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    <title>Building Better Games Newsletter</title>
    <description>Helping you go from game production chaos to mastery.</description>
    
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    <lastBuildDate>Wed, 8 Apr 2026 01:04:56 +0000</lastBuildDate>
    <pubDate>Thu, 29 May 2025 18:06:00 +0000</pubDate>
    <atom:published>2025-05-29T18:06:00Z</atom:published>
    <atom:updated>2026-04-08T01:04:56Z</atom:updated>
    
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      <title>Building Better Games Newsletter</title>
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  <title>3 Ways to Plan and Predict Game Development</title>
  <description>Creating Trustworthy Predictions Of The Future</description>
  <link>https://buildingbettergames.beehiiv.com/p/3-ways-to-plan-and-predict-game-development</link>
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  <pubDate>Thu, 29 May 2025 18:06:00 +0000</pubDate>
  <atom:published>2025-05-29T18:06:00Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">Just launched a <a class="link" href="https://buildingbettergames.gg/advanced-estimation-course?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=3-ways-to-plan-and-predict-game-development" target="_blank" rel="noopener noreferrer nofollow">new course about estimation in game development</a>, so topics like this have been on my mind - by the way, VERY excited it’s live! I’ll talk about it more at the end of the newsletter if you’re interested. But let’s get back to the point of this thing.</p><p class="paragraph" style="text-align:left;"><b>We are often asked to plan things in game development. </b></p><p class="paragraph" style="text-align:left;">Too often, we don’t really think through how to do that well, so we throw some random guesses into a powerpoint, call it a roadmap or milestone plan, send it out, and hope no one ever looks at it seriously.</p><p class="paragraph" style="text-align:left;">Because, let’s face it, we’re not the best at planning things in Game Dev. While I know of ONE person that can hit deadline, scope, and budget (I believe solo dev helps), the vast majority of projects end up vastly underestimating the work involved, overestimating how efficient things will become, and generally spend the last quarter of game dev wildly chopping away at scope in the hopes of shipping something before running out of money or investor confidence.</p><p class="paragraph" style="text-align:left;">I want to talk through three different ways to create better plans and predictability, and I’ll try to keep this brief. The three are:</p><ul><li><p class="paragraph" style="text-align:left;">Timeboxing</p></li><li><p class="paragraph" style="text-align:left;">Estimating</p></li><li><p class="paragraph" style="text-align:left;">Measuring</p></li></ul><p class="paragraph" style="text-align:left;">All three of these can help answer questions and provide guidance to teams as they plan out the future. But we’re too often using the wrong technique at the wrong time. Let’s start with timeboxing, as it is both incredibly useful and also the most misused method for planning.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>Timeboxing</b></p><p class="paragraph" style="text-align:left;">Timeboxing is when you look at a feature, experience, piece of content, epic, or whatever and decide how long you will spend on it. Some examples:</p><p class="paragraph" style="text-align:left;">“A set of character animations takes 3 weeks to complete.”</p><p class="paragraph" style="text-align:left;">“We’ll start working on Feature X halfway through the milestone and finish one week before it ends.”</p><p class="paragraph" style="text-align:left;">“We’ll spend 5 days researching the best third party solution and give you an answer on what’s out there or if we think it’s better to build our own.”</p><p class="paragraph" style="text-align:left;">Timeboxing is easily understood. It’s useful when you have an unavoidable deadline, or for when you really don’t know how long something will take but want to create a constraint so it doesn’t drag on forever.</p><p class="paragraph" style="text-align:left;">Timeboxing also causes many of the problems with bad plans we see in game dev today. Because despite the timeboxes being frequently incorrect, many teams take whole sets of them, shove them together into some sort of master Gantt chart, and pretend that it’s an accurate picture of what’s going to happen.</p><p class="paragraph" style="text-align:left;">It’s not.</p><p class="paragraph" style="text-align:left;">The team knows that, by the way. They know it won’t come true, but they don’t really know how else to create a plan.</p><p class="paragraph" style="text-align:left;">The biggest problem is people are acting as though their timeboxes are reasonable estimates or even measurement-based, when often they are the roughest of guesses from people pressured to provide a particular answer.</p><p class="paragraph" style="text-align:left;">It’s no wonder long-range planning goes so awry.</p><p class="paragraph" style="text-align:left;">The technique for timeboxing is to basically either declare an end date for something, or decide how much time you will invest into it. This is almost always captured in time.</p><p class="paragraph" style="text-align:left;">To differentiate, let’s talk about our next method to create plans and predictability.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>Estimating</b></p><p class="paragraph" style="text-align:left;">Estimating takes the same work or value that you were trying to timebox, and instead asks a question: how long do you think this will take?</p><p class="paragraph" style="text-align:left;">Now, I know many people think this is what timeboxing is. But estimation done well often creates less precision (exact answers) in order to provide higher accuracy (likelihood of being correct). So when I estimate something well, I’m looking to understand just how confident I am in something coming true by a particular date, rather than what timeboxing often ends up being: the earliest I could hope something might be done.</p><p class="paragraph" style="text-align:left;">As a result, estimates are often provided as ranges, or from the perspective of, “I’m 90% confident this will be done by X time.” </p><p class="paragraph" style="text-align:left;">Estimates can still be wrong (and often are), but if you have a group of people who understand estimation, you have a better chance of being a lot more right, and of properly scoping things and making better decisions sooner.</p><p class="paragraph" style="text-align:left;">Unfortunately, a lot of people think they are estimating, when they are in fact just loosely timeboxing. </p><p class="paragraph" style="text-align:left;">Estimation should acknowledge the volatility and uncertainty of game development. If it does that well, and if you have people who are learning from past estimates and adjusting their internal models of estimating, you can actually get to a point where people tend to be pretty accurate. </p><p class="paragraph" style="text-align:left;">Estimation is usually a bit more time consuming and thought-intensive than timeboxing. Also, because of either ranges or confidence intervals, estimates rarely fit together as nicely in planning charts. This is because the reality of game dev is mess, and our planning charts are often trying to be too clean.</p><p class="paragraph" style="text-align:left;">Let’s move to the third method.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>Measuring</b></p><p class="paragraph" style="text-align:left;">So, measuring is in some ways the most reliable method of planning and predicting something, assuming there is some degree of stability in your system. </p><p class="paragraph" style="text-align:left;">Measuring involves looking at what has happened in the past and measuring it. </p><p class="paragraph" style="text-align:left;">If you have a content pipeline that has been running for awhile, how long does it take to make a particular type of asset? Is there any consistency? If so, measure that, and it can help you predict what will happen.</p><p class="paragraph" style="text-align:left;">You can measure anything that’s been done. Specific disciplines can measure their own work across different asset types. You can measure how long it took to get specific features done. If it’s work that you’ve done, you can measure it.</p><p class="paragraph" style="text-align:left;">The problem is, sometimes no one was keeping track OR you don’t have much historical data. In these environments, </p><p class="paragraph" style="text-align:left;">Another thing that disrupts measurement is a lot of change inside your system, because if things aren’t stable, then past measurements may not be good indicators of future performance.</p><p class="paragraph" style="text-align:left;">In my experience though, even with some amount of change, looking at the past to understand what will happen in the future has been the best predictor of what actually occurs. Measurement outperforms even really well done estimation, and absolutely destroys timeboxes.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>So Which Should You Use? Let’s Look At An Example.</b></p><p class="paragraph" style="text-align:left;">You might think the right answer is “measuring.” It received the most superlatives, afterall! But actually, you should use all three. In fact, in combination is where these three methods really shine. I’ll try to hit some examples without making this too long.</p><p class="paragraph" style="text-align:left;">Imagine you’re just putting together a new project based on a limited budget. You have a rough goal or vision for the work you’ll be tackling, and you want to see if it matches with the resources you’ve got.</p><p class="paragraph" style="text-align:left;">You do some discovery to figure out an early and probably wrong guess at what’s involved. The team generally agrees they won’t get everything done, but want a better understanding of what’s involved.</p><p class="paragraph" style="text-align:left;">Some timeboxes are created for various phases. These are likely to be wrong, and everyone knows it, but we want to know how off they are. So phases are created and defined, and work is put in them. Now, as time goes by we’ll get an understanding of how fast we’re moving relative to that initial guess that became our first set of timeboxes.</p><p class="paragraph" style="text-align:left;">Meanwhile, the teams go through and relatively estimate the various pieces of work to be done against each other. This isn’t yet about creating exact predictability or knowing exactly when each thing will finish. This is about understanding the relative size of things.</p><p class="paragraph" style="text-align:left;">With our timebox plan and our relative estimates of the work, we start attacking the highest priority things to create the experience we want to create. </p><p class="paragraph" style="text-align:left;">After a few weeks, we start measuring. We realize the plan is off. We’re moving about 40% as fast as we’d put in the initial plan. That’s good to know. It means we’ll need to trim down a lot to ship something before we run out of budget. But that’s ok, that was always likely to be true, and we’ve figured it out within weeks, rather than pretending our plan is real when it isn’t for months, only to panic in the last quarter of dev (ever been there?). We don’t tell ourselves we’ll catch up, or it will go faster later, because we know that’s not what happens. But we will keep measuring! You never know, maybe things will speed up. Just don’t count on it.</p><p class="paragraph" style="text-align:left;">We also have been tracking how many of our relatively-sized things we got done each week. Because we gave them numerical values and held out scale consistent, we’ve been able to create a velocity. (Another simpler way that works almost as well or sometimes even better is just count how many items/issues/tickets get completed, and track the average, but I’ll stick with the relative velocity in this instance.)</p><p class="paragraph" style="text-align:left;">With that velocity, we can compare how fast we’ve been moving with the total size of our backlog. We now use our measurement of the past to make an estimate of what we will likely get done. We’re able to make some predictions of how far through our current backlog we’re likely to get.</p><p class="paragraph" style="text-align:left;">As time continues to progress, we realize that we’re still discovering work. Because we can measure that, we can make some rough estimates of how much larger our backlog will be than when we started - we can estimate our backlog growth.</p><p class="paragraph" style="text-align:left;">It’s a brutal process, but we’re moving towards the end of the project. While massive scope has been cut, we did it far enough in advance that we didn’t waste a ton of time polishing stuff that wasn’t that important or building stuff that wasn’t that valuable.</p><p class="paragraph" style="text-align:left;">We’re rolling towards the end. There are very specific things, some of them - like experience-wrecking bugs - need the time they take to get resolved. But other things, like key areas to polish or improve, don’t have as clear a done state. We bring back timeboxing for these things, giving artists, designers, and writers small windows to invest into particular areas of the game. These boxes don’t necessarily mean you have to stop at the end, but they force the question: is it worth it going further on this, or should we move to something else that now has a greater need of attention.</p><p class="paragraph" style="text-align:left;">As release gets closer, estimation and planning dev give way to planning the release, and everything becomes about helping the team focus on the most important problems and opportunities we have yet to solve/unlock.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>Strengths and Weaknesses</b></p><p class="paragraph" style="text-align:left;">There’s a time for all three ways of planning and predicting. Here’s a little more info of when I might use the three techniques.</p><p class="paragraph" style="text-align:left;">Timeboxing:</p><ul><li><p class="paragraph" style="text-align:left;">Great for when you really have no idea and you want to put an arbitrary box around something to prevent it from becoming the endless “sunk-cost” task that’s totally not worth the effort</p></li><li><p class="paragraph" style="text-align:left;">Great for when you have a very specific non-negotiable deadline</p></li><li><p class="paragraph" style="text-align:left;">Can be helpful in content pipelines, but you need to be REALLY careful, because it can also cause everything to balloon out</p></li><li><p class="paragraph" style="text-align:left;">Great for early rough plans that you expect to be wrong, and you’re just trying to get an understanding of everything that’s on the table and maybe get some ordering figured out. This one is the riskiest because people will misunderstand it as a confident assertion of the future and now you’ve set a terrible expectation.</p></li></ul><p class="paragraph" style="text-align:left;">I’ve found timeboxing is great at the very beginning of projects to prevent rabbit holes, and at the very end of projects to prevent overinvestment when critical things need to be done. Timeboxes should be considered strict, but that doesn’t mean you can’t make a judgment call to create a new timebox once the old one ends. The thing you should avoid when timeboxing is constantly extending your timeboxes to match reality while not adjusting future timeboxes. If the timeboxes weren’t the right size, that usually means you need to adjust the whole plan, not just the one task.</p><p class="paragraph" style="text-align:left;">Estimation:</p><ul><li><p class="paragraph" style="text-align:left;">Great for when you don’t have anything to measure yet, and you don’t mind spending some time trying to create ranges or rough likelihoods of completion. Too often this deteriorates into bad timeboxing that sets poor expectations, so be cautious.</p></li><li><p class="paragraph" style="text-align:left;">Good when you have been measuring, and are trying to figure out what the future holds by projecting those measurements into the future. Vulnerable to instability in the system, but still can be a great idea.</p></li><li><p class="paragraph" style="text-align:left;">Good for rough “sizing” of things to help make prioritization calls</p></li><li><p class="paragraph" style="text-align:left;">Good for relative comparison of things that you intend to measure in order to understand just how fast you are likely to go through the backlog</p></li></ul><p class="paragraph" style="text-align:left;">Estimation is a mainstay throughout the length of your project, but especially in preprod and production. You are constantly projecting estimates forward based on what you’ve measured, and creating ranges of likely end dates even before you’ve measured anything. The big thing you need to do to make estimation value is reflect on whether things have been estimated well in the past. Too often teams that are objectively awful at estimation continue to rationalize and trust their current estimates rather than recognizing they created bad ones. This means the bad estimates will continue.</p><p class="paragraph" style="text-align:left;">Measuring:</p><ul><li><p class="paragraph" style="text-align:left;">Should be doing this constantly for just about everything, while keeping it lightweight</p></li><li><p class="paragraph" style="text-align:left;">Can be as simple as measuring throughput, or as complex as something like cycle or lead time</p></li><li><p class="paragraph" style="text-align:left;">Often you measure what actually happened against whatever timeboxes or estimates you created. The measurement gives you a basis for adjusting future timeboxes or estimates.</p></li><li><p class="paragraph" style="text-align:left;">Great for validation. If you have 3 weeks to get something done, and you’re about a third of the way through your tickets one week in, that’s a good sign. If you’re about a twentieth of the way through, that’s good to know because you probably aren’t getting it all done.</p></li></ul><p class="paragraph" style="text-align:left;">Measurement creates the historical data you can use to sanity check what you’re expecting the future to look like. You can’t really measure much at the start of the project because you haven’t started, and even the total amount of work is likely to change dramatically, but as you start rolling forward tracking how much is getting done (by count or velocity), how much gets added, rate of bug discovery, cash outflow, and etc. all become useful for decision-making around what the future holds.</p><p class="paragraph" style="text-align:left;">Measurement must be paired with some type of forward-looking estimate or adjusted timebox to really be meaningful. On its own, it just looks backward. It has the best data, but because the past can’t guarantee the future, be aware that no matter how good your measurement data is, it can’t make things hit the deadline. So measure a lot of different stuff that will help you predict the future, but be wary of overinvesting and measuring things that provide low value.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>Wrapping Up</b></p><p class="paragraph" style="text-align:left;">So, there you have it. Three ways you create planning and predictability in teams. Timeboxing, estimating, and measuring. Used in conjunction and in the right context they can allow projects to go from unknown anxiety-inducing messes to data-informed predictions. Better, used and approached correctly, they prevent the false narrative that so many studios grasp onto to reduce their anxiety: the idea that the plan we came up with will guide us all the way till ship. </p><p class="paragraph" style="text-align:left;">It won’t. That’s ok. </p><p class="paragraph" style="text-align:left;">Don’t just tape a bunch of timeboxes together into a plan and think that’ll get your game out the door. Teach people to estimate. Measure what’s actually happening. Feed what you learn back into your plan.</p><p class="paragraph" style="text-align:left;"><br>If you do this well, you’ll be making hard tradeoffs and tough decisions early when there’s still some wiggle room, rather than procrastinating those things till it’s too late and there’s not much to be done.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>New Course Launch</b></p><p class="paragraph" style="text-align:left;">As I mentioned earlier, I’m thrilled to be releasing my early access of <a class="link" href="https://buildingbettergames.gg/advanced-estimation-course?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=3-ways-to-plan-and-predict-game-development" target="_blank" rel="noopener noreferrer nofollow"><b>Advanced Estimation For Game And Software Development</b></a> into the wild.</p><p class="paragraph" style="text-align:left;">Estimation was the most requested topic when I did some polls last year. I’ve finally got something that’s ready for you, as my early testing group had a lot of positive things to say.</p><p class="paragraph" style="text-align:left;">This is a course that aims to make estimation add more value. It moves away from the performative, rote estimation that everyone sees as a waste. It moves away from overly simplistic “project planning” or “poker planning” approaches that are often all anyone is taught.</p><p class="paragraph" style="text-align:left;">I talk about who should estimate, why we estimate, why people struggle with estimation and how they can get better, and also spend the most time going into specific techniques for estimation like ideal time, relative estimation, cycle time, and even discuss when you shouldn’t be estimating at all.</p><p class="paragraph" style="text-align:left;">If you’ve ever dealt with vague estimates, endlessly moving targets, or wasted time estimating and planning, I think this course will get you more value in less time from estimation.</p><p class="paragraph" style="text-align:left;">Inside, you’ll get:</p><ul><li><p class="paragraph" style="text-align:left;">Techniques and approaches for <b>estimating in real-world game/software teams</b><br></p></li><li><p class="paragraph" style="text-align:left;"><b>Templates, examples, and postmortems</b> from actual production stories<br></p></li><li><p class="paragraph" style="text-align:left;">15+ hours of material (with more coming)<br></p></li><li><p class="paragraph" style="text-align:left;">Lifetime access. No subscriptions, no renewals.<br></p></li><li><p class="paragraph" style="text-align:left;">Early Access pricing: <b>$497 (full price: $987)</b></p></li></ul><p class="paragraph" style="text-align:left;">Early access means that I’m not done yet. More modules are still to come, and that will raise the price. But if you sign up now you’ll get all future content for free whenever it releases. </p><p class="paragraph" style="text-align:left;">If you’re looking to get more value out of the time you and your team spend estimating, check out the course <a class="link" href="https://buildingbettergames.gg/advanced-estimation-course?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=3-ways-to-plan-and-predict-game-development" target="_blank" rel="noopener noreferrer nofollow">HERE</a></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, here are 2 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=3-ways-to-plan-and-predict-game-development" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;font-family:"Helvetica Neue", Helvetica, Verdana, Arial, sans-serif;font-size:26.6667px;">Measure what is measurable, and make measurable what is not so.</span><i>”</i></p><figcaption class="blockquote__byline"><i> - </i><b>Galileo Galilei</b></figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;font-family:"Helvetica Neue", Helvetica, Verdana, Arial, sans-serif;font-size:26.6667px;">Planning is bringing the future into the present so that you can do something about it now.</span><i>”</i></p><figcaption class="blockquote__byline"><i> - </i><b>Alan Lakein</b></figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=50c96105-be51-4f86-84ef-1b59da20de92&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title>The Death Of The AAA Empire</title>
  <description>Explore the critical challenges facing the gaming industry, from organizational disconnects to stagnant leadership, and why the current AAA model is struggling to innovate and connect with players.</description>
  <link>https://buildingbettergames.beehiiv.com/p/the-death-of-the-aaa-empire</link>
  <guid isPermaLink="true">https://buildingbettergames.beehiiv.com/p/the-death-of-the-aaa-empire</guid>
  <pubDate>Tue, 06 May 2025 18:01:01 +0000</pubDate>
  <atom:published>2025-05-06T18:01:01Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
