Tim tells the audience to stand up! They stand .. ‘Put your arms Up”, “Clap your hand” “Sit down” … why did you do that? Why did you do what I asked? I did that to illustrate a point.
Leading Creative People
* Is leading creative people different than leading non-creative people?
* Everyone is unique but everyone is human
* We all crave direction and focus
* Creative people crave the ability to impact the world around them – use that in your leadership
Creative people want to make an impact .
All management breaks down eventually to one thing .. COMMUNICATION ..
This is A Leadership Talk
* How do you lead creative people?
* Huge topic
* I was going to rattle off a bunch of psychological studies will focus on first hand experiences indstead
- I was an NCO i the Navy and led game dev teams both large and small for 15 years
* I’ve been employer and employee
- I’ve screwed some stuff up, gotten other stuff right
- I’ve been on the receiving end of stupid leadership
- I’ve been screwed too
It’s weird thinking of the military as a good example of leadership for creatives but in reality it’s one of the most effective leadership organisations in the world.
So, who the hell am I
* I’ve been making games professionally since 1992
* I’ve been a designer, a producer and an independent studio owner
I started Big Rooster early this year.
What’s The perfect management Structure for Creatives ?… cue movie … Terry Tate Office Linebacker
TAKE AWAY .. If you remember nothing else from this talk, please remember this cycle …
* Trust – focus – clarity
Once established, trust leads for empowerment and clarity leads to consistency
TRUST
* As a leader you have to learn to trust your empoyees to do their jobs
* You earn trust by giving trust
“The best executive is the one who recruits the most competent men around, tells them what he wants done and then gets out of their way so they can do it” Teddy Roosevelt
* Hire people smarter than you
* RH Grant – “When you hire people smarter than you are, you prove you are smarter than they are.”
Micro management is not effective.
* The creative Leader defines the Box
* Creativity is boosted by limitation
* Embrace the limitations
- Working within your limits is far easier than not knowing what those limits are
+ Make me a character model
+ Make me a character model in 6000 polys
* Let your employees define what’s in the box
* Trust leads to empowerment
* Empowerment leads to entrepreneurship
It’s much easier to be creative when you know your hard limits – you work within them.
When I give you a box of Lego and say make me something. If I say make me a car .. I will get a different car from everyone of you here. But I will still get a car.
* Get to know your team
* What are their strengths and weaknesses
* Play to their strengths
- Allow your employes the highest chance to succeed
* Use your team to compensate for their individual weaknesses
- Create the lowest chance of failure
What’ya Reading? no.1 – I recommend the following
* Made to stick
* Built to Last – successful habits of visionary companies – Jim collins
* Illusions – Richard Bach .. weird but check it out
WHY CAN’T WE JUST?
* The four most dangerous words in game development
* This is the death of a thousand ideas
* Maing your team understand impact of changes in focus
- Everyone’s on your team is a designer
- Everyone knows how to make your game just that much better
Everyone is creative .. everyone from QA to the top lead knows how to make your game better …
FOCUS – The Television Remote
* You need volume control, programme and on/off … you can do more but do you need it .. you get this Frankenremote .. you look at it and ask ‘how do I change the channel?’ .. cell phones are getting like this too .. games on cell phones suck, until they change the interface games will continue to suck on cellphones …
I’m looking at you publishers .. can you imagine taking Tetris to publishers today ? The Wiimote is the perect example of the TV remote .. you swing it and you’re playing golf ..and then you get this (showSixaxis) .. !!! sorry Sony. Have you played with this .. this isn’t fun. You gotta do this .. tilting motion … Stop that for the love of God!! I hesitate to call is ‘sucksaxis’ ….! Don’t slap on stupid features.
FOCUS
* Focus Creates Vision
* Shared Team vision results in much higher productivity and job satisfaction
* We all like to know what the hell we’re doing
* Making Your Team understand the impact of cost
* Entrepreneurship!
* This isn’t fine art – it’s commercial art
* What’s your burn rate per month?
* Does your team know that?
Your team needs to know.
