Crunch is the deadliest threat facing game design right now, and we need better management across the process to avoid as much of it as we can. Thank you for approaching the topic and offering advice. This is an important conversation to have in the industry.
Yes, this talk is focused on devs alone - which is not bad at all, just pointing it out. There is just too much to talk about game dev in half hour talk, so he focused on most important things which can be improved in team. I think it's much harder to improve storywritter or artists work than devs work. Devs work is also heavy focused on abstract thinking, but I would say it's more domesticated than other aspects of game dev.
@@DuckieMcduck And you proven my standpoint. I don't say either storywritter or musician work is easy, I said it's in fact harder than developer. And in programming there are plenty of "safety nets" here and there that every dev and/or company can use to minimize bugs. Also code itself is sophisticated in that meaning that code can either work or not. There are possible bugs, but you can minimize it with tools. In past 40 years devs made many useful tools to minimize error on theirs side. But it's not possible to make with music or art. Art either look well or not. Music sounds good or not. In those cases you can't write unit test to check if everything is okay, you need to feel it. Both art and programming is highly creative process, but like you said: music and art can't break a product, bad code can do it.
This really helps, I actually am going through many of these problems as a starting project manager, I'll probably check out the books. Thanks for the content!
This talk was absolutely outstanding. I am a junior developer that wants to someday move into a more senior role with certain management responsibilities and this talk had a wealth of information that I found relevant.
When team doesn’t know what to do they try to hire some manager, but managers aren’t developers so they come up with longwinded farfetched strategies. Also when owner doesn’t like to speak with employees, or employees don’t want to communicate directly with each other manager is hired to babysit everyone. Solution is to hire people who know how to work without a middleman in the way. Another sad occurrence is that often manager role is considered step up from development role, so best quality specialists often drift profession from useful to middleman position.
I think it's actually "goals" but it blended with the end of business. Basically though it didn't make money, bring prestige to the studio or expand the IP meaningfully
@@wyattchew9996 it was “goals” but the point is that late chaos can lead to financial loss for the game. DNF was used as an example, because the chaos on that game led to huge overruns on costs that weren’t recouped. It’s not bad to lose money as you describe to launch an IP, but that doesn’t have to follow chaos.
Crunch is the deadliest threat facing game design right now, and we need better management across the process to avoid as much of it as we can. Thank you for approaching the topic and offering advice.
This is an important conversation to have in the industry.
Exactly this 👆 We need to do better and I'm really happy this talk exists to help!
@@nathannlatimore7863 Nowadays its layoffs
I really like this talk, many of these points can also be applied to non-gamedev studios to great success as well! Thanks for giving it!!!
Yes, this talk is focused on devs alone - which is not bad at all, just pointing it out. There is just too much to talk about game dev in half hour talk, so he focused on most important things which can be improved in team. I think it's much harder to improve storywritter or artists work than devs work. Devs work is also heavy focused on abstract thinking, but I would say it's more domesticated than other aspects of game dev.
@@DuckieMcduck And you proven my standpoint. I don't say either storywritter or musician work is easy, I said it's in fact harder than developer.
And in programming there are plenty of "safety nets" here and there that every dev and/or company can use to minimize bugs. Also code itself is sophisticated in that meaning that code can either work or not. There are possible bugs, but you can minimize it with tools. In past 40 years devs made many useful tools to minimize error on theirs side.
But it's not possible to make with music or art. Art either look well or not. Music sounds good or not. In those cases you can't write unit test to check if everything is okay, you need to feel it.
Both art and programming is highly creative process, but like you said: music and art can't break a product, bad code can do it.
This really helps, I actually am going through many of these problems as a starting project manager, I'll probably check out the books. Thanks for the content!
How are you doing?
God bless I hope you well
This talk was absolutely outstanding. I am a junior developer that wants to someday move into a more senior role with certain management responsibilities and this talk had a wealth of information that I found relevant.
More managers and publishers need to watch this video. Big ol' thumbs up.
33:22 even the newer generations in japan today hated it, but in japan the old guys got power, so that kind of stupid rules gets kept
Starting a project in a few weeks so thanks a lot for sharing this talk. Its very valuable.
Thank you. Extremely insightful talk. All info, no fluff. Loved it.
Did this man just tell us the origins of Mario Golf?
Sadly no. After several iterations that team ended up creating Ken Griffey Slugfest!
Amazing talk, I'm applying these lessons right now. Thank you so much
A great talk, explaining in detail why and how coach type management is the best for everyone involved and the project itself.
Thank you very much for the video! Where can I find the pdf?
Searching as well
Great speech. Very Useful
Any link to the book Gear Up ?
Great talk.
When team doesn’t know what to do they try to hire some manager, but managers aren’t developers so they come up with longwinded farfetched strategies. Also when owner doesn’t like to speak with employees, or employees don’t want to communicate directly with each other manager is hired to babysit everyone. Solution is to hire people who know how to work without a middleman in the way. Another sad occurrence is that often manager role is considered step up from development role, so best quality specialists often drift profession from useful to middleman position.
Thanks!
2:18 "Or we just released something that doesn't meet its business schools"
What does that mean?
He might have said "business goals"
I think it's actually "goals" but it blended with the end of business. Basically though it didn't make money, bring prestige to the studio or expand the IP meaningfully
@@wyattchew9996 it was “goals” but the point is that late chaos can lead to financial loss for the game. DNF was used as an example, because the chaos on that game led to huge overruns on costs that weren’t recouped.
It’s not bad to lose money as you describe to launch an IP, but that doesn’t have to follow chaos.
thats the dad that works at nintendo
Why can't anyone making their things from home during covid
invest in a decent 5bucks external mic???
So many talks and podcast I missed out on. :(
Wow, I've lost some respect for Matt Damon from this talk.
I put more blame on the folks from our publisher that didn’t work with him sooner.
Evan Reeves makes more sense on why the mobile ports were garbage. Never played the console version