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</style><div class='beehiiv__body'><div class="embed"><a class="embed__url" href="https://www.owenmahoney.ai/owen-mahoney-blog/how-empires-die?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=the-death-of-the-aaa-empire" target="_blank"><div class="embed__content"><p class="embed__title"> How Empires Die </p><p class="embed__description"> The people who lead the biggest Western game publishers are no longer in touch with the people who play games. The leadership of major publishers is optimized for financial engineering, not creative breakthrough. </p><p class="embed__link"> www.owenmahoney.ai/owen-mahoney-blog/how-empires-die </p></div><img class="embed__image embed__image--right" src="https://cdn.prod.website-files.com/67e56fed065dee4b78a3f08f/6812ae3857c864181cfd7492_owen%20thumbnail.png"/></a></div><p class="paragraph" style="text-align:left;">I read this article today. I think it does a better job than many, probably including myself, at capturing the problems of our modern industry. </p><p class="paragraph" style="text-align:left;">We’ve got a problem in games, and that problem is not the players, it’s not that we don’t have great talent, and it’s not that games are dying. We’re not in the newspaper business.</p><p class="paragraph" style="text-align:left;">Our problem is organizations that are out of touch. They are out of touch with players, out of touch with games, and I also think out of touch with each other internally. There’s an endless us vs them vs them between the devs and the C-level/Senior leadership and the publisher/investors. </p><p class="paragraph" style="text-align:left;">Being out of touch leads to slow (and sometimes wrong) responses to changes within the system. We don’t do the right things, we don’t take risks in useful areas, because we can’t communicate within our organizations and as a result we don’t have a good picture of what’s happening.</p><p class="paragraph" style="text-align:left;">Seriously, you want to know what’s going on in gaming? Go talk to people in QA. And by that I don’t mean your senior QA director or something, I mean the people who love playing games and accept a passion tax on their wages to be a part of the industry that brought them joy their whole life. </p><p class="paragraph" style="text-align:left;">I’m not knocking the senior QA director as I say that, so if you are one don’t take offense. I’m just calling out the same thing the article did: over time, the people who have the power and influence to make giant calls don’t know what calls to make. </p><p class="paragraph" style="text-align:left;">Many of our leaders are WILLING to make calls. They are capable, intelligent people. But they typically have no good way to assemble the varied perspectives required because our organizations have fractured and bloated and put layers and layers between the people who decide where the company goes, and the people who understand the terrain.</p><p class="paragraph" style="text-align:left;">We end up chasing the wrong things, overconfident in our scientific analysis of what might work, and missing the core of what gamers are responding to. We make bets that are oversized for their risk profile, and find scapegoats when it blows up in our face.</p><p class="paragraph" style="text-align:left;">We need to open the lines of communication. We need to start being humble, curious, and willing to learn from all the various people out there perfectly willing to tell us what they see. I’m not saying you just go do whatever everyone says and that will work out - that’s not the winning strategy here.</p><p class="paragraph" style="text-align:left;">You go and ask, and then listen, to learn how others view the world and where they see the problems. That will inform your view of the world, and by extension what you prioritize, how you build your org. It will also provide you a feedback loop as decisions play out.</p><p class="paragraph" style="text-align:left;">The question is, can we get our pride, ego, and experience out of the way long enough to take some real risks?</p><p class="paragraph" style="text-align:left;">I hope so. Because if we don’t, the data and experience of so many people I know is pointing to the death of AAA in the west.</p><p class="paragraph" style="text-align:left;">Our latest podcast episode talks a bit about this from a different angle: a former self-described “corpo” in the west saw the industry and decided the right move was to stop trying to make games in the US and Europe. He and his co-founders have spun up a team in China. And as someone who got to play an early closed version of what they’re building, I can say it is pretty awesome, and it got their way faster than you’d think.</p><p class="paragraph" style="text-align:left;">Check out our conversation here: <a class="link" href="https://www.youtube.com/watch?v=Hbj6HlWxPtM&utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=the-death-of-the-aaa-empire" target="_blank" rel="noopener noreferrer nofollow">Why Eastern Game Dev Might Be The Future with Rob Wynne and Clark Kosene | #88</a></p><p class="paragraph" style="text-align:left;">See you next time!<br></p><p class="paragraph" style="text-align:left;"></p><div class="blockquote"><blockquote class="blockquote__quote"></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=19e05464-1b82-4dde-9fb1-2a7a88a57926&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title>Do You Want The Best Crafts-People ... Or The Best Game Devs?</title>
  <description>Prioritizing The Wrong Expertise</description>
  <link>https://buildingbettergames.beehiiv.com/p/do-you-want-the-best-crafts-people-or-the-best-game-devs</link>
  <guid isPermaLink="true">https://buildingbettergames.beehiiv.com/p/do-you-want-the-best-crafts-people-or-the-best-game-devs</guid>
  <pubDate>Thu, 17 Apr 2025 18:00:00 +0000</pubDate>
  <atom:published>2025-04-17T18:00:00Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);"><i><b>Read Time: 7 Minutes</b></i></span></p><p class="paragraph" style="text-align:left;">Ready for two stories?</p><h2 class="heading" style="text-align:left;" id="i-dont-do-that"><b>I Don’t Do That</b></h2><p class="paragraph" style="text-align:left;">I was a producer on a content creation team. We had the full art pipeline in place as well as design and narrative pipelines. It was a live service game, and the things we produced needed extensive testing - early on to make sure they didn’t suck, and later to make sure they weren’t broken.</p><p class="paragraph" style="text-align:left;">There was a character that had a tight timeline. We’d gotten the basics figured out, but we wanted to get it into playtests so we could see how it performed. Don’t get me wrong, we’d already been doing playtests, but with a designer-hacked other character. It wasn’t terrible, but it never quite provided the full picture.</p><p class="paragraph" style="text-align:left;">A prototype model had been built and rigged, we needed a few blocked out -&gt; autosplined animations just to get a feel for what the new character would look like.</p><p class="paragraph" style="text-align:left;">The animator responsible for this character also had some other work to do on other characters. This was a talented craftsman of animation. Able to hit insane levels of polish, work in realistic or stylistic spaces … the sort of dream resume if you wanted a senior or principal animation expert on your team. Seriously amazing CV.</p><p class="paragraph" style="text-align:left;">But … they didn’t want to do the simple blockouts. Everyone knew those early animations would be throwaway. The model was going to change more, the rig would need to be updated. This animator wanted to do work they wouldn’t have to do again. They wanted to take things to the insane high quality bar they could hit, not draft out some rough animations that we’d toss in the trash a few weeks later.</p><p class="paragraph" style="text-align:left;">They knew what they were good at, and they wanted to execute that skillset as much as they could. Anything else felt like a waste to them. Even the hour (or less) spent throwing something temp together was not on the table. They were an expert animator.</p><p class="paragraph" style="text-align:left;">We didn’t get the character prototype into internal playtests as quickly as we wanted. It took a long time. I even tried my own hand at animating to help unblock things, but it was a difficult, long process that took me days to get finished, even for terrible animations.</p><p class="paragraph" style="text-align:left;">Let’s talk about story number 2.</p><h2 class="heading" style="text-align:left;" id="im-not-an-artist-im-a-game-develope"><b>I’m Not An Artist, I’m A Game Developer</b></h2><p class="paragraph" style="text-align:left;">A year or so earlier, I’d been working on an environment art project. As you’d expect, there were a ton of environment artists. One person in particular was named Peet. Peet was one of the best environment artists and general artists I’d ever met. He could concept, model characters or environments, had a background from Blizzard, and had no issue working as hard as necessary to get stuff done.</p><p class="paragraph" style="text-align:left;">His quality bar was insane - he was the person who created our early vertical slice and defined the quality standards everyone would operate against.</p><p class="paragraph" style="text-align:left;">At some point along the project, I can’t remember how it came up, but I remember he was regularly doing stuff that wasn’t environment art. He would help the narrative team with flags and faction style. He’d jump over to the creature team and blast out a few concepts when they felt stuck. </p><p class="paragraph" style="text-align:left;">He was constantly seeing where things could be better, then applying himself into that space. </p><p class="paragraph" style="text-align:left;">I asked him about this. He said he’d been in game dev for a long time, and outside of the technical stuff, he’d touched just about everything you could touch in an art pipeline. It had shaped how he approached the world. His job wasn’t to be the best, most efficient craftsman of a particular skillset he could be, it was to make games. As he so succinctly put it,</p><p class="paragraph" style="text-align:left;">“I’m not an artist. I’m a game developer.”</p><p class="paragraph" style="text-align:left;">Here was this person who had skills most environment artists would kill to have, a background that seemed steeped in being the best expert you could possibly be, and he wanted me and everyone else to know that he was a game developer first. This wasn’t about the art. It wasn’t about the CV or being told how awesome your stuff was. It was about shipping games and pieces of games. It was about making stuff players would love.</p><p class="paragraph" style="text-align:left;">Now, let’s be really clear here. Peet was also an artist. And a shockingly talented one. BUT, the most important role he took on every day he came into work was “game developer.” Because that’s why we were there, and that’s how we would all win.</p><h2 class="heading" style="text-align:left;" id="you-want-game-developers-not-craft-"><b>You Want Game Developers, Not Craft Experts</b></h2><p class="paragraph" style="text-align:left;">The games industry has grown. There are a lot of people out there who can do a lot of impressive things. Some are engineers, some are writers, some are artists or designers or producers.</p><p class="paragraph" style="text-align:left;">As our industry has grown, so too have those crafts. What it means to be an expert, or “best in class” has gotten harder over time. The experience and expertise required to be viewed as a “world class” audio designer has only moved up. </p><p class="paragraph" style="text-align:left;">This can lead to people in games (and elsewhere) thinking that their core job is to become the best craftsperson they could possibly be. This is especially true in large companies, where specialization is rewarded and being the standard “highest quality &lt;X&gt;” feels like high praise.</p><p class="paragraph" style="text-align:left;">In my experience as a producer and consultant working with many teams and companies, while I was always excited to work with best-in-class people, the more important thing was if they wanted to be the best GAME DEVELOPER they could be.</p><p class="paragraph" style="text-align:left;">I think too many people believe this means becoming a jack of all trades, master of none. That’s not it. Sure, that’s an approach, and if you’re in an indie team or a solo dev I’d say having some people like that (or ALL being like that) is a good idea.</p><p class="paragraph" style="text-align:left;">To be a game dev rather than expert craftsperson means focusing more on the big picture, and if the game (or part of the game) being made will work and land with your players, rather than narrowing in and doing only the thing you are best at.</p><p class="paragraph" style="text-align:left;">A final story:</p><h2 class="heading" style="text-align:left;" id="how-can-i-help"><b>How Can I Help?</b></h2><p class="paragraph" style="text-align:left;">I worked with a concept artist named Larry. Larry had created a ton of rough sketches, refined over time, that became characters millions of players globally loved. The thing I loved about Larry in contrast to some other concept artists I worked with: Larry seemed totally unable to finish a concept, hand it off, and go onto the next thing.</p><p class="paragraph" style="text-align:left;">He had to be talking to design and narrative about who the character was and what they did. He wanted to know their motivations and refine his concepts to align everything together. His depth of understanding meant he was always leading - formally or not - whoever was working on the characters he was concepting. </p><p class="paragraph" style="text-align:left;">When the character started moving down the art pipeline, Larry moved with it. He would create animation studies - not as a way to dictate to the animators, but as a way to get ideas flowing. He’d create VFX studies. He’d think about sound design. He’d wonder how else he could show the character that would help every other discipline better understand who it was and why players would engage with it.</p><p class="paragraph" style="text-align:left;">Larry had this endless attitude of, “How can I help?” He would get excited, and get other people excited. He would lead, call out when there were problems, and bring people together to figure out a path forward. </p><p class="paragraph" style="text-align:left;">To come back to the point of this newsletter, Larry was a game developer first, and a concept artist second. </p><p class="paragraph" style="text-align:left;">He didn’t have some high-falutin storied background working at the biggest companies or biggest games. What he had was a desire to serve his team and ultimately players through what he created.</p><p class="paragraph" style="text-align:left;">I LOVED working with Larry. I believe he helped things ship faster than they otherwise would have. His care for the whole and the player showed through every day that he worked.</p><h2 class="heading" style="text-align:left;" id="finding-game-developers"><b>Finding Game Developers</b></h2><p class="paragraph" style="text-align:left;">Please do not misunderstand me: I do not believe someone is either a craft expert OR a game developer. This is not a binary. Larry and Peet were phenomenal artists, but they were also unbelievably practical and focused on the outcome of what they were doing, rather than any craft-specific quality. </p><p class="paragraph" style="text-align:left;">You want to find people who think about the game first and the craft second. Especially at large companies, it’s easy to get swept away with impressive CVs, or past titles or studios on a resume. It’s easy to think that the best person must be the person who can hit the highest craft-specific quality.</p><p class="paragraph" style="text-align:left;">I think this is a mistake, and a mistake a lot of studios make. The problem with this mistake is it causes people to think the best game developers to hire are the ones that can express the highest possible craft quality, rather than the ones who make the best things for players. Because those things are usually NOT the same.</p><p class="paragraph" style="text-align:left;">When you’re hiring, think about asking questions that cause the engineer across from you, or the writer, or the QA, or whoever, to talk about how they interact with other disciplines. Don’t just grill them on their craft-specific skills with some light “culture check” questions thrown in.</p><p class="paragraph" style="text-align:left;">Here’s some “top of my head” examples:</p><ul><li><p class="paragraph" style="text-align:left;">Tell me about a time you helped other disciplines succeed.</p></li><li><p class="paragraph" style="text-align:left;">Tell me about work-related skills you’ve learned that have nothing to do with your craft, and why you learned them.</p></li><li><p class="paragraph" style="text-align:left;">Tell me about a time you worked with people outside your discipline to accomplish a goal.</p></li><li><p class="paragraph" style="text-align:left;">Can you talk me through an instance where you stood up something that wasn’t high quality to learn something?</p></li></ul><p class="paragraph" style="text-align:left;"><br>You can use the “STAR” format for this. You want to ask followup questions to get a sense of the situation, the task, their action(s), and the result(s) of their behavior. </p><p class="paragraph" style="text-align:left;">Be wary of people who have never worked with other disciplines, or tell stories about how annoying it was to have to help other disciplines or do work that wasn’t specific to their expertise. </p><p class="paragraph" style="text-align:left;">Don’t overload the question - an inexperienced person might just not have the experience yet, but if you get someone who’s been in industry a minute and can’t think of a time they went outside of their craft bubble? That’s probably someone who cares more about being a great &lt;X discipline&gt; than a great game developer.</p><p class="paragraph" style="text-align:left;">Hiring is a good place to start with this, but also recognize there are things you can do inside your studio to incentivize collaboration and a focus on the game and player, rather than the discipline silo.</p><ul><li><p class="paragraph" style="text-align:left;">Don’t evaluate individuals based on the number of assets they produce</p></li><li><p class="paragraph" style="text-align:left;">Design your organization to focus on problems and opportunities from the player perspective, rather than thinking of everything as craft-specific deliverables</p></li><li><p class="paragraph" style="text-align:left;">Structure teams and work so that multiple disciplines regularly work together rather than having disciplines with handoffs between them</p></li><li><p class="paragraph" style="text-align:left;">Weight the player outcomes from cross-functional teams higher than the amount of stuff they make</p></li><li><p class="paragraph" style="text-align:left;">Encourage and set up situations where multiple disciplines attempt to solve player problems together, rather than always asking one specific discipline</p></li><li><p class="paragraph" style="text-align:left;">Above all, have and radiate out from leadership what the vision of the game is and as best you can make sure everyone is working towards that, not towards any local maximum</p></li></ul><p class="paragraph" style="text-align:left;">There’s a ton more things you can do. Hopefully that gets you going.</p><p class="paragraph" style="text-align:left;">The coolest thing about this: many of the best game devs I’ve met were ALSO excellent craftspeople. And not just because they were super talented, also because they focused so much on being good game devs, they tended to think about entire pipelines and how to support them, rather than just their own piece of it. They had a better understanding of the entirety of development. It allowed them to spot problems well before they happened, in disciplines not their own.</p><p class="paragraph" style="text-align:left;">When your concept artist can tell you right off the bat that you should definitely talk to your VFX lead before pursuing that cool idea everyone thinks is awesome, and that ends up saving you months of effort, you start to see the benefit of having people who feel responsible for the entire game, not just one craft within it.</p><p class="paragraph" style="text-align:left;">In my experience, groups of game developers will outperform craft experts, and in the process will become the pragmatic experts you need to succeed in games.</p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=do-you-want-the-best-crafts-people-or-the-best-game-devs" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=do-you-want-the-best-crafts-people-or-the-best-game-devs" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;">An individual has not started living until he can rise above the narrow confines of his individualistic concerns to the broader concerns of all humanity.</span><i>”</i></p><figcaption class="blockquote__byline"><i> - Martin Luther King, Jr.</i></figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;">I am a member of a team, and I rely on the team, I defer to it and sacrifice for it, because the team, not the individual, is the ultimate champion.</span><i>”</i></p><figcaption class="blockquote__byline"><i> - Mia Hamm</i></figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=64fc2f6f-2066-4082-a469-4910318b2e0f&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title>Approaching Game Dev From Different Cultural Foundations</title>
  <description>What Lessons Does Western “AAA” Need To Learn?</description>
  <link>https://buildingbettergames.beehiiv.com/p/approaching-game-dev-from-different-cultural-foundations</link>
  <guid isPermaLink="true">https://buildingbettergames.beehiiv.com/p/approaching-game-dev-from-different-cultural-foundations</guid>
  <pubDate>Thu, 03 Apr 2025 18:00:00 +0000</pubDate>
  <atom:published>2025-04-03T18:00:00Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);"><i><b>Read Time: 3 Minutes</b></i></span></p><p class="paragraph" style="text-align:left;">Two articles today about contrasting game dev philosophies from different parts of the world.</p><p class="paragraph" style="text-align:left;"><a class="link" href="https://www.gamemakers.com/p/designing-for-emotion?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=approaching-game-dev-from-different-cultural-foundations" target="_blank" rel="noopener noreferrer nofollow">https://www.gamemakers.com/p/designing-for-emotion</a> </p><p class="paragraph" style="text-align:left;">Joseph Kim, a repeat guest on the Building Better Games podcast, writes a newsletter called gamemakers. He’s got a lot of honest, blunt takes that I really appreciate.</p><p class="paragraph" style="text-align:left;">In this one, he runs through the general principles behind western game development, focusing on the idea of “finding fun,” understanding player archetypes, and doing feature analysis. He then contrasts that with how Japanese game development functions.</p><p class="paragraph" style="text-align:left;">Especially today as we see the struggle in western AAA world, there are things we could stand to learn by studying other philosophies.</p><p class="paragraph" style="text-align:left;">If you want a dose of reality with some real application in there, go ahead and sign up to his newsletter. </p><p class="paragraph" style="text-align:left;">Speaking of learning from different cultural approaches to game dev…</p><p class="paragraph" style="text-align:left;"><a class="link" href="https://youxiyanyi.substack.com/p/bridging-east-and-west-a-new-studio?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=approaching-game-dev-from-different-cultural-foundations" target="_blank" rel="noopener noreferrer nofollow">https://youxiyanyi.substack.com/p/bridging-east-and-west-a-new-studio</a> </p><p class="paragraph" style="text-align:left;">A new studio is rising! Robert Wynne writes about a different approach to making a studio that aims to target an audience including eastern and western players.</p><p class="paragraph" style="text-align:left;">But in addition to the studio reveal, there’s a ton of insight into how Chinese game development differs, why our industry is where it is, and even a bit about how AI has impacted the bottom line of a game startup. </p><p class="paragraph" style="text-align:left;">Found this worth a read, let me know what you think!</p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=approaching-game-dev-from-different-cultural-foundations" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=approaching-game-dev-from-different-cultural-foundations" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;">Preservation of one&#39;s own culture does not require contempt or disrespect for other cultures.</span><i>”</i></p><figcaption class="blockquote__byline"><i> - Cesar Chavez</i></figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;">When you learn something from people, or from a culture, you accept it as a gift, and it is your lifelong commitment to preserve it and build on it.</span><i>”</i></p><figcaption class="blockquote__byline"><i> - Yo-Yo Ma</i></figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=90d4dcf2-cac6-49ab-ade7-780e039f9304&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title>Unpacking AI Hype in Game Dev</title>
  <description>The Impact of LLMs on Everyday Game Making</description>
  <link>https://buildingbettergames.beehiiv.com/p/unpacking-ai-hype-in-game-dev</link>
  <guid isPermaLink="true">https://buildingbettergames.beehiiv.com/p/unpacking-ai-hype-in-game-dev</guid>
  <pubDate>Thu, 20 Mar 2025 18:00:00 +0000</pubDate>
