Some Quick Photos

Snapped a few quick photos to post here. Though, seems like more a floating around Facebook, etc.


Pre-conference drinks: Coray Seifert (Koas), Julianne Greer (The Escapost), Michael Capps (Epic), Jamie Fristrom (Torpex), Tom Buscaglia


More drinks…: Ray Gresco (Blizzard) Rodney Gibbs (Fizz Factor), Tina Kowalewski (Sony), Richard Vogel (BioWare Austin)


Room fills up to see Curt Schilling for the opening keynote.


Curt Schilling at the podium.


Group huddle during the “idea swap” session.


Studio growth case studies panel: Jason Coleman (Big Huge Games), Tim Gerritsen (2K Boston), Shawn Himmerick (Midway Newcastle), Kelly Zmak (Radical).


Folks mingling at the lobby bar.


Folks enjoying the nice sit-down dinner :)


At the open-bar “after party” sponsored by EA Partners, Green-Ear and Image Metrics.


Mike Capps (Epic) belting out some Beastie Boys to great effect.


Mark Cerny keynote action.


Team problem solving workshop…


More team problem solving workshop action…


Off course, scrum guru Clinton Keith has his group stand up for the problem solving workshop.


Closing studio heads’ “hot seat” panel: Tim Train (Big Huge Games), Tobi Saulnier (1st Playable Productions), Michael Capps (Epic), Jen MacLean (38 Studios), Brett Close (38 Studios).

Conference participant Maureen Starkey also uploaded a bunch of Leadership Forum photos to her Flickr stream.

Keynote Panel – Studio Heads on the Hotseat

Keynote Panel – Studio Heads on the Hotseat
Speakers:

•    Jen MacLean – Chair, IGDA Board of Directors (moderator)
•    Dr. Mike Capps – President, Epic Games
•    Brett Close – President and CEO, 38 Studios
•    Tobi Saulnier – CEO, 1st Playable Productions
•    Tim Train – Studio General Manager, Big Huge Games

They originally came up with this panel at a discussion at DICE.  They were chatting about feedback about the 1st Leadership Forum, and it would’ve been nice to get some really honest stories and info about what it’s like running studios.

Studio Culture

Tim: The culture all started with the name of the company.  The basic reason behind why a culture is important is because it’s why people do what they do for you.  In reading these accounts about history and thinking about why do people do the things that they do in military for instance, so much of it is about the culture of the group.  Culture can make someone walk into machinegun fire on a beach, so it’s fairly important on how you can get people to make video games.

Brett: It’s sort of a self-governing culture.  It’s going to be there one way or another.  It’ll happen at your company, so if you don’t engage your people about this culture and behavior, that culture will run amok.  You have to actively engage people about it and create positive feedback loops that create a great educational and self-governing culture so that people can tackle problems when you aren’t all together.

Jen: Mike, how do you keep people excited about a project during tough times?

Mike: Epic’s culture is about perfectionism.  You can do whatever you can to keep people happy, but it doesn’t really matter unless people are excited about the quality of the products and games.  Our hiring process is  entirely built around passion and finding people who care so much about what they’re doing.  Doing whatever they can do to get themselves that invested.

Jen: Your company is not about making a profit, how does that fit into your culture?

Tobi: There are 3 types of people; people who are there for the paycheck, people who are there for the career, and people who are mission focused.  In a large company, you have to deal with all of these kinds of people.  Since I’m a mission-focused person, wouldn’t it be interested to focus on one type of game.  1st Playable from day 1 is a mission-driven culture and company.  There are some large mission-driven companies like Apple; you have to very specifically make the mission clear and obvious for people.  1st Playable has about 30 people right now, and it’s hard to tell if you’re looking for a new person who’s looking to join the team.  There are a number of different characteristics that you have to assess when hiring and adding them into your team.

Getting your company up and running

Brett: How do you fund a studio in the crappiest economy in American history? In our vision, we started a little differently; we had the initial funding from our founder and some angels.  We’re building a studio, we’re building a pipeline, we’re building a product.  In this particular economic environment, it strangely plays in our favor; the growth of the games industry is outstripping the growth of the economy.  It’s actual a shelter and a strong place to put money given the current economy.  Get revenue as quickly as you can.  It’s almost like playing an RTS; you’re building up some facilities, then you get more resources as quickly as you can, and then you build up more facilities.