* Get your team to understand cost impact
Example – we need a new weapon for our FPS!
0.5 months for a modeler
0.5 months for a texture artist
0.5 for an animator
0.5 months to implement it in code
2 months to balance it
At 10,000 USD per man month, that’s $40K. Is is worth the time and money to add that feature? these numbers are bullshit – to give you an idea.
Ask these key questions:
* What will the feature cost?
2. Will the player see it?
3. How many sales will it add?
Evaluate -
* If it will make the game truly better and create more sales then Champion it!
* It it will make the game truly better but would cost too much or take too much time, write it down for the sequel
* If it won’t make the game better, dump it.
WHAT YA READING no. 2?
* Ogilvy on Advertising – very well written -
* Read Everything .. Sugar Smacks boxes
* The Foot Book .. Dr. Seuss’s Wacky book .. if you don’t have kids read kid’s books – they’re awesome. Dr Suess is fantastic.
CLARITY
* Be honest and direct
* We already established tat you hired smart people – don’ insult them by dancing aroudn the truth
* It’s called constructive criticism for a reason
* Don’t be dramatic! You’re not crushing their souls by telling their work isn’t up to par! Be on their side. Tell the how to make it better
* Passive Aggressiveness- an example – telling one member of staff about another – don’t do it!
* Deal directly immediatey
* Establish precendence
- The first time is the hardest
- It gets easier after that
* Learn t work with them to solve the problem, not to establish blame
- “We both know you’re up to this challenge. how d we improve this?”
* Be consistent in how your treat your team
* Everybody screws up. That’s how we learn.
Slide of Bill Gates – he got arrested in Albuquerque.
* Praise in public, criticise in private
* Hire Mr of Mrs right, not Mr of Mrs Right Now
* Don’t be afraid to fire
- Many managers don’t like to fire since they see it as a failure
- An ongoing failure can bring the whole team down
WHAT YA READING no.3?
*Â Mythical Man Month – a must read!
*Â Toilet graffitti
*Â The EXIT sign
Wait a minute .. What the Hell?
Quality of life is a leadership issue!!! Â They are no old programmers .. or no old anybody any more .. people are getting burnt out and we lose them. Â We don’t have to be the industry that kills everybody
We all have influences that caused us to want to make games.
What gets your team excited and motivated in their daily lives?
You need to stop and refuel their soul!
Does your team fuel their souls?
I don’t mean that in a religious sense
Rather, what are your influences?
Don’t lose touch with those influences
Refuel your soul!
As a leader it’s your responsibility to look after the quality of life of your employees.
Is there really a good reason why we need our teams working on weekends?
A fuelled team is a productive team.
No more burnout!
Send your people home if they can’t see the problem themselves.
We need to get better at scheduling and we need to get more realistic. It’s not a badge of honour to work 80 hours a week – I work 70 hours but I haven’t worked a weekend in two years! I went out at the weekend and saw air and stuff – it was cool!
My Challenge to the Industry
Let’s schedule realistically or not schedule at all
If we were forced to pay overtime, we’d figure this shit out in a hurry (that’s not an argument for overtime pay)
WRAP UP
Questions?!
Audience:Â If my team knows the burn rate is causes a huge amount of stress – convince me its necessary for me to tell them that
Tim: they have to know the impact .. they don’t need the nitty gritty detail but they’re intelligent people so knowing the cost impact of implementing ideas is necessary
Audience:Â How do you put your finger on what is going to sell units and what isn’t?
Tim: it comes down to opinion and reading tea leaves. Talk to marketing and do research .. talk to fans .. Bioware did it exclusively of their publisher. We know you can’t talk web stuff as gospel but it can be useful.
Aud: so for those of us who aren’t in ownership of a company, how do we tel the higher ups that we’re not working weeends? Any advice from yoru experience
Tim: Yes, I left! Go to your managers and challenge the expectation. Speak to your colleagues and get support – I’d rather have 5 good hours from an employee rather 16 crappy hours. If you can’t convince managers and they just want to burn through people then that may not be the right place for you.
Tim@big-rooster.com