Sunday, December 4, 2011

Game Directing skills need improvement


On Friday, I went to Pasadena to listen to the creator of Ratchet and Clank and got a lot of informative tips and tricks about how to effectively lead a project. I'm not going to go into detail about what he said, because that would be straight plagiarizing. However, I did come up with some new philosophies that I'm trying to execute with the Selatria team.

Philosophy 1: Try not to have people in the team acting idle.

This is mainly with respect to the different sections of the team. Since we've formed earlier this year, I've had different teams working within the project. I have a personal habit of not being able to multitask, so I would work one team to the ground and then others would sit idlly waiting for the next task.  So I want to be a little more efficient and start getting a little from each group rather than working sequentially through one section of the project which is a habit I tend to do.

Philosophy 2: Speaking up more.

I really like seeing progress, even if it's a project to where people will not be getting paid directly, I still try to remove people who aren't interested in the project. I'm aware that the game is being developed for fun essentially, but I don't want people who say they want to help work on the game and just don't contribute at all. It really annoys those of us who are giving a lot of our free time on making this game fun and enjoyable to the senses.

Anyway, usually at the first of the month, I analyze who in the group has submitted stuff and who hasn't and depending on reasoning I may remove them from the group.

Of course, some reasonings are justified: Family, work, a new son/daughter being born, or something as simple as finals/other activities getting in the way. It's all very understandable, I just hope it's at least brought up to my attention so I don't get the wrong idea. I made the mistake of removing someone a few days ago who hasn't submitted anything to the project and I thought they just didn't care about it. Turns out she was busy until after finals, but never let me know. So I got the wrong impression and I'm hoping to make amends.

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I don't know, maybe I'm coming off a little harsh or as something that's more serious than it needs to be. I'm just very passionate about my projects and I have a lot of personal investment into it. I also don't want to be seen as the kind of leader that nags and gets on people's cases, especially if there's no immediate reward to this if only for satisfaction until we actually get revenue from selling the game, if it sells.

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