Jen: Mike: I’m guessing you’re not as worried given the current economic state.

Mike: Well, we’re still worried that sales might just stop.  Normally there might be 10 hits this season, and there might only be 3 hits.  We picked up a team in Warsaw that got hit by a business crunch.  Same thing with a team out in Utah; it’s interesting about how these additions have fit into our company culture and how we can learn with each other.

Jen: Tim, your company was most recently acquired. How has that been?

Tim: We’re now a public company, so there is a lot more beurocracy.  Publishers have realized that they can’t really supplant developers and just move them around.  THQ has been really great at letting Big Huge maintain their culture.  The upside now is that they can focus on just making games.  So much of what I used to do was so draining.

Mike: If I were a studio owned by THQ, I’d be really scared since they’ve been closing studios.  You weren’t scared?

Tim: Obviously it’s a hard decision for THQ, but if they had come to us and said the whole company is hurting and we need to lay off 10%.  But since they closed other studios, it makes us feel safer since they’re basically double-downing on us.

Jen: The closings had to have freaked out your staff, right?

Tim: We told the truth as we saw it and there’s definitely a little bit of “those people died so you could make great games,” but that does lend a little more weight that, “man they really believe in us.”  I don’t feel like it freaked people out.

Work life balance

Jen: What does quality of life mean to you, Mike?

Mike: What is quality of life? That’s a good question.  How quality of life comes from doing what you love to do.  And it’s not just that, but if you’re a great character artist, not only do you get to make crazy cool characters, that art will be seen by millions of people.  We aren’t about 40 hour work weeks.  We split the profits within the company.  We kick people out at 2 AM, because that has an impact on the product.  I don’t think the 9 to 5 work style works for our industry.

Brett: We’re an anti-crunch company.  A bastard that I worked for would say, “You’re doing what you love, stop complaining.”  There are times where you’re going to need to do something for your family or take vacation and we’re going to honor that.  I firmly believe that if someone gives you enough notice, he or she shouldn’t be allowed to take time off.  If you can’t provide that for them, then it’s a problem in the culture of your company.

Mike: Question for you Brett, we like teams to crunch together, there’s a community that comes out of that.  We try to get everyone in there together.  There’s an official on-crunch switch so that they can inform their families of what’s happening.

Tim: We’ve been through a few phases of crunch.  During Age of Legends, we had a “whatever it takes to get it done,” and people got burnt out completely.  We tried to fix that over time.  I kind of disagreed with Curt’s talk yesterday which is that there’s no way sometimes to avoid crunch completely.  I’m just trying this explanation on for size, but games, as an entertainment industry is like joining a rock band.  People in rock bands don’t expect to have 40 hour work weeks.

Tobi: I think there is a poor understanding of what the long-term effects of crunching are on people and their lifestyles.

Brett; We’re exactly in the same position of dialing back, this is a marathon not a sprint, and you can’t work at this pace forever.

Tobi: People want to have an impact beyond just putting in the hours; they want to make change in their work and their communities and society.

Personal leadership

Jen: I’m curious given your role of managing an internal team and working with external partners, how do you maintain credibility?

Mike: We’re lucky that we can pick and choose publishers.  We’re brutally honest and say that when we’re working with certain people, we’ll call them on things if they do things poorly or wrong.

Tim: One of the things that has come up about internal credibility, having the belief that you’re all working together is something that means a lot people.   We have a very open door policy.

Brett: We don’t have any credibility.  Until you ship, you really don’t have any credibility.  We’re dealing with that by getting people who have delivered things in the past.  Actually show that the concepts that you’re pushing are actually really cool and that the increasing credibility bar is making it more difficult.

Jen: What do you love and hate about being a studio head?

Tobi: I’m a little bit of an idealist.  What I love is that I don’t have to listen to anyone tell me that I’m not an idealist.  I spent a lot of years having people lecture me about how being an idealist made me naïve.  What I don’t like, you end up having to make a lot of decisions without a lot of support.  You end up having to make up a lot more decisions on your own, and you know your making a lot of mistakes, and there’s no one to blame except yourself.  But there’s a payoff.

Tim: Why I do what I do, is because I love geek culture.  We all grew up watching Star Wars and playing RPGs.  I just getting the biggest kick riding up an elevator with guys in suits and guys and talk about balancing the races in our games.  What I love is creating and nurturing a support structure where the geek culture can thrive.  What I hate is that I don’t get to participate in that as much, and I can’t be friends with all the cool people in the studio.  I’m not going to get invited to all the parties.