  <atom:published>2025-03-20T18:00:00Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);"><i><b>Read Time: 8 Minutes</b></i></span></p><p class="paragraph" style="text-align:left;">“How does AI relate to games and game dev?”</p><p class="paragraph" style="text-align:left;">I want to write about AI in game dev, and I sit there, staring at that question thinking about how many different layers and angles can be taken.</p><p class="paragraph" style="text-align:left;">I’m going to talk about what “AI” is, then talk about strengths and weaknesses, and how I see game dev adapting to it. I will NOT be talking much about the ethics of AI. So if that’s what you are looking for, this isn’t the newsletter for you. If you really wanted an “Ethics and AI” newsletter instead of this one, let me know!</p><p class="paragraph" style="text-align:left;">TL;DR: “AI” as we think of it today is a tool that has been invented and will be used if individuals and companies perceive it to be worthwhile. I believe there are ways to use it that will help teams succeed while upholding good ethics, and I believe that a LOT of what people talk about are pipe dreams.</p><div class="image"><img alt="" class="image__image" style="" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXehKbtlcDIcnCn8XFCaXOkKWAlEsHHCxjNtgzrdjQ7Kv3vfdCeRi57PL3pSXc2rA7R6iPop81Vb5Wx15cUjs6Xv1qw8tYt9aRjX2wb8mIdZg8-ZM2s_eo939mCjStyJ7pI1q2DBGA?key=Ve9rpIwkWI2bpzklTyojCryl"/></div><p class="paragraph" style="text-align:center;"><i>Image from </i><i><a class="link" href="https://markmcneilly.substack.com/p/the-best-memes-about-ai-part-deux?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=unpacking-ai-hype-in-game-dev" target="_blank" rel="noopener noreferrer nofollow">https://markmcneilly.substack.com/p/the-best-memes-about-ai-part-deux</a></i></p><p class="paragraph" style="text-align:left;"></p><h2 class="heading" style="text-align:left;" id="defining-ai-not-as-intuitive-as-you"><b>Defining “AI” - Not As Intuitive As You’d Think</b></h2><p class="paragraph" style="text-align:left;">In case you aren’t up to speed, let’s talk about what we mean when we say, “AI.” </p><p class="paragraph" style="text-align:left;">“AI” today refers almost entirely to large language models (LLMs). LLMs indirectly look at sets of THINGS like sentences and images and use what they gather to generate new things.</p><p class="paragraph" style="text-align:left;">It is indirect because if you ask an image generating LLM to give you a picture of an elephant, it doesn’t go and look at a bunch of images of elephants and then draw something that seems similar, there’s a translation layer where words or parts of images are decomposed between the two. Some people call the process of “uploading the dataset in usable form” to an LLM as “training.” This is a bit of a misnomer, but it’s not the only misnomer nor the most egregious surrounding AI.</p><p class="paragraph" style="text-align:left;">These large language models are - at their simplest - autocomplete on steroids. They have larger datasets to draw upon, so they are likely to generate things that seem to make sense at a much higher rate. The practical upshot of this is that they seem to be able to hold a conversation, answer questions, and do a ton of other things, like flying a drone, that are pretty impressive for a non-human.</p><p class="paragraph" style="text-align:left;">The downside of this is that they “seem” to do some of these things, but aren’t actually “doing” them.</p><p class="paragraph" style="text-align:left;">When people talk about “training” AIs, or AIs “thinking” or “creating” or “seeing” things, this is incorrect, because while our classic understanding of “AI” as “artificial intelligence” implies something like a robot or computer that can think like a human, the AIs of today (LLMs) don’t do any of that.</p><p class="paragraph" style="text-align:left;">They “respond” to queries by giving an answer that would seem to be a reasonable next set of word bits or images based on what was input. The LLM doesn’t understand what it does, because there is nothing there to be “understanding.” It’s not a mind. It’s software that is good at giving responses that humans find believable.</p><p class="paragraph" style="text-align:left;">While many companies are talking about how they are closing in on what they call “AGI” (artificial general intelligence) which would have those capabilities, the way LLMs work is not analogous to how humans (our only accessible example of a conscious general intelligence) think.</p><p class="paragraph" style="text-align:left;">Achieving AGI would mean having a computer that could reason, discern, make judgment calls, think, learn, etc. in the same way that humans do. This is NOT what we have today. Further, despite the claims of companies - companies interested in massive valuations and investor dollars so they can continue bleeding cash everywhere (I’m a bit cynical here, I’ll admit it) - there is not a clear leap from “LLM” to “AGI.” In fact, I would say that were we to achieve AGI, it would need to be through a different path than the one we’re on. LLMs don’t have a mind, nor do we really know what a “mind” is. This is a serious issue for developing an AGI.</p><p class="paragraph" style="text-align:left;">There has been a sleight of hand in all of this; the goalposts have moved. Our modern “AI” is not what we would have called “AI” 20 years ago. But we’ve redefined “AI” to “AGI” and now qualify LLMs as “AI” despite LLMs not being intelligent, just because those LLMs provide a facsimile of intelligence that we feel is compelling.</p><p class="paragraph" style="text-align:left;">AIs (or really LLMs) can be used to generate artwork, stories, code, summaries, translations, and a lot of other stuff. </p><h2 class="heading" style="text-align:left;" id="ai-in-game-dev"><b>AI in Game Dev</b></h2><p class="paragraph" style="text-align:left;">You can hopefully see how helpful LLMs could be to some people. If I don’t write well, or can’t draw, I can now ask an LLM of my choice to generate articulate sentences or an image that meets my specifications. It will produce things that match whatever input I provided.</p><p class="paragraph" style="text-align:left;">So if I always had a great idea for something, but was short a few skillsets, now LLMs can step in and fill that gap, allowing me to generate the stuff I couldn’t do. </p><p class="paragraph" style="text-align:left;">For game dev, this has a ton of implications. Wanted to make a compelling fantasy world but don’t know how to art? That’s ok! Let LLMs generate the art for you. Don’t have time to write barks for NPCs? An LLM can handle it. Not sure how to set up some feature in unreal for your game? LLMs might just be able to code it for you.</p><p class="paragraph" style="text-align:left;">Where do AIs fall short? Anything involving judgment. If you ask AIs to generate 15 images of orcs fighting elves, it can do it easily. If you ask it which image is the best based on your context, it will give you an answer, but it doesn’t know, because it can’t know, because it doesn’t think. </p><p class="paragraph" style="text-align:left;">I’ve tried to be careful above to use the word “generate” rather than “create” when talking about LLMs as well. Because it is the more accurate term. Humans can create novel things. We don’t know exactly how that works - we have very little understanding of human consciousness generally - but sometimes we are inspired to do something that has never been done. Some of this likely is the combination of pre-existing concepts, but some of it also seems to be the genuine invention of something new. </p><p class="paragraph" style="text-align:left;">LLMs can “kitbash” things together, they can amalgamate and combine and even seem to find “insights” within overlapping data sets, but all it can ever do is work with what was already there.</p><h2 class="heading" style="text-align:left;" id="where-can-these-ll-ms-help-with-gam"><b>Where can these LLMs help with game dev?</b></h2><p class="paragraph" style="text-align:left;">I’ve talked with a ton of people about this, and the consensus seems to be that AI can be very helpful in prototyping things or creating reference material. An image-generating LLM can give me a thousand images in a short space of time. I can then select a few of them and say, “More like this, with &lt;X different thing&gt;.” Through repetition of this, a non-artist can zero in on concepts they like for what they are doing.</p><p class="paragraph" style="text-align:left;">Using it to rapidly create game prototypes is also a valid use case. Don’t know how to get the UI right? Tell the LLM what you want. It might not get it just right the first time, but if you don’t know how to do it at all, spending a few minutes or even hours banging away at prompts to get what you want is still easier than learning to code on your own.</p><p class="paragraph" style="text-align:left;">Then you also have the ability to let custom-built AI rig models and even do basic animations. Again, from the perspective of rapid prototyping this could be a huge win. </p><p class="paragraph" style="text-align:left;">I use these examples of concept art, animation, and engineering as just that: examples. </p><p class="paragraph" style="text-align:left;">The second broad place AI might bring a ton of value is in “polishing” something. Give AI a random image to “uprez” and it can do it. Similar to the above, you probably want it done a bunch of times to get some different options, then you additionally want an expert to go in and further touch up anything it creates, but it is helpful in getting you to “done” faster.</p><p class="paragraph" style="text-align:left;">On the technical side I am far less convinced of the use of LLMs to “clean up” code. While some people claim that “AI agents” will be full stack operators doing QA to boot, the inability to discern is a huge achilles heel. I’m doubtful this will work in all but the simplest of contexts. The tech is still moving, but the way LLMs are built makes it difficult to see them being both effective AND trustworthy here. The complexity of game related tech stacks is no joke. The last thing I want is to let my AI “do some refinement” of the codebase, only to lose awareness of what my code even is and open myself up to bugs that were just not something an LLM has the capacity to deal with.</p><p class="paragraph" style="text-align:left;">This also goes for QA. While some of the work is probably stuff AI can warn you about, a lot of game dev QA involves understanding things like what is supposed to happen vs what is not. There ARE probably ways that LLMs could help QA, like helping with ticketing systems and the like, but there is the problem of how much you can “trust” anything LLMs produce. Will this provide that much value past smoke testing? I don’t think so.</p><p class="paragraph" style="text-align:left;">There’s some “around game” stuff too where current AI can be helpful. Think about localization. In the past, loc requires a lot of work and some lead time. But now, especially as AI is custom built for the purpose, you can get pretty dang good translation between languages in moments. Even with some slight imperfections, this could be “good enough” for many studio needs. It wasn’t as if the human-based system was perfect!</p><div class="image"><img alt="" class="image__image" style="" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeENLjdFtoQSZeV6Fjj9P9ucAKxoil6-l_2FXdkqetiW492O9_G73e11vi4Oka2qpTg8cBZMvKoxBg6cV1a585t-t3s0Urtpq_SXZH3nTMprogShVUFXH3nIDk7JX3yeEgBAXUKeA?key=Ve9rpIwkWI2bpzklTyojCryl"/></div><p class="paragraph" style="text-align:center;"><i>Image from </i><i><a class="link" href="https://legendsoflocalization.com/bad-translations/classic/?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=unpacking-ai-hype-in-game-dev" target="_blank" rel="noopener noreferrer nofollow">https://legendsoflocalization.com/bad-translations/classic/</a></i></p><h2 class="heading" style="text-align:left;" id="where-is-ai-not-so-helpful-to-game-"><b>Where is AI not so helpful to game dev?</b></h2><p class="paragraph" style="text-align:left;">Any time you need something to be right, AI via LLMs are a bad option. The term “hallucinate” has been used to describe when these LLMs get something wrong, but it’s a bit of a misnomer. Outside of someone with serious mental issues or hitting psychedelics regularly, hallucinations are RARE in humans. But the mechanisms that lead to these AI “hallucinations” are the exact same that lead to correct answers. The “hallucination” is not an aberration, it’s just an output that happened to be wrong.</p><div class="image"><img alt="" class="image__image" style="" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfWMX_jocEWrewOTERNHLvwgHlKUJF-Ag-34lJENVaJ_0wpNRdjhO3BrgxlHJ47rzFob_xtzlSvqe2g4a0RPi-2Xn1YFHQOgumsIQNpuzXs5CkJYVEIlZFRZULvmO_Y9L7RZTweXg?key=Ve9rpIwkWI2bpzklTyojCryl"/></div><p class="paragraph" style="text-align:center;"><i>Example taken from: </i><i><a class="link" href="https://www.datacamp.com/blog/ai-hallucination?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=unpacking-ai-hype-in-game-dev" target="_blank" rel="noopener noreferrer nofollow">https://www.datacamp.com/blog/ai-hallucination</a></i></p><p class="paragraph" style="text-align:left;">Take a look at the image above. If there is anything you would EXPECT “AI” to get right, it would be math questions. But here it doesn’t. It is CONFIDENTLY wrong, even providing FALSE EVIDENCE. Would you have checked?</p><p class="paragraph" style="text-align:left;">This is troubling not because it comes up a ton in game dev, but because many people don’t realize that every LLM out there today is prone to error. The lack of education around how prone to being wrong LLMs are is a big deal. Treating LLMs as truthful is as if we took the first internet search we found and assumed it was correct no matter what it said. Some of this will get better with time as people realize AI is prone to error, but for right now the fact that LLMs will attempt to answer almost any question you ask authoritatively is a problem because people might just believe it.</p><p class="paragraph" style="text-align:left;">I mentioned earlier that LLMs do not have the capacity to discern or judge, even if they appear to. The combination of an inability to discern combined with no awareness of correctness means that AI today is best used to assist an expert who understands and can fix any obvious mistakes.</p><p class="paragraph" style="text-align:left;">If you don’t have experts who can make sure the LLMs aren’t making weird edge case errors that will blow up in your face later, you are going to be in trouble once you get past prototyping.</p><p class="paragraph" style="text-align:left;">What about narrative disciplines? I mentioned “barks” above, simple short lines that NPCs might say. Here, similar to concepting, I would imagine you could have LLMs generate a large number and then have someone select from the list. I don’t know how much time this saves you, depends on the problem space, the quality of the prompt, and the narrative dev involved. </p><p class="paragraph" style="text-align:left;">For any important writing, I would not recommend any AI that exists unless you have no other option. The way I’ve described LLMs based on my own experience: it gets you to a passing high school (pre-university) grade. That’s not a high bar. Again, perhaps useful in prototyping, but don’t expect much.</p><p class="paragraph" style="text-align:left;">When I look at the technical side of things, the biggest risks I’ve somewhat covered above. LLMs will create code. The code may work. It will definitely require someone who understands what codebases should look like for it to be effective for the long haul.</p><p class="paragraph" style="text-align:left;">Perhaps you’ve seen a game team thinking they can use Unreal out of the box. In some ways, they can. But there’s a reason having engineers who have built things in Unreal is so prized by teams trying to build things in Unreal. Unreal out of the box does a generic job at a specific thing. Odds are, any particular team is trying to do something different. There are many teams that have gotten deep in development before realizing they need help getting Unreal to do what they want, only to bring in Unreal experts who have to redo a lot of the foundations because it just wasn’t set up to succeed. </p><p class="paragraph" style="text-align:left;">I believe AI will cause similar arcs if you attempt to use it instead of engineers, rather than as something to assist engineers. This applies to all disciplines. Don’t let AI do stuff without expert oversight. Make sure you’ve got an expert alongside it, whether that’s an artist, a writer, a QA, or whatever else. Otherwise you are setting yourself up for unpleasant and painful discoveries down the road. If you don’t have the right type of expert, recognize that you skate on thin ice.</p><div class="image"><img alt="" class="image__image" style="" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfKHQc8xvoRQrsiQIeH-9D5vG8_5rlQJjaOQ-YwlVR32rCVhY6Zk9ywxZ33i_7iivNk7UY8QsObvqEKNYh2WbXKqnYLjjOlCfMLIZT5CftQ9lMufjpHwh0gdy8Xy_w7n8U1f2m8ww?key=Ve9rpIwkWI2bpzklTyojCryl"/></div><p class="paragraph" style="text-align:center;"><i>Image from </i><i><a class="link" href="https://markmcneilly.substack.com/p/the-best-memes-about-ai-part-deux?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=unpacking-ai-hype-in-game-dev" target="_blank" rel="noopener noreferrer nofollow">https://markmcneilly.substack.com/p/the-best-memes-about-ai-part-deux</a></i></p><h2 class="heading" style="text-align:left;" id="using-ai-to-create-gameplay-dialogu"><b>Using AI To Create Gameplay/Dialogue In Games</b></h2><p class="paragraph" style="text-align:left;">“What if every NPC in Skyrim could have an extended conversation with you? Wouldn’t that be cool?”</p><p class="paragraph" style="text-align:left;">I don’t know. There’s a novelty to that that’s interesting, and if that also led to quest generation and entirely unique experiences, that MIGHT be good? But part of me looks at that as one of those things that sounds cool but has far less attraction or engagement value. If I’m developing Skyrim and building quests and characters and things for the player to do, am I excited by players having a conversation with the first unimportant NPC they encounter and going off in a totally different direction? If I’m building that game, sure. But in many cases, I don’t think it’s better.</p><p class="paragraph" style="text-align:left;">In this, I wonder if AI is akin to VR. VR sounds like it would be super cool, but still hasn’t broken into the mainstream. Will it get there? I don’t know. I just know all the attempts to date at making better headsets and better products aren’t leading to the breakthrough people have wanted. Could be a matter of time or innovation, or it could be something that sounds cool and isn’t that engaging in practice.</p><div class="image"><img alt="" class="image__image" style="" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeJv-dY4WAUzrkTV5RCLoK8Tov_hcYSVqU_UB4EjiH6A5pooqh2GytN57bPnmwW5XGA8nxP4qNA_kd19SMkUxDkqwLvOHY_SwrWq-x1LNjssfGdlP2tYSwTGE-Nrv26mQqFV8wzFg?key=Ve9rpIwkWI2bpzklTyojCryl"/></div><p class="paragraph" style="text-align:center;"><i>Image from </i><i><a class="link" href="https://markmcneilly.substack.com/p/the-best-memes-about-ai?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=unpacking-ai-hype-in-game-dev" target="_blank" rel="noopener noreferrer nofollow">https://markmcneilly.substack.com/p/the-best-memes-about-ai</a></i></p><p class="paragraph" style="text-align:left;">I’m skeptical of the “AI integrated into gameplay” use case. But, there’s a ton of startups chasing stuff like this right now. I guess we’ll find out over time!</p><h2 class="heading" style="text-align:left;" id="where-does-ai-take-us"><b>Where Does AI Take Us?</b></h2><p class="paragraph" style="text-align:left;">Alright, where does all of this lead us?</p><div class="image"><img alt="" class="image__image" style="" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf9mde-bejYrSPjLmT_BT6sZ6SfkSPMAp9wZhpkQq7CrmP-dSQZFRyQ6LYwEtmxKvgYd4ga-Twskvl8Es3QYxvhSXb7feNcF9zOoGngJr1i_ctG-IjFq49VIDfg4pDQM8h-kzkHcg?key=Ve9rpIwkWI2bpzklTyojCryl"/></div><p class="paragraph" style="text-align:center;"><i>Image from </i><i><a class="link" href="https://www.boredpanda.com/chatgpt-ai-fails/?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=unpacking-ai-hype-in-game-dev" target="_blank" rel="noopener noreferrer nofollow">https://www.boredpanda.com/chatgpt-ai-fails/</a></i></p><p class="paragraph" style="text-align:left;">My thoughts to date:</p><ol start="1"><li><p class="paragraph" style="text-align:left;">I do not believe that AI in current LLM form or future forms will replace dev teams by leaving the future of game dev in the hands of solo devs surrounded by AI agents doing all the things they cannot.</p></li><li><p class="paragraph" style="text-align:left;">I do not believe that AI will provide “10x” improvements in speed and productivity in game dev - there may be narrow parts of certain crafts where you see dramatic improvements, but overall the gains will be far less.</p></li><li><p class="paragraph" style="text-align:left;">I do not believe that AI will get ENOUGH better than it is today to a point where it replaces most game dev disciplines or work more generally.</p></li><li><p class="paragraph" style="text-align:left;">I do believe that AI is something worth taking seriously as a tool that can make experts more effective/productive.</p></li><li><p class="paragraph" style="text-align:left;">I do not believe AI is getting close to “AGI” and gaining the ability to discern and judge effectively, or otherwise “create” rather than “generate.” Count this doubly for some sort of Terminator Skynet style super intelligence.</p></li><li><p class="paragraph" style="text-align:left;">I do believe some regions of the world will use (and are using) AI without any ethical qualms. If this provides a meaningful competitive edge, every other region will need to take that seriously as they look at the ethical challenges of AI in a global marketplace.</p></li></ol><ol start="7"><li><p class="paragraph" style="text-align:left;"><b>Most importantly: I do believe I’m wrong about some or perhaps many of the things I’ve stated I do or do not believe above. This space is fast moving.</b></p></li></ol><h2 class="heading" style="text-align:left;" id="what-im-being-told-and-seeing-in-ga"><b>What I’m Being Told And Seeing In Game Dev</b></h2><p class="paragraph" style="text-align:left;">A proofreader of this newsletter said this:<br><i>I feel like this low-key your thesis. &quot;AI exists, people are gonna use it. You need to care about whether it&#39;s </i><i><b>good</b></i><i>, about whether it makes your game </i><i><b>better</b></i><i>.&quot;</i></p><p class="paragraph" style="text-align:left;">I love this summary. This last little bit will talk about how people have benefited from using AI in game dev to date.</p><p class="paragraph" style="text-align:left;">From talking to devs and studios that have used AI in its current forms, I’m told that it can be useful - sometimes insanely so - where it works. And also that there are many places where it doesn’t work.</p><p class="paragraph" style="text-align:left;">I anticipate LLMs being used heavily in the space of prototyping and in UGC platforms to make someone with little knowledge capable of getting farther faster than they ever could have before.</p><p class="paragraph" style="text-align:left;">The studios that have engaged with it heavily are getting gains out of it. I’ve not heard anyone ON THE GROUND in game dev tell me they are 10x as effective, or only need 5 people to make AAA games like Destiny, Witcher, GTA, Total War, and other “big” products. But I have heard reports of double digit percentage improvements (20-50%). I’ve also heard that attempts to make games ENTIRELY with AI have not worked out - not that something doesn’t come out the other end, but nothing good does.</p><p class="paragraph" style="text-align:left;">There’s more I could talk about here. Phases of development, indie vs AAA, mobile vs PC/Console, but I’m going to wrap here. If you want me to go into my thoughts on all of that in a future newsletter, let me know!</p><p class="paragraph" style="text-align:left;">For now, hope this has provided additional perspective, and that some of you learned something!</p><h2 class="heading" style="text-align:left;" id="how-are-you-using-ai-how-much-bette"><b>How are YOU using AI? How much better do you think it will get?</b></h2><p class="paragraph" style="text-align:left;">Thanks to Susan, Alex, Gemma, Rob, Aaron, Daniel, Ryan, Chris and many others who had conversations with me over the last few months about AI. Cheers!</p><p class="paragraph" style="text-align:left;">Final note: <b>Reframing Agility still has available slots!</b> If you want to get an industry-standard certification while taking a course that will actually help your team make games better, sign up here: <a class="link" href="https://www.buildingbettergames.gg/reframingagility?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=unpacking-ai-hype-in-game-dev" target="_blank" rel="noopener noreferrer nofollow">https://www.buildingbettergames.gg/reframingagility</a></p><p class="paragraph" style="text-align:left;">Reframing Agility will be April 14-15, from 8a-4p PT. Looking forward to it!</p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=unpacking-ai-hype-in-game-dev" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=unpacking-ai-hype-in-game-dev" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#F9FAFB;">One machine can do the work of fifty ordinary men. No machine can do the work of one extraordinary man.</span><i>”</i></p><figcaption class="blockquote__byline"><i> - Elbert Hubbard</i></figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#F9FAFB;">Technological progress has merely provided us with more efficient means for going backwards.</span><i>”</i></p><figcaption class="blockquote__byline"><i> - Aldous Huxley</i></figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=79ddae1b-3bec-4b7a-b655-1b843f5136e0&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title>What Can We Learn From Solo Devs?</title>
  <description>The More Things Change, The More They Stay The Same</description>
  <link>https://buildingbettergames.beehiiv.com/p/what-can-we-learn-from-solo-devs</link>
  <guid isPermaLink="true">https://buildingbettergames.beehiiv.com/p/what-can-we-learn-from-solo-devs</guid>
  <pubDate>Thu, 06 Mar 2025 19:00:00 +0000</pubDate>
  <atom:published>2025-03-06T19:00:00Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
  <content:encoded><![CDATA[
