the leadership. They need to feel confident that you’re always looking out for them and are making the right decisions. Leaders must not be perfect, Capps said, and, in fact, you can’t be. But the leader must earn their confidence. When mistakes happen acknowledge them and move on.

Building a team requires hiring new people so Capps spent a good deal of the session discussing the hiring process at Epic. It seemed a long and difficult process but, in the end, they came away with people who felt luck to be at Epic and people there were confident were good fits for the company and culture.

The hiring process begins with Epic’s HR department screening resumes. This is a critical time saver as Epic receives well over 1000 resumes each month. Following the HR screen resumes are reviewed by “experts” within the company, leads for each discipline.

Should a resume pass the expert test the candidate is required to take a skills test. One interesting thing to note here was that no one passes the test the first time. Part of taking the test is to learn how the candidate deals with feedback.
HR calls and does a quick screen of the candidate following the skills test and then the candidate proceeds to talk by phone with the experts in the company.

If they pass a reference check the candidate then comes for an on-site interview. The on-site is a large investment in time at Epic, with 20 or more people talking to the candidate. Given the expense involved in an on-site interview Epic tries to bring only the cream of the crop in.

The final step in the process is a background check. Capps said he was surprised at how many companies skipped this step, given the relatively small cost. It could save you from bringing in talented artist… but one who had stolen from their previous 3 employers.

Capps also spent a good chunk of time discussing how to reward your team. “Rewards are dangerous,” he said. “People will do what you reward them for whether it is the right behavior or not.”

Capps talked about the “infinite defect” loop that can grow if people are rewarded for finding and fixing bugs. Or giving people a pat on the back for staying late, even if that, unbeknownst to you, is covering up for too much web browsing during the day.

To avoid this Epic bases their rewards on performance reviews, which happen twice a year. They base these reviews on both the feedback of the lead as well as a randomly selected group of peers. Ratings are straight forward: meets expectations, exceeds expectations or doesn’t meet expectations.

They pay attention to a number of key items, each weighted equally. Communication and teamwork are weighted doubly for leads.

  • quality and attention to detail
  • creativity and problem solving
  • communication and teamwork
  • work ethic

Inevitably reviews aren’t always positive, so it is sometimes necessary to say goodbye.

It was somewhat odd that a session about building a perfect team spent so much time talking about the right way to remove an unproductive member. Punishing unwanted behavior and firing unproductive workers is critical, though, to maintaining team trust. In addition, nothing demotivates the rest of the team like working next to someone who isn’t pulling their weight.

Capps suggested keeping the initial discussions with an under-performer informal, perhaps just a discussion by the lead to probe for reasons that might explain it. Following this it is time to make the process quite formal. Capps recommended a formal meeting with manager(s) and HR along with a formal letter, stating that the employee must show “immediate, significant and ongoing improvement” in order to keep their job. The period for improvement should be short - just two weeks. People will either do a great job and improve or they will immediately fail.

Putting this in such stark and formal terms might be enough to help some people turn it around. Capps said his success rate was around 60 percent.

Should you need to terminate an employee Capps recommended telling the team immediately. Being open and honesty about a termination is important to building the team’s trust in you as a leader. Most likely these team will not be surprised.

Capps ended the discussion saying that there was not trick to building the perfect team. There were many necessary conditions but no “sufficient” conditions. Most often, he said, good teams come from good luck… but they can also come from diligent planning.

10 Nov

Summary: Tim Schafer, Tapeworms and Bacon

This session turned out to be an impromptu interview with Tim by Mike Capps with Mike also asking questions solicited from the audience. First off I’ll recommend that you watch the video footage if you can (when it is posted), because a summary of this interview just won’t do it justice. But I’ll give you a bunch of general highlights along the way to tide you over until then.

[”Where do your ideas come from?”]

Tim - “Everywhere really.” Tim went on to relate some great stories about meeting people who inspired his ideas for games like Full Throttle and Brutal Legend. Turns out the name Brutal Legend came to him about 15 years ago on a bus after meeting a real rock band roadie and he was trying to think what the most extreme name would be compared the the more fantasy aspects of Monkey Island (which he was working on at the time). Thus Brutal Legend was born. [”Can’t get more extreme than that.”] Full Throttle apparently came from a story someone told him about their time in Alaska and hanging out at Biker Bars. These stories, once he heard them, were just stories that needed to be told.

[”How do you deal with Creative Control?”]

Tim - “Well at first I didn’t, I tried to do everything.” Tim went on to explain that he very much wanted to have his hands in everything, especially writing, but over time learned [maybe the hard way] that games really can’t be done that way and really need to be more of a collaboration with the entire team, of course. He could no longer be a bottleneck for everything, it just would never work. He found that finding a place where the team really believes in what they are doing and trusting them to do great work creates better games than he could by himself. It was hard for him to let go of the details and he feels that there are a lot of leaders out there that have similar feelings, but he went on to say that it is ok to “just be a leader” and not feel that you are contributing to every little thing. He felt that he will never stop writing though, every creative leader should probably try to stay involved in one thing at the very least.

[”What about managing upwards, how do you deal with publishers?”]

Tim - “Don’t fight.” In the early days of DoubleFine Tim would fight with the publisher all the time, upturned tables, the whole bit. But that sort of atmosphere never turned out right. Yes, he was fighting for things that he just never thought the publishers would understand, but convincing them of his side of the issue rather than storming out of the room is really the better tactic. A cooperative relationship is more important.

[”How do you predict marketability and how important is it to you?” ]

Tim - “I don’t think about it that way.” Tim explains that they are trying to deliver something marketable as well as creative and original and that they really aren’t separate. It comes down to the experience you want to deliver, the fantasy, and you have to follow that direction first and foremost. You can’t ignore the market but no matter how the marketability may seem it isn’t even a guarantee anyway, there are plenty of examples of that to draw from.

[”Do you write humor for your audience or yourself?”]

Tim - “Writing is like Improv acting.” Tim tries to understand the characters as deeply as he can, writing bios, etc. and then draws from that fundamental knowledge of the actors and then he writes freely from there. There isn’t really a goal to write for any specific audience, it just comes from knowing what the actors would say in any given situation. He often tests the humor out on people around the audience and in the old Monkey Island days it even became a competition of trying to make each other laugh and trying to one-up each other around the office.

[”What could publishers do differently in order to promote creativity?]

Tim - “More blue sky prototyping.” Tim can’t understand why more publishers don’t spend even a small fraction of those large budgets doing more exploration of creative and original ideas. They are one of the few people in the industry who have the luxury of that sort of thing and it could potentially trickle down throughout the rest of the industry as well.

[”What is up with the old man who comes out of your ear when you put bacon up to it?”]

Tim - “Makes sense to me.” Actually, he goes on to share a story that his wife told him about the way you get rid of tape worms. Put a piece of bacon up near your open mouth. Then the tape worm will smell it and come up and try to get the bacon…then you grab him! “You know, the old guy came from that.”

[”What is the one piece of advise you would give game developers?”]

Tim - “Keep doing what you love to do and try to become the best at it.”

Tim is a personality that needs to be experienced first hand to be enjoyed and truly understood. So again, watch the video when you get a chance.

older posts