Mike: I get invited to all the parties!

Brett: What I love is hanging out with you and drinking wine!  A lot of the same sort of stuff.  The Santa Claus sort of stuff.  I will get you any tool to make you do whatever you need to do.  I will do whatever I can do to make your lives great in this industry.  What we really want to do is facilitating that fantastic work environment.  I’ve been in other industries and it’s incredibly boring.  Incredibly smart and creative people in this industry.  It’s never fun to tell someone that they don’t fit.  By definition, there are people who won’t fit, even if they want to, and it sucks.  We’re intentionally not tied to a publisher at the moment, so I have to take on the honesty-guy role of a publisher.   It’s hard sometimes having to deliver a harsh message.

Mike: I love making people happy and I hate making them unhappy.  I love giving them an environment that can make them happy.  The cool thing about being a studio head is that we influence not just the millions of our audience, but also that hundreds of other engineers will be able to use these tools.

Jen: If you had one single piece of advice to aspiring studio heads, what would it be?

Tim: The thing that trips a lot of people up, is getting stuck too much on their idealism.  It’s different from the kind of idealism that Tobi’s talking about.  It’s about load-balancing and prioritizing.  See the big picture and understand the trade offs of what you can really accomplish.

Brett: Be consistent about what you say and what you do.  Very simply, if you aren’t straight-up with your people, they very quickly get a whiff of not really being able to trust you.  You could lie once and your credibility is basically gone.  No matter what, hold that accountability piece, setting the vision, setting the goals, and following through with what you said.

Tobi: Two possible situations; one you have some experience and want to start a studio.  Have a really clear idea about why this company is needed. For people who are just thinking that this is what I’d like to do sometime, just be a really good student.  Ask lots of questions, learn from everyone around you.  At some point, you’re going to have to have the answers.

Mike: Trust your people a lot.  They rarely let you down.  People really respect you when you trust them. Don’t be afraid to do the mean, bad stuff, 99% of the time it ends up well once I stand up and face.  No matter what, the company feels better.

Question 1: It sounds like passion is something you really need in this industry?  How do you handle someone who has lost the passion?

Mike: They’re done.   I’ve never seen someone who lost passion and got it back.

Tobi: Everyone has a sweet spot, and as a manager, you can do a lot to place that level attention on them and help them in their problems.

Tim: The most important thing is to keep an open dialogue.  Maintaining that your expectations remain where they were, but listening to them and whatever their situations might be.

Brett: Just pay them more. All things being equal, people need managers, not jobs.  It’s about how they’re being engaged.  If they’re doing the work, but has no passion, switch things up.  Put another manager on them and see what happens.

Tobi: As a small company, you have to think, this person who’s struggling could be a star someone else.  You have to help them recognize that.  If you’re constantly trying to rehabilitate that person, you’re preventing them from becoming that star player in another company.  You just have to trade them.

Question 2: I read somewhere that Jack Welch recommends laying off 5% to keep the bar up.  What’s your take, Tobi?

Tobi: I’m in the games industry because I don’t want to have to lay off people.  Corporations have to do that, but I just don’t have the stomach for it.  I’m too engaged with people.  I couldn’t be a surgeon either.

Mike: It doesn’t make sense in a small company to lay off 10% since we’ve spent so much time and money hiring the right people.

Brett: I’ve worked for some very large publishers and the mandate was 20%.  I’d say 75% of that 20% were really good people and that bottom 5% deserved to go.  That culling off the bottom, there are some places where that’s healthy. If you’re incredibly picky, you’re going to get the right people.  We’ve had very few people who have left because the company is happier, the person is happier.  We have the numbers that we need and that’s the core team that we’re sticking to right now.  There’s nothing more important than who you hire and who you fire.

Summary: 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 games 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 œculture were discussed a lot during the two day conference, œwhat we really want is to have people be more productive than usual and work hard on the same thing.

œWe 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 œresearch 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 œexperts 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. œRewards are dangerous, he said. œPeople will do what you reward them for whether it is the right behavior or not.

Capps talked about the œinfinite 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 œimmediate, 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 œsufficient conditions. Most often, he said, good teams come from good luck… but they can also come from diligent planning.

© 2011 International Game Developers Association

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