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);"><i><b>Read Time: 4 Minutes</b></i></span></p><p class="paragraph" style="text-align:left;">I’m going to be sharing some videos today about people who decided to try to make a game.</p><p class="paragraph" style="text-align:left;">As experienced game devs, we may be tempted to view these “inexperienced” solo devs as naive noobs, assuming a condescending attitude and sitting back on our vast wisdom. </p><p class="paragraph" style="text-align:left;">This is a mistake.</p><p class="paragraph" style="text-align:left;">What I saw making these videos? </p><p class="paragraph" style="text-align:left;">The solo devs ran into some of the exact same problems many famous studios with lots of money and many devs encounter.</p><p class="paragraph" style="text-align:left;">The scale is different, but the fundamental challenges of game dev remain the same.</p><p class="paragraph" style="text-align:left;">I know, I know, usually I talk about leadership in game dev, but part of being a leader is being grounded in reality, and the reality is our industry is changing. Solo devs are able to do things faster today than ever before in history, especially with how available contract work is around the world.</p><p class="paragraph" style="text-align:left;">Roblox, UEFN, and other UGC platforms are populated with millions of players who are experiencing games in a way I could not have imagined when I was 12. It just doesn’t make sense to me.</p><p class="paragraph" style="text-align:left;">But many of these are profitable products worth millions.</p><p class="paragraph" style="text-align:left;">So here’s a couple videos of inexperienced solo devs attacking the challenge of making games.</p><p class="paragraph" style="text-align:left;">The problems we face - no matter where we’re at - are more similar than we’d like to admit. </p><p class="paragraph" style="text-align:left;"></p><h2 class="heading" style="text-align:left;" id="i-made-a-game-in-unreal-in-14-days-"><b>I Made A Game In Unreal In 14 Days… (No Experience)</b> by Jack Sather</h2><p class="paragraph" style="text-align:left;"><a class="link" href="https://www.youtube.com/watch?v=HcJEYB7aQQo&utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=what-can-we-learn-from-solo-devs" target="_blank" rel="noopener noreferrer nofollow">https://www.youtube.com/watch?v=HcJEYB7aQQo</a></p><p class="paragraph" style="text-align:left;">Two weeks, let’s watch Jack make a game!</p><p class="paragraph" style="text-align:left;">…or, let’s watch Jack work on a ground plane. And play with grass and vegetation. And tinker with Blender, and go down many rabbit holes of helpful videos, and get distracted by youtube.</p><p class="paragraph" style="text-align:left;">Let’s watch Jack do many things that we do, at scale, in game dev.</p><p class="paragraph" style="text-align:left;">Sure, some of the comments tell Jack he should’ve “started with the core game and done a quick prototype / white box” and maybe we would’ve done that.</p><p class="paragraph" style="text-align:left;">But how many times have you seen experienced game devs chasing some little insignificant problem way past the point of it being worth it?</p><p class="paragraph" style="text-align:left;">How many times has the lack of a cohesive vision for what the game even is led to a lot of people spending a lot of time doing work that doesn’t matter?</p><p class="paragraph" style="text-align:left;">Oh, and how many times have you seemingly done everything RIGHT, only to hit, “Go” and have NOTHING work, or even everything break?</p><p class="paragraph" style="text-align:left;">At a micro level, our experience helps us solve these things, but at a macro level, the ambiguity of game development, the difficulty in finding good resources to help, the struggle with the tools or process, all of this is stuff we encounter. There isn’t a game dev out there with experience at scale that can’t talk about how much time they’ve spent in meetings or on reports - work that would frequently return low or no value. </p><p class="paragraph" style="text-align:left;">Jack’s experience making games seems silly, and he does a great job playing it up for laughs. But if you can’t relate to it, and if you can’t see the challenges he faces reflected throughout our industry, I don’t think you’re paying enough attention.</p><p class="paragraph" style="text-align:left;">Oh, and by the way, the other similarity? On the deadline, Jack did not have a game. If that’s not relatable, I don’t know what else will be.</p><p class="paragraph" style="text-align:left;">Top comment on this one:</p><div class="image"><img alt="" class="image__image" style="" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdXYvVzysma0GrdmfAXUmx6ioIwj3wfuL4irHDyCdCFBUp_UhJN2ZpuDYwMArfcRSLekezh_dPkREUdWakner_msc2vhvmR_JFVgc6MffeXpk07Qiys5TIIhSm-wC67ILA8s4jKVQ?key=WPBUXcEMSkmzfpgYwfK2TZhh"/></div><p class="paragraph" style="text-align:left;">Let’s talk Roblox.</p><h2 class="heading" style="text-align:left;" id="i-spent-1000-days-building-my-roblo"><b>I Spent 1000 DAYS Building My Roblox Game! </b>By DeHapy</h2><p class="paragraph" style="text-align:left;"><a class="link" href="https://www.youtube.com/watch?v=Yy8q4T2wXLs&utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=what-can-we-learn-from-solo-devs" target="_blank" rel="noopener noreferrer nofollow">https://www.youtube.com/watch?v=Yy8q4T2wXLs</a></p><p class="paragraph" style="text-align:left;">Game dev is easier than it has ever been.</p><p class="paragraph" style="text-align:left;">But it’s still really hard.</p><p class="paragraph" style="text-align:left;">Watching DeHapy go through his journey is like watching teams have a cool idea in game dev and then attempt to implement it, only to discover it was harder than you thought.</p><p class="paragraph" style="text-align:left;">And this is in Roblox, where things are simplified even compared to engines like Unity and Unreal.</p><p class="paragraph" style="text-align:left;">What I appreciated about this video? </p><p class="paragraph" style="text-align:left;">This isn’t just a, “How did I make a game?” guide. DeHapy is creating entertaining content that will make him revenue via youtube, while pushing people towards his Roblox stores, while marketing his current and upcoming games.</p><p class="paragraph" style="text-align:left;">DeHapy isn’t just a game developer, he is a publisher and a community manager and everything else. And, if my calculations are correct, that 1.5 million Robux he’s made could have been worth over … $5,000. </p><p class="paragraph" style="text-align:left;">BUT, throughout everything he is doing, he is learning. I can imagine in another five years, DeHapy could end up as one of the most well-rounded, business aware game devs you’ve ever met.</p><p class="paragraph" style="text-align:left;">Some takeaways besides games being really hard:</p><p class="paragraph" style="text-align:left;">It’s not just about making games, it’s about making games people want to play.</p><p class="paragraph" style="text-align:left;">Sometimes, you need to bring in other people (either as team members or outsourcers) to try to solve problems that are simply not worth you learning yourself.</p><p class="paragraph" style="text-align:left;">And also, that many of the best ideas are not totally fresh, but tweaks to what came before.</p><p class="paragraph" style="text-align:left;">DeHapy is not just developing games, he’s developing a business and the skillset to continue to make games into the future.</p><p class="paragraph" style="text-align:left;">He’s making them for an audience that isn’t bothered by the relative “low fidelity” of Roblox. An audience that pushes buttons in a game by having their character stand on it. An audience that is willing to pay money to get their own assets to build their own games.</p><p class="paragraph" style="text-align:left;">The comments on this one I want to call out were all the people expressing their appreciation for the video, and how it motivated them to keep trying, or try again, to make the game they wanted to make. With all the humor and the marketing and the sales pitch and the real lessons contained in the video, many people found it inspiring. That’s the next generation of devs</p><p class="paragraph" style="text-align:left;">The games industry is changing. Who makes games is changing, how we make games is changing, and who we make them for is changing. Hoping this provoked some thoughts and perhaps encouraged a different line of thinking.</p><p class="paragraph" style="text-align:left;">There was one more video made by someone on youtube who probably has way less “real experience” in game dev than many people on this list that jumped out to me.</p><h2 class="heading" style="text-align:left;" id="why-you-shouldnt-follow-game-dev-ad"><b>Why You Shouldn’t Follow GameDev Advice!</b> By Overload</h2><p class="paragraph" style="text-align:left;"><a class="link" href="https://www.youtube.com/watch?v=juQ4PwzxFU4&utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=what-can-we-learn-from-solo-devs" target="_blank" rel="noopener noreferrer nofollow">https://www.youtube.com/watch?v=juQ4PwzxFU4</a></p><p class="paragraph" style="text-align:left;">The biggest thing in this one was that we all have to make a game that sucks. Maybe it’s not a game for you. Maybe you’re a producer and it’s a report or a process or a meeting. Maybe you’re a designer and it’s a system or an encounter.</p><p class="paragraph" style="text-align:left;">We all have to make bad things to learn why they are bad. Yes, we can learn some from watching other people and listening to their wisdom and experience. But the most impactful learning is what we do ourselves.</p><p class="paragraph" style="text-align:left;">Hope you’re out there learning and studying and ultimately doing the things that help you become a better version of who you are today.</p><p class="paragraph" style="text-align:left;">P.S.</p><p class="paragraph" style="text-align:left;">I’ve got a Reframing Agility Course going on April 14th and 15th. If you are interested in how to create a learning culture that helps you, your team, and your game succeed, the course will teach you what to do and not to do. It’s a mix of lecture, story, and many many exercises, as well as a lot of time for you to ask questions and try to stump me. I won’t be teaching you how to “do scrum,” I’ll be teaching you how to approach work in a better way. </p><p class="paragraph" style="text-align:left;">It’s a great course for leaders and anyone else interested in what it means to tackle the ambiguity and unknowns of game development.</p><p class="paragraph" style="text-align:left;">Go here to check it out: <a class="link" href="https://www.buildingbettergames.gg/reframingagility?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=what-can-we-learn-from-solo-devs" target="_blank" rel="noopener noreferrer nofollow">https://www.buildingbettergames.gg/reframingagility</a></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=what-can-we-learn-from-solo-devs" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=what-can-we-learn-from-solo-devs" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#F9FAFB;">Far and away the best prize that life has to offer is the chance to work hard at work worth doing.</span><i>”</i></p><figcaption class="blockquote__byline"><i> - Theodore Roosevelt</i></figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#F9FAFB;">If it wasn&#39;t hard, everyone would do it. It&#39;s the hard that makes it great.</span><i>”</i></p><figcaption class="blockquote__byline"><i> - Tom Hanks as Jimmy Dugan in A League Of Their Own</i></figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=780d88ba-0210-4606-9b0f-607399589e36&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title>Questions and the Fog Of War in Game Dev</title>
  <description>Expanding Our Awareness of the Game</description>
  <link>https://buildingbettergames.beehiiv.com/p/questions-and-the-fog-of-war-in-game-dev</link>
  <guid isPermaLink="true">https://buildingbettergames.beehiiv.com/p/questions-and-the-fog-of-war-in-game-dev</guid>
  <pubDate>Thu, 20 Feb 2025 19:00:00 +0000</pubDate>
  <atom:published>2025-02-20T19:00:00Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);"><i><b>Read Time: 6 Minutes</b></i></span></p><p class="paragraph" style="text-align:left;">You’ve probably been there. Your game has finished loading, and now you’re looking at a few tiles, or a planet, or a region. You’ve got a unit or two, or maybe a city or capital or something.</p><p class="paragraph" style="text-align:left;">All around you is the unknown. The “fog of war” limits you from knowing much. </p><p class="paragraph" style="text-align:left;">Early on, that’s not that bad, as you don’t really have the capacity to respond to much more information than what you can see. You get to settling down, building infrastructure or units and - as time goes by - you begin to expand your vision (and power) into that fog.</p><p class="paragraph" style="text-align:left;">What you discover could change the way you play, or perhaps cause you to meet an untimely end. It might also give you resources and the confidence to become the empire/civilization/country/conquering army that you always wanted to be.</p><p class="paragraph" style="text-align:left;">But at the beginning, you’re just a few units surrounded by darkness.</p><p class="paragraph" style="text-align:left;">Game development is not that different. </p><p class="paragraph" style="text-align:left;">You start out with an idea and maybe a few people working together. What you know is simple and high level. It’s entirely unvalidated. The unknowns are everywhere. You can’t see much, but you know enough to get started. </p><p class="paragraph" style="text-align:left;">Where things will end up, and what the game you make (or fail to make) will be you don’t know. There’s a lot of fog in game dev.</p><p class="paragraph" style="text-align:left;">As you observe and learn, real life events that are analogous to running into a civilization incredibly close to yours can happen. Perhaps early on, you learn that there are other companies building competing products that are very similar to yours. Maybe you realize you’re on a much smaller island than you thought - the number of people who might like your game was more niche than you realized.</p><p class="paragraph" style="text-align:left;">You’d wanted to go all out on expansion, scaling your team rapidly into production. But early tests and the technical foundations of your game aren’t as strong as you’d hoped. You need to resolve those issues before you can go crazy, or you’ll overextend yourself and get hammered.</p><p class="paragraph" style="text-align:left;">I apply the concept of “fog of war” in many areas of game dev. Whether you’re capturing some of the unknowns that could make or break your game, or thinking about how confident you are in an estimated timeline for a milestone, recognizing what you don’t know will help guide your path and priorities.</p><p class="paragraph" style="text-align:left;">And when it comes to walking through the phases of game dev, I think we need to imagine ourselves as that fledgling civilization just starting out.</p><h2 class="heading" style="text-align:left;" id="ideation"><b>Ideation</b></h2><p class="paragraph" style="text-align:left;">The Ideation phase (sometimes called concept, prototyping, or even - and unhelpfully - pre-production) is where games begin. At this point, everything is an idea. The fog of war is everywhere, and the path forward is vague and needs to be flexible. During ideation, you don’t want too many people, and you don’t want robust and exacting standards for just about anything (except perhaps hiring), because you are going to be asking huge questions that will change the direction of your entire production.</p><p class="paragraph" style="text-align:left;">The point of ideation is to discover a game that you think is worth building and to do some rough testing of that hypothesis.</p><p class="paragraph" style="text-align:left;">It is THE place for you and your game’s biggest questions. You need to answer them before you proceed. Stuff like:</p><ul><li><p class="paragraph" style="text-align:left;">What impact do we want to have on the world?</p></li><li><p class="paragraph" style="text-align:left;">Where are we choosing NOT to play?</p></li><li><p class="paragraph" style="text-align:left;">What is the experience we want to create?</p></li><li><p class="paragraph" style="text-align:left;">Why do we think it will be compelling?</p></li><li><p class="paragraph" style="text-align:left;">Who will play our game?</p></li><li><p class="paragraph" style="text-align:left;">What is our competition?</p></li><li><p class="paragraph" style="text-align:left;">What culture do we want for this game team?</p></li><li><p class="paragraph" style="text-align:left;">How can we set ourselves up to learn rapidly?</p></li><li><p class="paragraph" style="text-align:left;">What is the simplest thing we could make that might help us understand if we’re onto something or not?</p></li></ul><p class="paragraph" style="text-align:left;">As you move through ideation, you will start to answer these big questions, and as you do, even more questions will emerge. BUT, as they continue to emerge, you’ll discover that the new questions slowly become “smaller” than the ones you started with. Eventually, none of the biggest questions remain.</p><p class="paragraph" style="text-align:left;">The fog of war has been pushed out. Maybe you’ve found all the coasts. You know the territory a little bit, where barbarians/pirates might be hiding, what other civilizations are right around you, and where the resource rich areas are. While you might still be surprised by a pocket of fog here or there, you have enough info to plan out the next few turns. From the game dev lens, you’re confident enough on the few and massive questions to start engaging with those slightly smaller, more detailed questions.</p><p class="paragraph" style="text-align:left;">You’re ready for preproduction.</p><h2 class="heading" style="text-align:left;" id="preproduction"><b>Pre-production</b></h2><p class="paragraph" style="text-align:left;">Pre-production (often called “preprod,” with some people thinking about this as “vertical slice”) aims to prove that the idea you’ve selected is something that can be built, and further, that we want to build it.</p><p class="paragraph" style="text-align:left;">The questions are individually smaller, but there are many more of them. You start thinking about what production will look like. You probably throw away a lot of crappy prototypes. You probably do some scaling up.</p><p class="paragraph" style="text-align:left;">Here are some example questions you might want to solve (please don’t adopt this list thoughtlessly, many could be asked earlier or later depending on your context):</p><ul><li><p class="paragraph" style="text-align:left;">How exciting is this concept to us?</p></li><li><p class="paragraph" style="text-align:left;">How exciting is this concept to players?</p></li><li><p class="paragraph" style="text-align:left;">What are the major risks we see with this being successful?</p></li><li><p class="paragraph" style="text-align:left;">Is our core loop solid?</p></li><li><p class="paragraph" style="text-align:left;">Do we know what our bigger engagement loops will look like?</p></li><li><p class="paragraph" style="text-align:left;">Do we have the runway to get this done, and if not, what are we going to do about that?</p></li><li><p class="paragraph" style="text-align:left;">What should our technical foundation look like?</p></li><li><p class="paragraph" style="text-align:left;">How can we better understand our eventual player, their patterns, their preferences?</p></li><li><p class="paragraph" style="text-align:left;">Do we have the expertise to pull this off?</p></li><li><p class="paragraph" style="text-align:left;">What are the biggest remaining questions that we need to answer?</p></li></ul><p class="paragraph" style="text-align:left;">There are so many more that could be written, but at the start of preprod, you’re still working on pretty big questions, where by the end you want to have locked down a lot of production related questions like staffing plans and best guess milestones, and - as best as we can guess today - product priorities for the game. </p><p class="paragraph" style="text-align:left;">By the time you exit preprod, everything accessible from your starting continent/system/area has at least been seen. The fog of war feels far away. You’ve allied or eliminated anyone nearby, and the barbarians are long gone. There still might be dangers lurking somewhere else, but you’re actively scouting for threats. You’ve got a lock on the resources you think you need, your tech tree is ticking along like it should. You’re stable. This is good, because by the end of preprod, changing direction becomes very difficult. You’ve got some unique wonders that no one else does. Enough customization through buildings and tech have been selected that if you decide you want to win a diplomatic victory instead of a science victory, it’s going to be hard to pull off. </p><p class="paragraph" style="text-align:left;">The questions continue to shrink and multiply. They become more tactical in nature. You’ve chosen your path. The team’s burnrate and size are about to go up. Put mildly, making big changes will be PAINFUL. You need to be open to that happening, while recognizing that once you enter production, man it would suck.</p><h2 class="heading" style="text-align:left;" id="production"><b>Production</b></h2><p class="paragraph" style="text-align:left;">Now you’ve reached where too many studios rush to. Now you’re at that magical place where you get to build the thing and realize just how much more difficult it will be than you expected. Depending on the size of your game and budget, your organization now has multiple layers. Mistakes made earlier in laying cultural and technical foundations will become magnified. If present, bad tools, poor leadership, and an inability to iterate quickly will hamstring your studio.</p><p class="paragraph" style="text-align:left;">Production is about building. You are still learning and observing the broader industry and your specific players, but most people are in the weeds, because you need to actually make the game now, and every little thing will end up being harder than the plan said it would be. You’re cutting scope, you’re struggling to maintain morale and/or a shared vision. Your leaders (discipline specific and otherwise) are being taxed and distracted by a million different things that COULD be done, and having to stay focused on what should be done, which isn’t always as clear as you’d like.</p><p class="paragraph" style="text-align:left;">From the strategy game perspective, while you’re the master of the continent you started on, you discover that there are other continents, some that have been conquered by large and aggressive civilizations who now see you as their next prize. Some of your infrastructure - so well optimized when you were the big fish in a small pond - now seems inadequate and malformed. Your bases of production keep having to produce units when you want to keep producing buildings, just to keep the borders protected. </p><p class="paragraph" style="text-align:left;">You find out you have a much lower capacity for doing … just about everything than you thought, and that previously distant fog of war is unbelievably threatening. When war happens, you aren’t just fighting in a few spots or near a few cities. You’re fighting everywhere, managing everything. What seemed like an endless supply of gold is suddenly a precious resource you are almost forced to expend to stave off disaster by bribing an opponent out of an alliance with your rival who is - by themselves - pushing you to your limit.</p><p class="paragraph" style="text-align:left;">You are spread thin, in both attention and in staff, for the massive number of things that must be done and tactical questions that must be answered.</p><p class="paragraph" style="text-align:left;">Some really vague examples of questions in production might be:</p><ul><li><p class="paragraph" style="text-align:left;">What scope do we cut? (repeat every month or quarter until you ship)</p></li><li><p class="paragraph" style="text-align:left;">What’s “good enough” for X system?</p></li><li><p class="paragraph" style="text-align:left;">How do we move people around to get the right stuff done without taking big hits to team effectiveness?</p></li><li><p class="paragraph" style="text-align:left;">How are we staying in regular contact with the players?</p></li><li><p class="paragraph" style="text-align:left;">What’s happening with our hopefully growing community?</p></li><li><p class="paragraph" style="text-align:left;">How is our marketing plan going?</p></li><li><p class="paragraph" style="text-align:left;">What is the most important work that we’re pushing off till after everything is in place?</p></li><li><p class="paragraph" style="text-align:left;">How are we dealing with risks?</p></li><li><p class="paragraph" style="text-align:left;">How are teams interacting with each other?</p></li><li><p class="paragraph" style="text-align:left;">Who handles how shared resources on our team get allocated?</p></li><li><p class="paragraph" style="text-align:left;">How do we keep so many people doing so many different things focused on what matters most?</p></li><li><p class="paragraph" style="text-align:left;">When do we revisit bits of prototype that snuck into production, if ever?</p></li></ul><p class="paragraph" style="text-align:left;">Production is a time of organizing the chaos of a scaling org, a growing game (and hopefully community), while still being responsive to everything that might change. It will require ingenuity, it will require brute effort, it will require patience and endurance. </p><p class="paragraph" style="text-align:left;">By the end, if things have gone reasonably well, you’ll have a functional game with players who want to play it.</p><p class="paragraph" style="text-align:left;">The game has been built. It’s time to close things out. The questions are now very small and also virtually infinite in number. You’ve more than committed, you’ve executed against that commitment. If you’re wrong, you’ll find out soon. But before then, it’s time for Post-Production.</p><h2 class="heading" style="text-align:left;" id="post-production"><b>Post-Production</b></h2><p class="paragraph" style="text-align:left;">I won’t go all the way through Post-production. Suffice to say, it is where everyone is trying to figure out which of the infinite questions to actually address and which it ignores. It’s the final few turns where you’re racing to hit your science victory before your rival gets to their cultural victory.</p><p class="paragraph" style="text-align:left;">You can’t lose the player in all this, but any major pivot at this point will be desperation and likely catastrophic. But you still have to listen, and if you’ve done a good job, your team will do better than you’d think at responding to what players are telling you.</p><p class="paragraph" style="text-align:left;">Oh, and most of the time “post-production” just gets eaten by production running late. Hopefully you at least avoid that!</p><p class="paragraph" style="text-align:left;">Eventually, the time arrives, the “game” is over, and you ship.</p><h2 class="heading" style="text-align:left;" id="the-end-and-maybe-beginning"><b>The End (and maybe Beginning)</b></h2><p class="paragraph" style="text-align:left;">A civilization wins. Maybe it wasn’t yours. A few turns before you got that ship in orbit, your biggest remaining rival completed a cultural victory. The launch fails. You gather your learnings and wonder if you’ll take another stab at the game. </p><p class="paragraph" style="text-align:left;">In real life, there are no reloads, no quick saves to go back to. Time only moves forward.</p><p class="paragraph" style="text-align:left;">Maybe it was yours. If so, a new game immediately begins as you now need to support a product that players love to play and that makes things way more complicated. Hopefully you didn’t burn out getting to ship if so, or you’re going to have some fried people needing to be on their A game to handle what’s headed your way. But, all things considered, that’s the problem you wanted to have.</p><p class="paragraph" style="text-align:left;">If you stop and think for a moment, you realize you learned a heck of a lot no matter what happened, and what you learned you can take with you into the next game, if you choose to play one. On the hardest difficulty level (a permanent setting in game dev), there are never guarantees. But wow it can still be a fun ride.</p><h2 class="heading" style="text-align:left;" id="summary"><b>Summary</b></h2><p class="paragraph" style="text-align:left;">Game dev is a never-ending set of problems and questions, starting with, “What the heck are we doing?” and ending with, “Which of these 12 blocker bugs are REALLY blockers?”</p><p class="paragraph" style="text-align:left;">The questions will tend to shrink and multiple over time. You scale up to address that.</p><p class="paragraph" style="text-align:left;">The fog of war never really goes away, but by the end you should have pushed it back enough that you can move confidently towards your game.</p><p class="paragraph" style="text-align:left;">At every phase of game dev, more studios will drop. Many don’t get out of ideation, many that don&#39;t make it to production. Of those that get that far, still more fall before reaching launch. </p><p class="paragraph" style="text-align:left;">Some tips:</p><ul><li><p class="paragraph" style="text-align:left;">Don’t lose the questions. Never stop learning. Never stop playtesting and finding players to engage with your game. Keep pushing the fog of war back.</p></li></ul><ul><li><p class="paragraph" style="text-align:left;">Prioritize the questions that matter most at every phase. This requires judgment and discussion. </p></li></ul><ul><li><p class="paragraph" style="text-align:left;">Err on the side of staying “too small” rather than becoming “too large.” The problems of scale will tend to be worse than the problem of “not having enough people.”</p></li></ul><ul><li><p class="paragraph" style="text-align:left;">Similarly, err on the side of earlier rather than later phases. The rush to production before the studio and game is ready is a huge problem. It sucks sometimes when you have some hanging problem that seems unresolvable, but it won’t get better later. It will usually get worse.</p></li></ul><p class="paragraph" style="text-align:left;">Enjoy the game. The fog will always be there. Don’t let that stop you from playing.</p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=questions-and-the-fog-of-war-in-game-dev" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=questions-and-the-fog-of-war-in-game-dev" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:rgb(249, 250, 251);font-family:helvetica neue, helvetica, verdana, arial, sans-serif;"><i>I think that any time of great pain is a time of transformation, a fertile time to plant new seeds.</i></span><i>”</i></p><figcaption class="blockquote__byline"><i> - Debbie Ford</i></figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:rgb(249, 250, 251);font-family:helvetica neue, helvetica, verdana, arial, sans-serif;"><i>You have to evolve. Stagnation breeds boredom.</i></span><i>”</i></p><figcaption class="blockquote__byline"><i> - Matt Bellamy</i></figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=3834659e-17ec-442f-a562-b18857f068d7&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title>A Giant Data-driven Look At The Games Industry AND A Leader’s Mistake To Learn From</title>
  <description>Onward Into 2025</description>
  <link>https://buildingbettergames.beehiiv.com/p/a-giant-data-driven-look-at-the-games-industry-and-a-leader-s-mistake-to-learn-from</link>
  <guid isPermaLink="true">https://buildingbettergames.beehiiv.com/p/a-giant-data-driven-look-at-the-games-industry-and-a-leader-s-mistake-to-learn-from</guid>
  <pubDate>Thu, 06 Feb 2025 19:00:00 +0000</pubDate>
  <atom:published>2025-02-06T19:00:00Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);"><i><b>Read Time: 2 Minutes</b></i></span></p><p class="paragraph" style="text-align:left;">Hey all,</p><p class="paragraph" style="text-align:left;">Matthew Bell did a great job of collecting data and putting it into a digestible format. It’s worth a look, I read through the entire thing and do not regret it. Check it out if you want a look at our industry by the numbers.</p><h2 class="heading" style="text-align:left;" id="state-of-game-dev-deck-by-matthew-b"><b>State of Game Dev Deck by Matthew Ball</b></h2><p class="paragraph" style="text-align:left;"><a class="link" href="https://www.matthewball.co/all/stateofvideogaming2025?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=a-giant-data-driven-look-at-the-games-industry-and-a-leader-s-mistake-to-learn-from" target="_blank" rel="noopener noreferrer nofollow">https://www.matthewball.co/all/stateofvideogaming2025</a></p><p class="paragraph" style="text-align:left;">I disagree with some of his conclusions, I see AI as more of an unknown rather than the thing that will turn the AAA space profitable again. I also worry we’re getting wrapped up in the “forever” game problem a bit much. </p><p class="paragraph" style="text-align:left;">I do appreciate that he called out where future innovation is coming from. The combination of those “black hole” games and the existence of platforms like Roblox are reshaping how player’s play. It only makes sense that that would require us devs to think differently about our side of the equation.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;">Next up:</p><h2 class="heading" style="text-align:left;" id="balancing-creative-pressure-with-co"><b>Balancing Creative Pressure With Constraints by Jonathan Zabel</b></h2><p class="paragraph" style="text-align:left;"><a class="link" href="https://gameproductionplaybook.substack.com/p/balancing-creative-freedom-with-constraints?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=a-giant-data-driven-look-at-the-games-industry-and-a-leader-s-mistake-to-learn-from" target="_blank" rel="noopener noreferrer nofollow">https://gameproductionplaybook.substack.com/p/balancing-creative-freedom-with-constraints</a></p><p class="paragraph" style="text-align:left;">Admitting and acknowledging uncertainty? Focusing on alignment? In this one, Jonathan hits a ton of notes I care a lot about.</p><p class="paragraph" style="text-align:left;">I want to also call out his willingness to tell a story about how he got this wrong. He fell for the trap of just “getting to the next phase” instead of thinking about why the next phase mattered. I deeply appreciate his openness and willingness to walk all of us through that.</p><p class="paragraph" style="text-align:left;">It can be easy to armchair quarterback the mistakes of others, but harder to call out our own. Big kudos here. </p><p class="paragraph" style="text-align:left;">Some great stuff to learn, Jonathan has been doing production for a long time at many levels. Enjoy!</p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=a-giant-data-driven-look-at-the-games-industry-and-a-leader-s-mistake-to-learn-from" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=a-giant-data-driven-look-at-the-games-industry-and-a-leader-s-mistake-to-learn-from" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;">Maybe stories are just data with a soul.</span><i>”</i></p><figcaption class="blockquote__byline"><i> - Brene Brown</i></figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;">Experience is simply the name we give our mistakes.</span><i>”</i></p><figcaption class="blockquote__byline"><i> - Oscar Wilde</i></figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=851678ce-c246-4a4e-a462-8ac3d8829517&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title>Three Reasons to Estimate</title>
  <description>Getting Value Out of Our Guesses</description>
  <link>https://buildingbettergames.beehiiv.com/p/three-reasons-to-estimate</link>
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  <pubDate>Thu, 23 Jan 2025 19:00:00 +0000</pubDate>
  <atom:published>2025-01-23T19:00:00Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);"><i><b>Read Time: 6 Minutes</b></i></span></p><p class="paragraph" style="text-align:left;">Estimation! Everyone’s favorite topic. It is not uncommon for me to run into a post on social media talking about what it means to do estimation well, or why estimation is a total waste of time (my feed is really exciting, I promise).</p><p class="paragraph" style="text-align:left;">Today, I want to give you three good reasons to estimate work that I don’t see talked about as much.</p><ol start="1"><li><p class="paragraph" style="text-align:left;">Estimation (done well) creates awareness of how much uncertainty exists</p></li></ol><p class="paragraph" style="text-align:left;">When you get a person or group of people together to estimate work, the range of possible outcomes can give you a picture of how much uncertainty there is regarding the work. If I ask a team to estimate a particular ticket/task/item/story/feature/asset/etc. and I get answers ranging from a couple days to a couple months, it becomes clear that uncertainty (and potentially misalignment) exists around that work.</p><p class="paragraph" style="text-align:left;">This is incredibly useful. It means there are unknowns we need to resolve. Sometimes it is as simple as clarifying what is being asked for. Other times, it may involve a lot more. I’ve been asked to estimate how long it takes to “make an FPS” before. The asker didn’t appreciate my answer of something like a week to something like 10 years (90% confidence interval). </p><p class="paragraph" style="text-align:left;">But the question is extremely broad. What type of FPS, how well funded is it, how many people are already engaged with it, how experienced is the leadership in making an FPS, what engine are we using, is it derived from a different product or a sequel or brand new, is it supposed to be a blockbuster hit of the year or a slow build live service F2P title, does “shipped” mean live to players in an open beta or launching the game as a 1.0 release, is this a game jam or an established studio building it? </p><p class="paragraph" style="text-align:left;">Note: there is nothing wrong with the question asked. I was able to provide an answer that captured the uncertainty of the question, and if we worked through all those followup questions my guess is we could tighten the range down a bit. </p><p class="paragraph" style="text-align:left;">Sometimes the question might be specific, but you might still get a range of answers from one or multiple people. If you do, that often means that even with a more specific question there are either different perspectives, solutions, or risks being thought of that could create wildly different outcomes.</p><p class="paragraph" style="text-align:left;">Asking people to estimate provides you insight into that uncertainty. It can be highly worthwhile.</p><p class="paragraph" style="text-align:left;">Unfortunately, most of the time I’ve seen estimates asked for, people aren’t looking for ranges. They don’t want the uncertainty. Despite asking for an “estimate” they actually want a divine prophecy telling them a precise answer. </p><p class="paragraph" style="text-align:left;">This is doubly bad. First, you don’t get to understand the uncertainty. Second, everyone not involved in the work thinks you’ve got this thing locked down precisely. It sets bad expectations. </p><p class="paragraph" style="text-align:left;">A great reason to ask for estimates is to understand the unknowns related to solving/building whatever the team is trying to do. Don’t undermine it by forcing false precision.</p><ol start="2"><li><p class="paragraph" style="text-align:left;">Estimation (done well) creates a shared understanding of the work involved</p></li></ol><p class="paragraph" style="text-align:left;">When a multi-disciplinary team comes together to solve a problem, and begins by thinking through and estimating the different bits of the experience or feature they are trying to create, they gain insight into everyone else’s world. </p><p class="paragraph" style="text-align:left;">This can be insanely valuable. Technical work that might seem easy to complete is revealed to be complicated when QA says they have no idea how they’d test and validate it, and the engineers all experience a light bulb going off that they don’t have any idea either. </p><p class="paragraph" style="text-align:left;">A solution that looks like a complicated database likely to take months to build is revealed to be a simple printout that one person looks over once a month for 30 seconds and could probably be knocked out by the end of the day. </p><p class="paragraph" style="text-align:left;">Both of the above are true stories that have happened. </p><p class="paragraph" style="text-align:left;">By taking a cross-disciplinary group and asking them to share their estimates for how difficult it will be, the team will get an understanding of all that is involved (or not involved), and will also realize who is going to be bottlenecking things and who will likely be done in a couple hours. You also can have designers or engineers or tech artists realizing that the best thing they could do to complete the work is help the animator or audio or QA by building them some supporting tech rather than finishing “their part” and moving onto something entirely new.</p><p class="paragraph" style="text-align:left;">Estimation (done well) encourages collaboration and can break people out of their insular focus on, “what are the things I need to do” and guide people towards, “what would help US get this done?” </p><p class="paragraph" style="text-align:left;">That shared understanding of the work will pay dividends in all sorts of strange ways. And you don’t need to be spending 10 minutes estimating every piece of work to get this figured out, there are ways groups can estimate together very rapidly to achieve the shared picture of what will be involved.</p><p class="paragraph" style="text-align:left;">Big benefit here, another great reason to estimate. There are non-estimation ways you can also figure this stuff out, but estimation is a good option in the toolkit for sharing understanding of work.</p><ol start="3"><li><p class="paragraph" style="text-align:left;">Estimation (done well or not) can tell you when you are off track and need to make big changes</p></li></ol><p class="paragraph" style="text-align:left;">A common problem in our industry is getting teams to make a bunch of overly precise estimates, siloed by discipline, and turning that into a big ol’ project plan or Gantt chart that will tell everyone what to do for the next 18 months.</p><p class="paragraph" style="text-align:left;">The expectation is usually absurd, but even in this very broken and time-wasting case, having the estimates in an awful and unrealistic plan STILL provides some value. Because when you get a month into the timeline, and you’re only about a week into the plan, you realize you’re moving way slower than you expected to move.</p><p class="paragraph" style="text-align:left;">You immediately know you probably won’t get everything done. Sure, some people will pop up and say that you’re just getting into it, everything will speed up! I’ll let you in on a little secret: they are wrong. I appreciate their optimism; they aren’t helping. </p><p class="paragraph" style="text-align:left;">Knowing rapidly that you’re behind can tell you that something needs to change. You now know you’re going to overshoot your runway before taking off. That’s very valuable.</p><p class="paragraph" style="text-align:left;">Now, that’s in a situation where you did a terrible job estimating. Imagine you took the time to capture uncertainty and share understanding of the work as you estimated. Imagine all the teams did that in a way that didn’t take weeks but instead gave you rough numbers pretty fast.</p><p class="paragraph" style="text-align:left;">One month in, you can still do that comparison of what was expected vs what actually happened. If you’re on track, great! Keep watching, because you’re likely to discover more work that needs to be added to the plan, or slow down, or hit a major risk that costs a lot of time, etc. But as long as you’re looking at the rough plan, you can use it as a baseline to understand your existing progress. You can check against it and realize that if you’re moving half as fast as you thought you were, you should only expect to get half the plan done. </p><p class="paragraph" style="text-align:left;">That might change what work is selected. It might adjust priorities or cause teams to realign to make sure the most essential bits get done. It may lead to trimming features or going to cheaper backup plans for things that remain essential, even though the new approach is higher risk.</p><p class="paragraph" style="text-align:left;">It allows you to respond.</p><p class="paragraph" style="text-align:left;">And once a team or studio gets really good at this, they start to be able to pick that stuff up in the first pass, without needing to wait a month or two to validate that the scope is too high. You might just have teams able to estimate, understand the unknowns, share their uncertainty, and tell you that we need to cut scope or otherwise figure out how to reduce the total effort needed or this won’t be done in time. </p><p class="paragraph" style="text-align:left;">Truth like this can hurt. But if you want to succeed, grounding yourself in reality is way better than pretending you’re on track to a ridiculous plan because you basically blackmailed your whole team into giving you reduced estimates so you could make the project plan fit. I get it, do what you gotta do to hold off the investors and all that jazz. But at least don’t buy that nonsense internally, and certainly don’t sell it to your devs. They know better.</p><p class="paragraph" style="text-align:left;">Alright, there you go. Three reasons to estimate.</p><ol start="1"><li><p class="paragraph" style="text-align:left;">Understand and acknowledge the uncertainty in the work</p></li><li><p class="paragraph" style="text-align:left;">Share understanding of what’s involved in getting it done</p></li><li><p class="paragraph" style="text-align:left;">Inform you of when you’re off track so you can respond</p></li></ol><p class="paragraph" style="text-align:left;">Estimation isn’t always needed. Bad estimation is rarely very useful. If the only choice you have is between bad estimation and no estimation, I’d honestly probably go with no estimation.</p><p class="paragraph" style="text-align:left;">But if you put some effort into it, you can probably get to GOOD estimation, probably by working your way through OK estimation. And both of those can be worth the cost in helping you succeed in building better games.</p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=three-reasons-to-estimate" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=three-reasons-to-estimate" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;"><i>To be uncertain is to be uncomfortable, but to be certain is to be ridiculous.</i></span><i>”</i></p><figcaption class="blockquote__byline"><i> - Chinese Proverb</i></figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;"><i>The first step of any project is to grossly underestimate its complexity and difficulty.</i></span><i>”</i></p><figcaption class="blockquote__byline"><i> - Nicoll Hunt</i></figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=1a414db8-fd94-421d-94b3-0a330e99f116&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title>Why Is AAA The Way It Is? Two Perspectives</title>
  <description>How We Got Here</description>
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  <link>https://buildingbettergames.beehiiv.com/p/why-is-aaa-the-way-it-is-two-perspectives</link>
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  <pubDate>Thu, 09 Jan 2025 19:00:00 +0000</pubDate>
  <atom:published>2025-01-09T19:00:00Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);"><i><b>Read Time: 5 Minutes</b></i></span></p><p class="paragraph" style="text-align:left;">Welcome to 2025!</p><p class="paragraph" style="text-align:left;">I’ve got two pieces of content for you today, the book “Play Nice” by Jason Schreier, and a video by Laura Fryer about the AAA Game Dev Bubble. These both give explanations of how and why game dev ended up where it did, especially at the “AAA” level.</p><h2 class="heading" style="text-align:left;" id="play-nice-by-jason-schreier"><b>“Play Nice”</b> <b>by Jason Schreier</b></h2><p class="paragraph" style="text-align:left;">Link: <a class="link" href="https://www.amazon.com/Play-Nice-Future-Blizzard-Entertainment/dp/1538725428/?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=why-is-aaa-the-way-it-is-two-perspectives" target="_blank" rel="noopener noreferrer nofollow">https://www.amazon.com/Play-Nice-Future-Blizzard-Entertainment/dp/1538725428/</a></p><p class="paragraph" style="text-align:left;">Review Link: <a class="link" href="https://www.windowscentral.com/gaming/xbox/this-new-book-gave-me-far-better-insight-into-blizzard-entertainments-history?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=why-is-aaa-the-way-it-is-two-perspectives" target="_blank" rel="noopener noreferrer nofollow">https://www.windowscentral.com/gaming/xbox/this-new-book-gave-me-far-better-insight-into-blizzard-entertainments-history</a></p><p class="paragraph" style="text-align:left;">This isn’t the first Jason Schreier book I’ve read, but it is the best. It feels like a story about more than just Blizzard. It is about the evolution of games and game dev over the last several decades, told through the lens of one particularly famous studio.</p><p class="paragraph" style="text-align:left;">Blizzard started with a dream of making the best games for players, often after playing other somewhat successful games and realizing they had far more potential than was captured. Whether watching Dune inspire StarCraft, or early MMOs and especially Everquest inspire WoW, Blizzard was uncompromising in the dream of crafting experiences players would love to play.</p><p class="paragraph" style="text-align:left;">But money matters. It matters a lot, and the bigger your company, the more of it you need to keep working. While Blizzard became a ubiquitous and honored name among gamers, the requirement to keep producing large quantities of money never stopped. As the company scaled with both successes and size, you might have expected all the problems to go away. Instead, they multiplied. Expectations, egos, and economics would not be tamed.</p><p class="paragraph" style="text-align:left;">The story of the humble but passionate beginnings all the way to the behemoth that Blizzard has become today reflect so many trends that game devs can relate to. </p><ul><li><p class="paragraph" style="text-align:left;">Every win means the next win has to be bigger. </p></li><li><p class="paragraph" style="text-align:left;">Every new leader or merger presents a risk to the culture that got a studio where it is today. </p></li><li><p class="paragraph" style="text-align:left;">Every flawed trait at the senior level is magnified over time throughout the organization. </p></li><li><p class="paragraph" style="text-align:left;">Prestige may come from the place you work, but pay won’t necessarily follow.</p></li></ul><p class="paragraph" style="text-align:left;">There’s a lot of value to mine out of this book. Jason Schreier may not be a game dev, but he’s told a story that we game devs can relate to. Often (too often!) as I went from chapter to chapter I felt an eerie familiarity come over me reflecting my own journey through a successful and scaling AAA game studio. I connected to the fire and passion of some stories, and relived the nausea and disappointment of others.</p><p class="paragraph" style="text-align:left;">Each game company is different, and in some ways perhaps we’re all the same too.</p><h2 class="heading" style="text-align:left;" id="the-games-industry-bubble-by-laura-"><b>The Games Industry Bubble by Laura Fryer</b></h2><p class="paragraph" style="text-align:left;">Link: <a class="link" href="https://youtu.be/PHwCypPq1iM?si=nF5LzoLDxW2fFvdC&utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=why-is-aaa-the-way-it-is-two-perspectives" target="_blank" rel="noopener noreferrer nofollow">Games Industry Bubble</a></p><p class="paragraph" style="text-align:left;">Laura Fryer takes us back in time to talk about how game studios and publishers wound up creating a cordoned off area for media and reviews that disconnected them from their customers, the gamers. Every step of the way things made sense, but when you string them all together, you end up in a place no game dev should ever be: surrounded by overly positive and friendly “allies” and separated from real players.</p><p class="paragraph" style="text-align:left;">What I loved about this take is that it didn’t mindlessly attack the studios or leadership. It was an empathetic perspective that accepted the self-preservation behind why we ended up where we did. But Laura is also unapologetic in saying that where we are today is not great, and if we don’t figure out how to get out of it, there will be more failed products and studio closures headed our way.</p><p class="paragraph" style="text-align:left;">To me, this take reinforces the importance of staying close to your players, whether you’ve got them in your game already or are hoping they will show up later. It’s not claiming they are always right - that’s impossible, different players often have opposite opinions - but it is saying that your failure to interact, understand, and respect your players will come back to haunt you.</p><p class="paragraph" style="text-align:left;">Hope you enjoy!</p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=why-is-aaa-the-way-it-is-two-perspectives" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=why-is-aaa-the-way-it-is-two-perspectives" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;"><i>The greatest enemy of progress is not stagnation, but false progress.</i></span>”</p><figcaption class="blockquote__byline"><i> - Sydney J Harris</i></figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;"><i>Vanity working on a weak head, produces every sort of mischief.</i></span><i>”</i></p><figcaption class="blockquote__byline"><i> - Jane Austen</i></figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=9b7a9481-2532-40f1-8326-7f5d6b828ee5&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title>How to Fix AAA Game Dev</title>
  <description>Escaping the Tyranny of “Production Quality”</description>
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  <pubDate>Thu, 26 Dec 2024 19:00:00 +0000</pubDate>
  <atom:published>2024-12-26T19:00:00Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);"><i><b>Read Time: 7 Minutes</b></i></span></p><p class="paragraph" style="text-align:left;">I’m going to tell you one major way I think AAA studios could make strides away from the maw they find themselves teetering over (spoiler: Stop thinking high “Production Quality” equals amazing player value). But first, I want to give some CONTEXT! I’m a game producer after all.</p><h2 class="heading" style="text-align:left;" id="games-are-expensive-to-make"><b>Games Are Expensive To Make</b></h2><p class="paragraph" style="text-align:left;">The costs of game development have gone up dramatically in the last 15 years. When I go look at titles like God of War 3, Assassin’s Creed 2, Resident Evil 5, Shogun 2: Total War, Bioshock, Borderlands, and the list could go on, it is rare to see numbers over $50m.</p><p class="paragraph" style="text-align:left;">Many of those titles were in the dozens of millions for dev cost, somewhere between $20-$40m. </p><p class="paragraph" style="text-align:left;">Compare that to today, where not a few startups have raised that much OR MORE in their early (Series A) rounds of funding. For the big studios, a modern AAA game is expected to have a budget in the hundreds of millions, with the biggest titles potentially cresting past $500m or even in the billions!</p><p class="paragraph" style="text-align:left;">Acknowledging that marketing is often a huge part of these budgets and isn’t always included in estimates, there has still been a giant increase in how much we spend to make AAA games. The teams building them have higher salaries than they used to, the teams are bigger than they were, and the time to go from ideation to ship has increased. </p><p class="paragraph" style="text-align:left;">The cost of premium games has gone from $60 to $70 in those same 15 years. We’re relying on more purchases and other ways of monetizing to make up the difference.</p><p class="paragraph" style="text-align:left;">And while revenue in the AAA gaming space has gone up, it has not risen at the “5-10x” rate of budgets in that same time period to deal with the compounding challenges of more people, being paid more, working for longer.</p><p class="paragraph" style="text-align:left;">But revenue has gone up enough for everyone to talk about the large increase in sales and (assumed) profits in our industry. Questions get asked like, “In a world of record gaming revenue, why does it seem like the game industry is struggling?”</p><p class="paragraph" style="text-align:left;">Fair question, but it has some good answers, and that without even discussing power law curves. Game dev costs outpacing that increasing revenue are just one of them.</p><p class="paragraph" style="text-align:left;">Another is that much of the revenue going towards games is landing with existing live service products that have been around for awhile like Fortnite, Warframe, Counterstrike, and so on, while the next biggest chunk is spent on sequels like the EA Sports franchises and Call of Duty.</p><p class="paragraph" style="text-align:left;">Supporting this trend, If you look back at the last decade or so, the “best selling game of the year” is mostly Call of Duty plus a couple of Rockstar games, and the exception of Hogwart’s Legacy (not exactly an unknown IP) in 2023.</p><p class="paragraph" style="text-align:left;">Today though, even the sequels are starting to struggle. Rising dev costs means that a mediocre release of a sequel doesn’t mean a studio covers costs like it used to. It means it loses money. If a studio loses money long enough, it goes out of business.</p><p class="paragraph" style="text-align:left;">Last thing I’ll mention: a massive part of the rise in total gaming revenue relates to mostly F2P mobile gaming via in-app purchases and ads. Very few AAA studios are seriously playing in the mobile space, sticking to what they have historically been good at.</p><p class="paragraph" style="text-align:left;">The result of all this? Despite our record gaming revenues, the studios actually making the AAA games are often not seeing that revenue turn into meaningful profits. We can argue about how money is being mismanaged or how C-level people are being greedy, and both of those things are happening (because they always are), but there are underlying problems that are worse today than they were 15 years ago for a AAA studio making new games. That’s an important thing to realize.</p><h2 class="heading" style="text-align:left;" id="the-expectations-of-aaa"><b>The Expectations of AAA</b></h2><p class="paragraph" style="text-align:left;">Based on that context, the underlying crucial question is how do I reduce the cost to develop a game, so the rising gaming revenue I’m receiving more than covers my costs.</p><p class="paragraph" style="text-align:left;">And here, we get into how expectations are skewing dev costs up.</p><p class="paragraph" style="text-align:left;">When someone says, “AAA game,” that means something to them. It’s likely not just about having a particular budget or reputation. “AAA” implies high quality, lots of polish, large scope, and great feel. These aren’t rough indie titles that might be fun but are obviously “low quality,” these are the big fish in the big pond, putting their stamp on what it means to make the best possible games a group of humans can make.</p><p class="paragraph" style="text-align:left;">I’ve never met a studio that didn’t claim they’d hired and retained the best possible talent in the industry, but man is that true for AAA studios. Just being there means you must be one of the best, or you’d never have made it. There’s a strong belief that that’s one of the big deltas, and that the people who can do the best work across every discipline work in AAA. </p><p class="paragraph" style="text-align:left;">Between the expectations and the people, AAA studios are understandably incredibly focused on creating the highest production quality in gaming. And by production quality, I’m talking visual fidelity, UI design, audio, realism, and more. They are supposed to push the bar of just how amazing games can look and how polished they can feel.</p><p class="paragraph" style="text-align:left;">To make the challenge more difficult, players have come to expect this of certain companies. If you hang around the gaming community at all, you’ve probably seen something like a comparison between the visual quality of a game like the 10 year old AC4: Black Flag and the recent Skull and Bones. Players will lambast the loss of quality of water effects or something else.</p><p class="paragraph" style="text-align:left;">That Skull and Bones and AC$: Black Flag were fundamentally different games with different characters, camera, and many other things get lost. And what else is lost: if Skull and Bones was as much fun as Black Flag was for players, far fewer of them would care about these kinds of complaints. Skull and Bones didn’t struggle because it had less refined water effects than other games. It struggled because players didn’t find it engaging.</p><p class="paragraph" style="text-align:left;">But we (and players) can trick ourselves into thinking that the problem was just a bit of visual polish. Even if we intellectually know that’s not going to move the needle, we still gravitate towards it as some sort of solution to the problem of the modern AAA game.</p><p class="paragraph" style="text-align:left;">Why? Because when we don’t know what to do, activating our insane expertise at creating high production quality assets is at least something we have control over. If I’m an artist, or art heavy team, maybe I can’t solve the underlying gameplay problems and the lack of stickiness my product has. But gosh darnit I can make some great art such that people will never be able to say the game failed because of bad art.</p><p class="paragraph" style="text-align:left;">I’m oversimplifying this, I’ll admit it. But I do believe our obsession with production quality leads to many game experiences that end up less than the sum of their parts. Contrasting this, the mark of great games is that they end up more than the sum of their parts.</p><p class="paragraph" style="text-align:left;">AAA games with big teams can easily fall into the trap of sub-optimization. Art is taking care of art, engineering of engineering, design of design. The whole experience slowly becomes secondary to the individual craft expression. Sorry to pick on one studio, as they are not alone in this, but Blizzard has not produced a game with low production quality since I’ve been playing games. They have produced games people didn’t find that engaging.</p><h2 class="heading" style="text-align:left;" id="were-getting-lost"><b>We’re Getting Lost</b></h2><p class="paragraph" style="text-align:left;">AAA is falling into a trap of thinking that making more good stuff will naturally lead to a better game. And by the way, I don’t think you can make a compelling argument for high production quality HURTING a game (though the ARMA II DayZ mod might dispute that…). But too many people act as if high production quality is what makes a great player experience, when the counter-examples to that are numerous.</p><p class="paragraph" style="text-align:left;">Having high production quality does NOT mean you’re adding a lot of player value. Always pushing for higher quality doesn’t equate to being player focused. And in many cases, you end up with a lot of high quality work in a game that isn’t that great.</p><p class="paragraph" style="text-align:left;">If AAA studios want to lower their costs, they have to step back a second from their obsession with production quality at all costs, and engage with a philosophy that is about creating the best possible player experience at all costs, followed by quality sometime after.</p><p class="paragraph" style="text-align:left;">Even better, they need to realize what types of quality are going to move the needle the most, and focus there, and be ok with other things being lower quality because they don’t matter as much. </p><p class="paragraph" style="text-align:left;">I have seen too many large teams or studios stacked with amazing people all spinning their wheels, working hard every day while fundamental issues about how they work together, or what game they are even trying to make go entirely unanswered. Everyone is busy with their own tree and no one is taking care of the forest. Disciplines become almost defensive and adversarial towards each other, as each attempts to make sure they get the time and resources they need to do the absolute best job anyone could ever do.</p><p class="paragraph" style="text-align:left;">The team size expands as all disciplines need more people to meet these insane expectations, and everyone burrows deeper into their own craft. The leaders and producers that should be taking care of the big picture end up lost in their plans and budgets, sub-optimizing Favro or JIRA as if that’ll be the difference maker.</p><p class="paragraph" style="text-align:left;">The irony is that when you go into these teams and ask about the problems, there are people who can tell you what they are. But they either don’t think it’s their job or have been punished in the past for bringing those problems up. Rather than solve those problems, everyone focuses in on their own silo of stuff to do, hoping someone else will solve the fact that players don’t seem to like what’s being made.</p><p class="paragraph" style="text-align:left;">Large organizations are more prone to this, because it’s easier to think all those issues are someone else’s job to solve. And there is no doubt that everyone - even if they are doing something that really doesn’t move the needle at all - is busy all the time.</p><p class="paragraph" style="text-align:left;">You end up with a large organization of busy people not solving the most important problems while absolutely burning money. It’s a dysfunctional bureaucracy. Some people - some devs! - think that’s what AAA game dev is. </p><h2 class="heading" style="text-align:left;" id="escaping-the-trap"><b>Escaping The Trap</b></h2><p class="paragraph" style="text-align:left;">We have to refocus our orgs to share goals and be rewarded not based on individual expression of craft, but collective delivery of compelling player experiences. </p><p class="paragraph" style="text-align:left;">To do that, you need to create the vision of the game and then have everyone beat it up, improve it, and understand their part in it. You need to recognize where you want to invest time and how you’ll work through the biggest risks and unknowns related to the game, then focus on resolving those issues before hiring dozens or hundreds more people to go “make amazing stuff.” </p><p class="paragraph" style="text-align:left;">You need your organization to accept that production quality does not directly correlate to value for players. At best, it creates indirect value. At worst, it’s self-deception, tricking you with amazing art or smooth framerates or humorous dialogue.</p><p class="paragraph" style="text-align:left;">Another big piece of this is the ability of everyone to work together and tackle the shared problems. If your disciplines don’t interact well together, even if they are all individually amazing, you are unlikely to create something stellar. When you see breakdowns in relationships between disciplines, that needs to be a high priority to solve for leadership. No single discipline can create a AAA product.</p><p class="paragraph" style="text-align:left;">This is hard. It takes everyone and especially all your leaders into an abstract space that’s less controllable, less measurable, and less sure of being able to “show results.” Our comfort zone is what we’re best at. “Breaking ranks” to go and talk to other disciplines about how we can help them because the collective problem we’re all having is more important than the individual problem you are having is counter-intuitive and uncomfortable.</p><p class="paragraph" style="text-align:left;">If you can create this culture within a studio, I believe you’ll dramatically lower costs. </p><p class="paragraph" style="text-align:left;">How so?</p><p class="paragraph" style="text-align:left;">By staying tightly focused on the major pain points of the game as a holistic experience, you’ll hire fewer people, and you’ll hire them later in development. </p><p class="paragraph" style="text-align:left;">By having people in tune with the vision of the game, you’ll get more discussion and conflict about what really matters to achieving that vision, reducing the number of things built that don’t actually move the needle but do suck up lots of resources.</p><p class="paragraph" style="text-align:left;">By collaborating effectively and understanding more than your own discipline space, novel solutions and ways to support each other will emerge that end up replacing the need to hire.</p><p class="paragraph" style="text-align:left;">And, to top it all off, you’ll have a better understanding throughout development of the viability (or lack thereof) of your product.</p><p class="paragraph" style="text-align:left;">The best part? If you build fewer things that matter more, you have less stuff to polish. Your game can still come out at high production quality. It just won’t have all the extra stuff that wasn’t adding much value. There may be a lot fewer high quality things that never see the light of day, replaced by rough tests that taught you what you needed to know and are much cheaper to discard.</p><p class="paragraph" style="text-align:left;">I realize this is asking a lot. It’s a serious pivot for AAA game dev. But I do think a shift away from the “product quality” obsession and a return to creating compelling player experiences (experiences that are probably why you ended up becoming a AAA studio in the first place) is going to increase your chance of making great games while also lowering costs. And that means more ROI. </p><p class="paragraph" style="text-align:left;">Not an easy shift. But I don’t know that we have much choice. The underlying economics require a major change. So best get to it!</p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=how-to-fix-aaa-game-dev" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=how-to-fix-aaa-game-dev" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;"><i>We are too much accustomed to attribute to a single cause that which is the product of several, and the majority of our controversies come from that.</i></span><i>”</i></p><figcaption class="blockquote__byline"><i> - Marcus Aurelius</i></figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;"><i>The details are details. They make the product. The connections, the connections, the connections. It will in the end be these details that give the product its life.</i></span><i>”</i></p><figcaption class="blockquote__byline"><i> - Charles Eames</i></figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=adf05d63-7bbd-4927-b7f6-182657e56495&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title>How to Make and Market Your Game</title>
  <description>Wisdom Bombs from Industry Veterans</description>
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  <pubDate>Thu, 12 Dec 2024 19:00:00 +0000</pubDate>
  <atom:published>2024-12-12T19:00:00Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);"><i><b>Read Time: 5 minutes</b></i></span></p><p class="paragraph" style="text-align:left;">Hey All!</p><p class="paragraph" style="text-align:left;">I’m going to do something a little different today. </p><p class="paragraph" style="text-align:left;">With all the content being created, I’ve found myself on a bit of a content treadmill, just keeping my head above water with posts and podcasts and newsletters, but not having much spare creative capacity.</p><p class="paragraph" style="text-align:left;"><b>I aim to keep giving you something useful every two weeks</b>, so my plan for the moment is to take every other newsletter and point to other content related to leadership in game dev.</p><p class="paragraph" style="text-align:left;">It could be our own podcasts, posts from others, cool articles, whatever else.</p><p class="paragraph" style="text-align:left;">I’ll give you my brief take/review on whatever it is plus a link to check it out yourself. <b>And if you have some things in mind you want me to review and share to everyone, let me know!</b></p><p class="paragraph" style="text-align:left;">The other podcasts (every 4 weeks) will continue to be written by me as I’ve been doing these last few months. <b>Feel free to send me topics you’d like me to cover</b>, as topic generation is one of the hardest parts of this whole process!</p><p class="paragraph" style="text-align:left;">My goal is to keep giving you all useful tips to lead better in game dev, while perhaps also pointing you towards other great resources.</p><p class="paragraph" style="text-align:left;">This is all experimental, so as the readers of my newsletter, <b>I want to know what you think</b>, and if you’ve got other ideas that could work, OR if you think I’m nuts and this is a bad idea. I’m open to any and all feedback and suggestions!</p><p class="paragraph" style="text-align:left;">With that said, I’ll be kicking things off with a quick review of the last two episodes we released in the Building Better Games podcast:</p><h2 class="heading" style="text-align:left;" id="how-to-market-your-game-w-ignition-"><b>How to Market Your Game w/ Ignition Facility</b></h2><p class="paragraph" style="text-align:left;">Link: <a class="link" href="https://www.youtube.com/watch?v=F5s8mZuVhO8&utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=how-to-make-and-market-your-game" target="_blank" rel="noopener noreferrer nofollow">How to Market Your Game with Chris and Joe from Ignition Facility | #76 - YouTube</a></p><p class="paragraph" style="text-align:left;">One of my favorite parts of this episode was when (I think it was) Chris said something like, “You’re smaller than you think you are.”</p><p class="paragraph" style="text-align:left;">Whenever we’re building games in whatever studio we are in, it’s easy to think our game is much more likely to succeed and bigger than it is. After all, we’re pretty smart, the people we work with are exceptional (I’ve never met a studio that didn’t tell me they had the best people working there), and our idea is amazing. Otherwise we wouldn’t be working on it, right?</p><p class="paragraph" style="text-align:left;">It’s a trap. That whole line of thinking is flawed. We tend to place higher value on the things we feel ownership of and the things we’ve invested in. Both of those apply to the games we’re working on. We become biased in our thinking and it clouds our ability to be objective about the reality our game may launch into. </p><p class="paragraph" style="text-align:left;">A small startup occasionally breaks into the stratosphere. But more often, it struggles to sell anything at all. Even large, AAA products with massive budgets are hitting a wall in recent years. The IP, the reputation, the dollars, the talent, the confidence, none of it mattered.</p><p class="paragraph" style="text-align:left;">I’m not saying to think of yourself as tiny and pathetic. I’m just saying be aware that you may not be as big a deal as you’re telling yourself. And if you realize that, you can adjust your marketing, you can take chances that only smaller studios get to take, you can play with fire and survive. And you can be grounded in reality while you do it.</p><p class="paragraph" style="text-align:left;">There were a ton of good points in this episode, including aligning incentives between marketing and dev, and not taking the “build it all then market it right before ship” approach to launching your game. Check it out, Chris and Joe know what they’re doing, and if you need their help, reach out. They love helping studios think about marketing in a better, more modern way. </p><p class="paragraph" style="text-align:left;">The old ways are failing. Time to adapt!</p><h2 class="heading" style="text-align:left;" id="which-game-should-you-make-w-omar-k"><b>Which Game Should You Make? w/ Omar Kendall</b></h2><p class="paragraph" style="text-align:left;">Link: <a class="link" href="https://www.youtube.com/watch?v=8bUVT_-JWXI&utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=how-to-make-and-market-your-game" target="_blank" rel="noopener noreferrer nofollow">How You Know Which Game To Make, with Omar Kendall | #E77</a></p><p class="paragraph" style="text-align:left;">This just popped last week. I loved this conversation with Omar. He’s insanely thoughtful and measured while still being a bona fide expert in multiple spaces of game dev, and especially thinking about product and innovation in games. </p><p class="paragraph" style="text-align:left;">He said something that I heartily support: keeping an effective team together to continue to tackle problems they have become proficient at solving dramatically increases the chance you succeed, but is RARELY DONE in our industry.</p><p class="paragraph" style="text-align:left;">I’ll go further: I think that if you have an amazing team, whether it’s one of many teams at the studio or it is the entire studio, keeping that group working together is one of the best ways to get insane outcomes, while breaking them up is one of the best ways to flush money down the drain.</p><p class="paragraph" style="text-align:left;">I would take a team that has spent years learning how to interact, overcome challenges, and lead and follow each other as appropriate over any big studio or publisher’s hand-picked team of top talent that has never worked together before EVERY DAY OF THE WEEK.</p><p class="paragraph" style="text-align:left;">The best teams are far better than the sum of their parts. You see this across esports, regular sports, musical groups… pretty much anywhere collaborative teams need to solve problems together.</p><p class="paragraph" style="text-align:left;">Too often, I’ve seen organizations break up highly effective teams in order to “spread the love” around. The orgs don’t realize that while those devs may have figured out how to work together in a high performing way, they can’t just port that to any random group of people. In fact, you’re more likely to create frustration and sadness as the devs realize they are no longer in such an exceptional environment.</p><p class="paragraph" style="text-align:left;">Building that team chemistry takes time. Some teams gel faster than others, and there are reasons we could explore as to why, but the bottom line is that if a group hasn’t worked together there are some bumps they need to work out before they will hit their stride.</p><p class="paragraph" style="text-align:left;">Alright, that wraps it for this newsletter! Please send me your thoughts about the new direction, would love to hear from you!</p><p class="paragraph" style="text-align:left;">Happy Holidays!</p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=how-to-make-and-market-your-game" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=how-to-make-and-market-your-game" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;"><i>The personal ego already has a strong element of dysfunction, but the collective ego is, frequently, even more dysfunctional, to the point of absolute insanity.</i></span><i>”</i></p><figcaption class="blockquote__byline"><i> - Eckhart Tolle</i></figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;"><i>Talent wins games, but teamwork and intelligence wins championships.</i></span><i>”</i></p><figcaption class="blockquote__byline"><i> - Michael Jordan</i></figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=a16fd1f9-0069-4fde-b0bc-3cb496c0a3e5&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title>The Challenges Of Game Dev In 2024</title>
  <description>    Our Recent History And What To Do Next</description>
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  <pubDate>Thu, 28 Nov 2024 19:00:00 +0000</pubDate>
  <atom:published>2024-11-28T19:00:00Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);"><i><b>Read Time: 7 Minutes</b></i></span></p><p class="paragraph" style="text-align:left;">Welcome back to the Building Better Games Newsletter!</p><p class="paragraph" style="text-align:left;">Today, I’m continuing to breakdown the past few years of our industry. </p><p class="paragraph" style="text-align:left;">To get you caught up, in 2020 there was a pandemic. It was bad for the world, but actually had quite a positive impact on game dev - temporarily. </p><p class="paragraph" style="text-align:left;">As the pandemic faded in day-to-day impact, things started looking pretty bleak. \</p><h2 class="heading" style="text-align:left;" id="startups-mobile-and-aaa"><b>Startups, Mobile, and AAA</b></h2><p class="paragraph" style="text-align:left;">Many Game startups had launched after the pandemic hit between 2020 and 2022. As we got towards the end of 2023 and into 2024, those startups went back to investors looking for their next round and discovered that there wasn’t much available, and the standards for receiving funding had become much more stringent. </p><p class="paragraph" style="text-align:left;">Many ended up with less runway than they’d anticipated, as investors and optimism had pushed them to too high a headcount and too far down their production phases. Investors wanted higher valuations, which often meant bigger teams or focusing on the work that wasn’t the most critical for solving the problem the game was having. To be a bit reductionist, there was a lot of great art without much behind it. They (startups and investors) went out of sync with the reality of their game/investment, but once you’d made the mistake, attempting to acknowledge that and fix the burn rate issue probably meant you’d never get funding again.</p><p class="paragraph" style="text-align:left;">Insolvent startups began shutting down. The relative number of devs laid off in those startups vs established games companies was small, but it was a blow to the model we’d used to create innovation in our industry, and it contributed to the number of people looking for work in games.</p><p class="paragraph" style="text-align:left;">It wasn’t all bad. Some few startups, plus the rise of solo devs and small teams working on games on the side, were finding success. While absent the big brand recognition, less renowned devs created games like Valheim, Manor Lords, Lethal Company, Palworld, Battlebit Remastered, Helldivers 2, and many more. There were plenty of compelling experiences players had easy access to and that made back far more than they cost.</p><p class="paragraph" style="text-align:left;">On the plus side, mobile was reworking itself and had somewhat recovered from the wound of IDFA changes. It was finding its feet again, though the machine had needed to be reinvented. A lot of simple games came out that were nonetheless compelling, often word games and the like, and mobile players were happy to have something else to do on their phones. Mobile gaming was dead, long live mobile gaming.</p><p class="paragraph" style="text-align:left;">On the PC/console side of things, “AAA” (as a way to describe the best games humans make) took a huge reputation hit. Failures popped up and garnered more attention than ever before, all while the small studios and teams mentioned above released successes that returned many times their development cost.</p><p class="paragraph" style="text-align:left;">In a continuation of the quality and release problems that had struck a chunk of games during the pandemic, it felt like new launches just couldn’t find footing. The world had changed, or quality wasn’t there, or the idea had never been validated and ended up being a dud.</p><p class="paragraph" style="text-align:left;">And due to an ever-growing cost of game development at the AA and AAA levels (while it REDUCED at the indie, solo dev levels), these failures were not easily written off. </p><p class="paragraph" style="text-align:left;">A game touted as “AAA” no longer cost $30m as it had 10-15 years ago. That was a startup now. “AAA” games cost 9 figures. Hundreds of millions in development budgets were normal, while marketing would be stacked on top of that to try to ensure success.</p><p class="paragraph" style="text-align:left;">But success was no longer easy to ensure. The cost and risk of dev had wildly outstripped the relative size and success rate of the market. </p><h2 class="heading" style="text-align:left;" id="large-game-companies"><b>Large Game Companies</b></h2><p class="paragraph" style="text-align:left;">Large studios could no longer afford to have failures in their portfolio, but games are an inherently uncertain space. In the old world, if you hit one strong product, even if a couple more didn’t quite recover their budget you’d be ok. But now, big publishers and game companies were struggling with even a big hit not giving them the cushion they needed. Critically successful games that had limited commercial success now caused studios to shut down instead of proving that they could make a good product.</p><p class="paragraph" style="text-align:left;">Loaded into all of this, and related to the dev costs, was the reality that games didn’t just cost more because teams were bigger, they also took far longer to make. You were running much larger teams for much longer periods of time. </p><p class="paragraph" style="text-align:left;">The longer development time had some knock on effects. A simple one: the world changed a lot more than it used to from starting to finishing the game. If it took two years to make something, you might be able to guess about where players and the industry would be. But if it took eight years to make something, your future projections were far more likely to be wrong. Other impacts were higher likelihood of burnout on teams, losing key people during development, and falling prey to the sunk cost fallacy after years of efforts still weren’t creating anything good.</p><p class="paragraph" style="text-align:left;">Baldur’s Gate 3 finally launched in 2023 after almost 3 years in early access, perhaps one of the most successful early access stories in existence. It was a counterpoint to the problems other large studios were having. BG3 was a resounding success from a studio (Larian) that had made some solid games but that few would have called “AAA” before BG3 came out. </p><p class="paragraph" style="text-align:left;">Players AND devs all viewed BG3 as an insane accomplishment. Game devs almost saw it as an impossibility. It was simultaneously proof that you could still make an amazing game, and also that most companies did not know how any more without outspending BG3’s dev cost several times over.</p><p class="paragraph" style="text-align:left;">Large companies no longer had wiggle room. The stability that they had brought to game dev was suddenly shaky, and layoffs started in earnest in 2023 and have only accelerated into 2024. Here’s my take on the biggest factors for those layoffs:</p><ol start="1"><li><p class="paragraph" style="text-align:left;">Overhiring during COVID - this certainly played a role, but I think it’s overemphasized</p></li><li><p class="paragraph" style="text-align:left;">Lower risk profile - companies losing money retreated into what they knew, dropping people who weren’t directly related to safe bets (happened in tech as well as games)</p></li><li><p class="paragraph" style="text-align:left;">Being in the red financially - salary is usually the highest expense in game dev, so when things go south, reducing the number of employees is one way to try to get back to profitability</p></li></ol><p class="paragraph" style="text-align:left;">Initially these led to experienced devs being snapped up by other companies that hadn’t been hit yet, but as more and more studios and publishers realized they were in trouble and reacted with layoffs, suddenly you weren’t hiring even amazingly talented devs. Instead, the growing pool of available talent meant companies could get really selective. Many who were “the best in the business” would spend months or longer unemployed and getting more and more desperate. </p><p class="paragraph" style="text-align:left;">Just a year or so before during COVID, the established devs seemed to hold the power. Once the layoff cycle began, that pendulum swung back to the companies.</p><p class="paragraph" style="text-align:left;">With the unprecedented amount of talent available, those companies started targeting specific profiles and requiring lots of experience across the board. Companies had lost some knowledge by now of how to train junior talent, and with an obscene quantity of senior talent available, they still didn’t need to solve that problem - especially since you could now pay a senior less with the changes in supply and demand across the industry.</p><p class="paragraph" style="text-align:left;">Making matters worse, the last few years were the first years where significant numbers of students were graduating college with degrees in game development. Whether engineering, design, or art (the most common majors), an already massive talent pool was even larger. I don’t know what the future will be like. There is a subtle but increasing number of graduates focused on game dev while the industry is still relatively small and the audience isn’t growing fast enough to support us all.</p><p class="paragraph" style="text-align:left;">Large companies were also wondering if the advent of LLMs meant they could get away with smaller workforces. As they looked at what seemed like unsustainable budgets - especially because some major titles that are perennial successes had fallen flat - they wondered if ChatGPT or Midjourney or whatever could fill the gap, reducing the cost of development while speeding up parts of the process, potentially solving both problems.</p><p class="paragraph" style="text-align:left;">In the midst of all of this developer pain, mistrust from failed releases plus the lowered reach and trust in games media was hurting the relationship between the games industry and players. Their suspicions had grown while their interests had continued to evolve. The increasing time to ship meant some titles felt outdated at launch, while others were just not working. The disconnect between development and players grew.</p><h2 class="heading" style="text-align:left;" id="players-live-service-and-indie-dev"><b>Players, Live Service, and Indie Dev</b></h2><p class="paragraph" style="text-align:left;">Even as new AAA titles and the community of game devs were struggling, players had tons of great options to spend their time on. The biggest draw for players? Those very few but still insanely successful live service products. A massive amount of player attention would end up going towards games that had launched years or even decades before across PC, console, and even mobile. </p><p class="paragraph" style="text-align:left;">The live service market was - if anything - overcrowded. Many of the newer startups had been funded based on the idea of becoming a successful live service game that would print money for years into the future. An amazing investment … assuming you could pull it off.</p><p class="paragraph" style="text-align:left;">That turned out to be much harder than it had seemed. Well-funded startups who targeted this space started fizzling out, and much of the web3 stuff seemed to go along with it. </p><p class="paragraph" style="text-align:left;">Live service wasn’t easy to get started from any angle, especially not when the incumbents already had deep commitment and engagement from the players new live service games were trying to attract. Players might drift into the game, but they would likely drift away just as rapidly, and since a live service product was often free or cheap and based on long-term sustained engagement with a massive audience, these startups were not recovering even a portion of their expenses. It was all cost, no gain. The reality was they were often trying to lure players away from not just their favorite game, but also their friends.</p><p class="paragraph" style="text-align:left;">Not all games are live service of course, and if players wanted something new, the lowered cost of entry to game dev meant you could find tons of engaging products of all lengths to sink your teeth into. Plenty of gems were popping up to satisfy every player’s desire for new great experiences, even as many contending (and probably quality) games were undoubtedly being buried in the tens of thousands of launches that were happening every year on Steam, Roblox, UEFN, app stores, and more. </p><p class="paragraph" style="text-align:left;">While the odds of success still favored large companies, the cost of making a game on the side in college or with a few friends meant that it wasn’t that big of a deal if your game didn’t take off. You didn’t have much to lose, while a failed AAA product would easily destroy tens or even hundreds of millions of dollars in financial investment.</p><p class="paragraph" style="text-align:left;">Still, the absence of investment wasn’t making life easy for anyone. Indie’s are not and never were the “safe” bet, instead being driven by a passion and love of games. Some hit it out of the park, sure, but many more slowly faded away amidst the glut of competitors.</p><h2 class="heading" style="text-align:left;" id="differences-in-devs-and-leadership-"><b>Differences in Devs and Leadership - The Problem of Brand-based Hiring</b></h2><p class="paragraph" style="text-align:left;">Hiring was another problem area, and not just because of the changes to supply and demand in the games industry. </p><p class="paragraph" style="text-align:left;">Throughout this whole period I’ve been describing, leaders and devs were being brought into companies for poor reasons. The aura of success of wherever you used to work carried an outsized weight, as the logic of, “If they could pass an interview screen and get hired at Blizzard/Bungie/Riot/Supercell/Naughty Dog/Rock Star/Amazon/Meta/Netflix/etc. and then survive for a year or so, they MUST be good!” seemed to reign supreme.</p><p class="paragraph" style="text-align:left;">While there is a nugget of truth in there, the grim reality was that many studios and investors took people away from their expertise, and asked them to work where they had no experience. </p><p class="paragraph" style="text-align:left;">Mobile product managers with incredibly developed talents creating ROI in the pre-”IDFA change” era were being snapped up by AAA studios because revenue was important, despite actually having low awareness of how that type of game development, player relationship, and monetization work. </p><p class="paragraph" style="text-align:left;">Live service leaders from the most reputable brands in gaming were handed boatloads of money to go … create a scrappy new studio and new game with a bunch of peers who were similarly unskilled at anything but the sustaining of an already successful product. </p><p class="paragraph" style="text-align:left;">Established AAA leaders good at shipping “boxed product” style games were pulled over to scaling live service efforts in an effort to “mature” their orgs and create stability, while having very little awareness of what it actually means to run an organization responsive to continual player feedback.</p><p class="paragraph" style="text-align:left;">I want to be clear: there is nothing inherently wrong with this if everyone has the humility to realize that what you were doing is not what you will be doing and accept that you’ll need to spend some time learning. BUT in many cases that humility and recognition of current inadequacy was not present. </p><p class="paragraph" style="text-align:left;">The industry ended up with startups acting as if you needed dozens or hundreds of millions of dollars to get a game off the ground because that is what it would have cost when they were at Amazon or wherever else, or monetization experts destroying player trust in established IPs by misunderstanding their audience.</p><p class="paragraph" style="text-align:left;">The irony was that while we were being insanely specific about any dev or lower level leader role in games, at the senior leadership level where it mattered most we were overvaluing 1) past results and 2) companies operating in completely different domains as our predictors of how someone would perform.</p><p class="paragraph" style="text-align:left;">All of this was, in my mind, a backfiring shortcut based on not really knowing what the company actually wanted or needed in the people it was hiring, and just hoping that someone smart enough to work at Google or Apple must surely be able to help us succeed here. We didn’t know how to hire, so we outsourced that to their last hiring manager and hoped it would work out.</p><p class="paragraph" style="text-align:left;">Some new hires did adapt and learn, but many caused a lot of problems when they landed in their new roles. If they were discovered causing harm, they could be removed, but the damage had already been done … and many went undiscovered.</p><h2 class="heading" style="text-align:left;" id="summary"><b>Summary</b></h2><p class="paragraph" style="text-align:left;">So that is where we’re at today. Hiring is a mess, talent is oversaturated, mobile is recovering nicely (way to go!), “AAA” game dev needs to change but is instead retreating into old (and now non-functional) patterns, and startups are experiencing reality checks at an alarming rate. The verdict is still out on AI, but Web3 and NFTs have mostly died, and I think for most game devs it’s not being missed because no one ever told us how it realistically made the experience better for the player anyway.</p><p class="paragraph" style="text-align:left;">We’re continuing to experience dysfunctional relationships between publishers and devs, and publishers and players, but now we’ve added dysfunctional relationships between devs and players to complete the triangle.</p><p class="paragraph" style="text-align:left;">I said last week not to bank on 2025 turning this around. There’s a lot left to improve before we’re out of the woods. It’s not that ways to improve don’t exist, they just are rarely amenable to the people who would need to be bought in. </p><p class="paragraph" style="text-align:left;">I want to zoom in now. In the midst of all of this, you have an opportunity to adjust your approach and do better as an individual and leader than you or others did in the past 5 years. I don’t know exactly what you should do - I’m not in your shoes - but here’s some advice.</p><h2 class="heading" style="text-align:left;" id="what-to-do"><b>What To Do</b></h2><p class="paragraph" style="text-align:left;">Here’s what I’d recommend.</p><ol start="1"><li><p class="paragraph" style="text-align:left;"><b>Don’t oversimplify the industry. </b></p></li></ol><p class="paragraph" style="text-align:left;">Recognize the complexity of everything that is happening. The number of variables involved are high, and to reduce everything down to one or two variables like “greed” or “macroeconomics” and then attempt solutions will more likely miss than hit</p><ol start="2"><li><p class="paragraph" style="text-align:left;"><b>Contact reality as fast as you can. </b></p></li></ol><p class="paragraph" style="text-align:left;">Whether you’re a startup or a AAA studio, you can’t afford to rely on hope for the assumptions you made. Focus on learning, recognize you probably got some things wrong, and then be willing to pivot if you realize you’re on the wrong track. A lot of current pain is far worse because people stubbornly pursued poor paths.</p><ol start="3"><li><p class="paragraph" style="text-align:left;"><b>Establish (or re-establish) relationships with your players.</b><br><b>If you go out and do a bunch of stuff players love because you took the time to understand them, we’re in a unique moment where that gives you a competitive edge over others that are frankly doing a terrible job of listening to their audience. Take advantage of that.</b><br></p></li><li><p class="paragraph" style="text-align:left;"><b>Don’t wait forever for a game dev job if you’re out of work.</b></p></li></ol><p class="paragraph" style="text-align:left;">I get it, we want to be in this industry. But there are some brutal underlying realities baked into games. There are only so many players out there. The number of games those players can sustain is going up slowly, but not enough to support dozens or hundreds of additional companies long term. Don’t put your life and career on hold. Go get experience elsewhere that you can bring back to games someday in the future. The industry will adjust, but I am not optimistic that it will be soon.</p><p class="paragraph" style="text-align:left;">Alright, I’ve written enough and still have more that could be said on all of this, like what I think about the future.</p><p class="paragraph" style="text-align:left;">Thanks to all the people who have shared their insight into the state of games with me over the past years. It’s been something crazy to watch and be a part of.</p><p class="paragraph" style="text-align:left;">So, what did I miss? What are the big things you think are driving where the games industry is today? What did I get wrong? Let me know!</p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=the-challenges-of-game-dev-in-2024" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=the-challenges-of-game-dev-in-2024" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;"><i>History is a vast early warning system.</i></span><i>”</i></p><figcaption class="blockquote__byline"><i> - Norman Cousins</i></figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;"><i>The more I study history the more I realize how little mankind has changed. There are no new scripts, just different actors.</i></span><i>”</i></p><figcaption class="blockquote__byline"><i> - Richard Paul Evans</i></figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=124ede11-78dc-47ac-9085-e0ba9a22fbc6&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title>How We Got Here</title>
  <description> An Incomplete Look At The Last Five Years Of Game Dev</description>
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  <pubDate>Thu, 14 Nov 2024 19:00:00 +0000</pubDate>
  <atom:published>2024-11-14T19:00:00Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);"><i><b>Read Time: 5 Minutes</b></i></span></p><h2 class="heading" style="text-align:left;" id="game-development-is-in-a-tumultuous">Game development is in a tumultuous state. </h2><p class="paragraph" style="text-align:left;">There’s no shortage of articles and posts about layoffs, failed products, and studio shutdowns, as well as speculation about what the future holds for us all.</p><p class="paragraph" style="text-align:left;">Today I want to look at why I think the industry is where it is, and also what we can learn from it going forward. Too many takes on the industry attempt to boil things down to one or two variables. </p><p class="paragraph" style="text-align:left;">Let me get the caveat out of the way first: I am going to miss stuff, and I’m probably wrong about either the size or impact of the issues I’ll bring up. I certainly don’t know all the variables. </p><p class="paragraph" style="text-align:left;">Nevertheless, here’s my take on the recent history of game dev as we head towards the end of 2024.</p><h2 class="heading" style="text-align:left;" id="the-variables-some-of-them"><b>The Variables (...some of them)</b></h2><h3 class="heading" style="text-align:left;" id="big-obvious-stuff"><b>Big, “Obvious” Stuff</b></h3><ul><li><p class="paragraph" style="text-align:left;">COVID had a huge impact on games</p></li><li><p class="paragraph" style="text-align:left;">AAA development is getting more expensive</p></li><li><p class="paragraph" style="text-align:left;">Layoffs mean that tons of talent is available for companies hiring</p></li><li><p class="paragraph" style="text-align:left;">Mobile Changes (IDFA, etc.)</p></li><li><p class="paragraph" style="text-align:left;">Web3, NFTs, Blockchain, P2E, etc.</p></li><li><p class="paragraph" style="text-align:left;">Gen “AI”, or really LLMs</p></li></ul><h3 class="heading" style="text-align:left;" id="less-discussed-stuff"><b>Less Discussed Stuff</b></h3><ul><li><p class="paragraph" style="text-align:left;">AAA development is taking longer</p></li><li><p class="paragraph" style="text-align:left;">Game making and game supporting tools/platforms are easily accessible</p></li><li><p class="paragraph" style="text-align:left;">Way more games are being made</p></li><li><p class="paragraph" style="text-align:left;">Roblox and UEFN</p></li><li><p class="paragraph" style="text-align:left;">Interest rates and resulting changes in capital investment</p></li><li><p class="paragraph" style="text-align:left;">Investors with little understanding of game dev</p></li><li><p class="paragraph" style="text-align:left;">Changing player shape and need</p></li><li><p class="paragraph" style="text-align:left;">Narrowly targeted hiring reqs</p></li><li><p class="paragraph" style="text-align:left;">Decline in effectiveness of traditional marketing</p></li><li><p class="paragraph" style="text-align:left;">Incumbent products lasting for years or decades</p></li><li><p class="paragraph" style="text-align:left;">Macroeconomics</p></li><li><p class="paragraph" style="text-align:left;">Trend chasing</p></li><li><p class="paragraph" style="text-align:left;">Remote Work</p></li><li><p class="paragraph" style="text-align:left;">Conflict between players and developers</p></li></ul><h3 class="heading" style="text-align:left;" id="rarely-discussed-stuff"><b>Rarely Discussed Stuff</b></h3><ul><li><p class="paragraph" style="text-align:left;">Different incentives between Publishers vs Investors vs Game Devs vs Players</p></li><li><p class="paragraph" style="text-align:left;">Growing numbers of college grads with gaming degrees</p></li><li><p class="paragraph" style="text-align:left;">Company brand and reputation-based decision-making in hiring</p></li><li><p class="paragraph" style="text-align:left;">Company-based hiring in funding</p></li><li><p class="paragraph" style="text-align:left;">Spike in startups in 2020 and 2021 now needing more rounds to continue</p></li><li><p class="paragraph" style="text-align:left;">Less “taste-making” through standard media like IGN, Gamespot, etc.</p></li><li><p class="paragraph" style="text-align:left;">Overly optimistic leadership</p></li><li><p class="paragraph" style="text-align:left;">Unhelpful focus on the process of making games over the purpose of making games</p></li><li><p class="paragraph" style="text-align:left;">Challenges to publishing in certain areas or countries of the world</p></li><li><p class="paragraph" style="text-align:left;">Discoverability of products in a perpetually red ocean</p></li></ul><h2 class="heading" style="text-align:left;" id="2019-where-we-were"><b>2019 - Where We Were</b></h2><p class="paragraph" style="text-align:left;">Towards the end of 2019, gaming had established itself as an “up and to the right” industry. </p><p class="paragraph" style="text-align:left;">While some studios were still shuttered after failures or because they didn’t align with the parent company or from just running out of capital, it was actually a relatively stable time to be a game dev. One might have even argued that we’d matured within our niche of tech/software dev, with large companies and stable jobs being more common than they’d been in earlier decades.</p><p class="paragraph" style="text-align:left;">In the mobile landscape, some companies making games had almost become factories with known metrics. The game felt less important than the marketing apparatus you would hook up to it, and strong product managers from mobile companies were amazing at finding ways to plug their games into a machine where things like CPI, retention at intervals, DAU, ARPU, LTV, and etc. could be tinkered with to create a positive ROI - please don’t misunderstand me as saying this was EASY. But it was repeatable and reliable, and mobile was generating the biggest chunk of revenue by a long shot across game dev. (It still is.)</p><p class="paragraph" style="text-align:left;">Tools were also more accessible than they’d ever been. Unreal, Unity, and GameMaker meant that you rarely needed to build your own engine any more, and also that people with little experience still had a chance at making compelling content.</p><p class="paragraph" style="text-align:left;">Across every platform, entrenched live service games like Counterstrike, World of Warcraft, Fortnite, Call of Duty, World of tanks, Warframe, EA sports franchises, Clash of Clans, Candy Crush, The Sims, League of Legends, Apex Legends, and more seemed able to endure well beyond the traditional lifespan of a game. They didn’t just make some basic ROI soon after launch, they continued to return more than they cost well into the future. </p><p class="paragraph" style="text-align:left;">From an historical lens, it was a good time to be a game dev. Then COVID happened.</p><h2 class="heading" style="text-align:left;" id="2020-early-2022"><b>2020 - Early 2022</b></h2><p class="paragraph" style="text-align:left;">Over the next few years, the macroeconomic situation got … strange … with artificially low interest rates protecting nations during a time of low economic activity/growth. Meanwhile, people were spending more time alone and at home, both of which led to a spike in game playing. With less time spent outside or with other people, individuals who were in decent financial shape were more likely to spend their discretionary funds on gaming vs other things.</p><p class="paragraph" style="text-align:left;">Scaled remote work became real. This changed the way work got done, but also enabled developers to relocate and easily move between jobs or form companies with whoever they wanted anywhere in the world. Many startups were born, and with the still insanely low interest rates PLUS the seeming spike in profitability of games you had investors who knew little about the industry willing to invest millions into it.</p><p class="paragraph" style="text-align:left;">Into this fray entered Web3, the new way people would interact with each other. While the term was coined years before, it seemed like the “internet of things”/metaverse was almost here, and in game dev too! Many words were tossed around, but there was a huge amount of FOMO about this from investors across the board. A SHOCKING proportion of the total investment into game dev and startups went to studios that had (or claimed) some connection to Web3 despite little proof that it made games more appealing to players in any way - something that left the majority of experienced game devs skeptical.</p><p class="paragraph" style="text-align:left;">Right on the heels of Web3 getting big, Generative “AI” or LLMs started to become popular and were able to do some surprising things. Whether viewed as a copyright infringement, a potentially helpful tool, or a change to humanity forever, people learned about it and started reacting to it at scale. And similar to game pitches containing “Web3,” now you could also probably snag some funding by having something related to “AI” as part of your deck.</p><p class="paragraph" style="text-align:left;">In 2021, IDFA (and GAID) became “optional” and many people turned/left it off, hamstringing the machines mobile companies had built to create profit. This was a serious blow to overall revenue, but being in the midst of the gaming boom and the upcoming revolution of “web3” powered gaming meant it didn’t slow down enthusiasm much.</p><p class="paragraph" style="text-align:left;">Everything was wild. The devs held the power because of how easy it was for them to switch studios, studios wanted to hire like crazy to take advantage of the boom in gaming plus the high availability of capital to fund it, and not just Web3 but AI were pitched as things that would transform our industry to its very bones.</p><p class="paragraph" style="text-align:left;">It’s worth noting here that the devs who seemed to hold the power were not all devs equally. Senior devs did amazingly well, but mid and junior talent were often pushed aside as senior people willing to work remotely were everywhere and paying them wasn’t a problem. The relative cost-to-benefit ratios seemed tilted in favor of those already established in the industry, while others struggled or sought to join far less stable studios they could get into. Part of this was the sudden availability of talent, while some of it was companies having no idea how to train someone remotely and choosing to rely on “proven talent.” This would have many consequences down the road.</p><p class="paragraph" style="text-align:left;">In the midst of the chaos, releases were volatile. Many more games were being made, but huge games had faltered in timeline, largely blamed on the pandemic disrupting how people worked and their emotional well-being. Players started being more suspicious, with launch failures like Battlefield 2042 generating real ire in the gamer community. There were a lot of delays and quality problems, though hits like Zelda and Elden Ring showed that good products could still be made.</p><p class="paragraph" style="text-align:left;">Leaders during these months trended towards uncontrolled optimism, even as dev costs skyrocketed and historically reliable processes for shipping on time seemed to falter. </p><p class="paragraph" style="text-align:left;">In many ways, things were great, but in some areas, it felt like we were redlining. I’ll throw my own opinion in here: one of the bigger challenges that we are still facing is the breakdown in the relationship between developers of games and the players who play them. You don’t want an antagonistic relationship with your audience.</p><h2 class="heading" style="text-align:left;" id="late-2022-through-2024"><b>Late 2022 through 2024</b></h2><p class="paragraph" style="text-align:left;">In multiple ways, from late 2022 through 2024, our industry took body blows.</p><p class="paragraph" style="text-align:left;">The pandemic cooled down and things started to return to whatever the new “normal” would be.</p><p class="paragraph" style="text-align:left;">Interest rates rose, drying up capital by altering risk profiles against alternative investments.</p><p class="paragraph" style="text-align:left;">Web3 was revealed to not be the revolution in games that people had thought it might be. In fact, it seemed that most of the web3 stuff had been gamified speculation for crypto schemes/launches (depending on your view). </p><p class="paragraph" style="text-align:left;">Gamers and everyone else started returning to other activities. A fairly predictable drop in game revenue resulted, but despite its predictability it still seemed to take many companies by surprise. Everyone always thinks they’ll manage to get off just before everything goes south, and - just like many other times in history - most companies had overplayed their hand.</p><p class="paragraph" style="text-align:left;">Established companies with established processes started asking if remote was still a good idea, with some demanding a return-to-office for their employees. This led to a second set of “negotiations” between devs and studios, but this time the studios held far more power.</p><p class="paragraph" style="text-align:left;">Big releases kept dropping the ball. Quality at launch seemed unpredictable and players reacted with ever more caution about new products. And most gamers had tried and true long-term live service games to fall back on and play. If new stuff wasn’t great, old proven stuff was everywhere.</p><p class="paragraph" style="text-align:left;">One result of this? Player skepticism towards development and publishing, and a further breakdown of the relationship between studios and the audience they claimed to serve.</p><h3 class="heading" style="text-align:left;" id="alright-let-me-take-a-break-here"><b>Alright, let me take a break here… </b></h3><p class="paragraph" style="text-align:left;">Next newsletter I’m going to talk about where I see various parts of the industry in the last few years, but this one is more about a reflection of the pre and post pandemic situation.</p><p class="paragraph" style="text-align:left;">It’s been tough. Simultaneously, the underlying numbers are still up and to the right for game dev. The economy is looking somewhat better at least in the west. There is hope out there. </p><p class="paragraph" style="text-align:left;">My honest take though? We’ve still got a lot to figure out before we break out into a more stable industry again. I don’t think 2025 is going to be the year of amazing recovery. I’m open to being wrong about that, and actually hoping I am too.</p><h2 class="heading" style="text-align:left;" id="some-takeaways-from-everything-abov">Some takeaways from everything above:</h2><ul><li><p class="paragraph" style="text-align:left;"><b>Don’t bank on 2025 being the year everything gets better.</b> Many thought that about 2024, and things got way worse. I don’t know where the bottom is, and I don’t know how long recovery will take, but take care of yourself and those you love by assuming 2025 may be a continuation of 2024. If it IS a year of recovery, great. Don’t put all your eggs in that basket.</p></li><li><p class="paragraph" style="text-align:left;"><b>The power dynamics between employee and employer have shifted.</b> Don’t behave as if they have not. Whether it’s fair or right or whatever, it is what it is. Adjust your approach, recognize the new sets of tradeoffs, and make good decisions based on reality, not the ideal you wish was true. </p></li><li><p class="paragraph" style="text-align:left;"><b>Be wary of gaming trends.</b> Think through the world you’re in. Web3 was very appealing to lots of people who don’t know much about games. SOME people who knew stuff about games did jump in, but usually with very different types of bets than the people who knew nothing about games. The majority isn’t always right, but it is worth taking seriously.</p></li><li><p class="paragraph" style="text-align:left;">For the love of all that is holy,<b> </b>please<b> CONNECT WITH YOUR PLAYERS</b> and don’t treat them badly, speak down to them, or act as though they are idiots. If you don’t understand them and recognize how they relate to games, you have a much lower shot of making one that succeeds.</p></li></ul><p class="paragraph" style="text-align:left;">That’ll wrap it up, see you in a couple weeks with a deeper dive into the last year or so for specific parts of our industry.</p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=how-we-got-here" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=how-we-got-here" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;"><i>A generation which ignores history has no past and no future.</i></span><i>”</i></p><figcaption class="blockquote__byline"><i> - Robert Heinlein</i></figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;"><i>History is the study of all the world’s crime.</i></span><i>”</i></p><figcaption class="blockquote__byline"><i> - Voltaire</i></figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=8e5f2b1c-e827-4b22-ac1f-f422b4d377cd&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title>How To Become A Narcissist</title>
  <description>The Dangers of Self-focused Pride</description>
      <enclosure url="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/b7086651-8d14-42d3-9666-2754f96cf10f/Newsletter_thumbnail-5.png" length="264614" type="image/png"/>
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  <guid isPermaLink="true">https://buildingbettergames.beehiiv.com/p/how-to-become-a-narcissist-85fa</guid>
  <pubDate>Thu, 31 Oct 2024 18:00:00 +0000</pubDate>
  <atom:published>2024-10-31T18:00:00Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);"><i><b>Read Time: 7 Minutes</b></i></span></p><p class="paragraph" style="text-align:left;">Let me tell you a story about a potential you.</p><p class="paragraph" style="text-align:left;">You’ve recently started working at a large, multi-game studio. Thousands of employees. You’re in a leadership role, and you know you want to have a positive impact on the people around you and the game you’re working on.</p><p class="paragraph" style="text-align:left;">Fresh eyes give you an advantage over people who have been there a long time. You find it easy to spot areas to improve, but you haven’t yet gone about making changes.</p><p class="paragraph" style="text-align:left;">The reason? You’re not quite sure how to drive change in your new environment, and you’re politically wise enough to use a little bit of caution. </p><p class="paragraph" style="text-align:left;">You don’t want to burn trust with others, so rather than going to #general chat on slack and declaring your 12 point plan to help everyone else stop sucking (a bad move), you spend some time watching how change happens. Through observation and time investment, you develop relationships with influential peers and leaders above you.</p><p class="paragraph" style="text-align:left;">The longer you are there the more (and bigger) problems you see. You continue to accumulate credibility, starting to make small changes. The changes you target aren’t necessarily the most helpful, but they do build the most credibility and are certainly appreciated by those around you.</p><p class="paragraph" style="text-align:left;">As time goes on, this cycle continues. Some well-chosen wins with the right visibility from leadership create a promotion for you, and that exposes you to even higher status problems you may be able to tackle. But, with the promotion comes a new layer of leadership to understand and navigate.That’ll take some time. Back to relationship building!</p><p class="paragraph" style="text-align:left;">Of course, the problems you saw when you first arrived that impacted the people you used to lead… those are pretty small problems now, and they just weren’t visible enough then and still aren’t worth investing time in. You’ve gained sufficient influence to - with a bit more work - solve bigger problems. You leave the small ones, and the team that has them, behind for someone else to figure out.</p><p class="paragraph" style="text-align:left;">Over the course of the next few years, you advance in the organization, building strategic relationships, solving the right high visibility problems, and developing other skills to both preserve your existing role and influence, and expand your reach in the org.</p><p class="paragraph" style="text-align:left;">At one point, a dysfunctional leader you disagree with, and who is likely causing some of the problems you’re trying to solve for the good of everyone, makes a significant blunder. To help the company succeed, you very tactfully and without taking a serious risk make it obvious that said leader is a failure and misaligned with leadership. A few weeks later they’ve resigned, and due to some deft handling, you’ve taken over their space and influence.</p><p class="paragraph" style="text-align:left;">You’re excited by your own progress, and are even more confident. Soon you’ll be able to get to the real issues that abound and that you are uniquely suited to fix. But you’re not quite there, you need to consolidate your position a little bit - change is likely to cause some blowback, and you need to be secure to bring about the transformation the company needs and that you will soon be perfectly positioned to tackle.</p><p class="paragraph" style="text-align:left;">Fortunately, there are people who work with and for you who are incredibly supportive of what you do. They see the same issues you do, and are happy to have you leading them. You ensure their good judgment and quality is rewarded, and they rise with you. It’s good to know that such capable people agree - it reinforces that you’re on the right path.</p><p class="paragraph" style="text-align:left;">One day, one of those peers who regards you highly and who you have a working friendship with asks some tough questions about what you are both doing, and is this the right thing? They bring up some of the problems that have been left behind, and some of the methods that you’re using to secure your position in the company&#39;s senior influence game. They’re concerned that you’ve both drifted into a bad space. When they started, this isn’t who they wanted to become.</p><p class="paragraph" style="text-align:left;">Your peer’s points give you pause. Not because they’re good points, but because they’ve clearly lost the plot. The way to drive change is to create the influence to fix the problems at the highest level. That is the path. You know you’re here to make everything better for everyone. And now you realize you can’t trust them. </p><p class="paragraph" style="text-align:left;">Over the next few months you work to distance yourself from them and succeed before they make a career-limiting move challenging a C-level about some poor leadership practices. You still care about them, so you tried to warn them without exposing yourself, but they ignored you and drove on, and now they are basically useless to you. Just not worth sticking your neck out, even if they were right about what they were calling out.</p><p class="paragraph" style="text-align:left;">Time moves on. Another one of your chosen leaders makes a move for more authority without checking with you, seeming to be interested in taking credit for work you did. Fortunately, your network of leaders gives you a heads up and you beat them to the punch. You quickly end any chances of their further advancement in the company. They quit a month later.</p><p class="paragraph" style="text-align:left;">Eventually, you’re secure and ready; the ammunition you need has been gathered. You wait. </p><p class="paragraph" style="text-align:left;">The moment finally arrives. Your CxO slips up, and you take the risk and go after them with the support and information you’ve gathered. </p><p class="paragraph" style="text-align:left;">It works. The old CxO resigns. You are the obvious successor. You “humbly” jump into the most senior level of the company, negotiating a hefty raise. Those who supported you are rewarded. Many who were on the wrong side of history end up leaving. You’re a star. And now you’ve got access to the organization at the highest level.</p><p class="paragraph" style="text-align:left;">Of course, the CEO and the board remain, but once you figure out how to gain leverage, you’ll be able to really do some good for the org. Time to consolidate power so no one can stop you… from all that positive change you’re almost ready to unleash.</p><p class="paragraph" style="text-align:left;">—-------------------------------------------------------------------</p><p class="paragraph" style="text-align:left;">The U.S. Army is a giant organization. It does many things well, and also has its share of issues. In my time in the service, I and many officers talked at length about the problems we saw and what it would take to fix them. Often, the answer was something like, “You gotta stick it out long enough to reach the rank where you have the power to make the change happen.”</p><p class="paragraph" style="text-align:left;">Many of us (myself included) weren’t up for that. I left after four years. Massive respect for the Army and military, but it wasn’t a culture fit for me.</p><p class="paragraph" style="text-align:left;">Some did stick it out. And they encountered a problem: as you advance inside of a large organization, you learn what it takes to advance, and you practice the behaviors that lead to advancement. Unfortunately, if you manage to survive and break through the system to the point where you have the power to make changes, odds are you don’t really remember what the issues were, and you’ve now been practicing what it means to succeed in the midst of DYSFUNCTION for so long that you have become a supportive part of the broken system.</p><p class="paragraph" style="text-align:left;">Young officers now look at you as the obstacle and wonder if they’ll ever have the authority to bring about change inside the system.</p><p class="paragraph" style="text-align:left;">—---------------------------------------------------------------------</p><p class="paragraph" style="text-align:left;">Leaders are change agents. Your job is to bring about positive change. </p><p class="paragraph" style="text-align:left;">But change is hard. In the story I wrote above, the idea that you need to develop relationships and build organizational influence to have the maximum positive impact is real. </p><p class="paragraph" style="text-align:left;">Some stubborn leaders reject this idea entirely. They refuse to “play politics,” and hamstring their ability to bring about positive change. It’s not that they can’t make a difference - it just won’t be that meaningful, and will be frustrating. They’ll often quit, looking for a “place without politics” where they can do the right thing uninhibited. Such a place does not exist.</p><p class="paragraph" style="text-align:left;">If that’s one end of the spectrum, the other is the story I wrote above. With the best of (starting) intentions, you could become the political animal, the self-serving narcissist convinced only they can fix things, who is willing to cut down anyone who threatens you. The whole way, you’ll believe you are doing what is best for the org by doing what is best for yourself. National and global politics comes to mind.</p><p class="paragraph" style="text-align:left;">You’ve probably seen both of these. The problem with both ends is that they have a chunk of truth in them. They’re both true to an extent, with one extreme becoming the monster they wanted to destroy, and the other extreme dying on every hill of principle available but at least not compromising who they are.</p><p class="paragraph" style="text-align:left;">If I had to choose between the two, I’d say pick the stubborn leader who avoids politics. At least you won’t transform into someone you’d not recognize.</p><p class="paragraph" style="text-align:left;">But it’s not a binary choice. </p><p class="paragraph" style="text-align:left;">We have another option, and it is to acknowledge the reality of politics, recognize the importance of compromise, and seek to drive positive change for the entire org, but WITHOUT becoming the self-serving political animal.</p><p class="paragraph" style="text-align:left;">To utilize this option, you have to be grounded in something outside of the work you’re doing. If you’re stuck in the work as your whole world, that increases your vulnerability to becoming the monster. </p><p class="paragraph" style="text-align:left;">What you need is a set of values or an ethical framework that you follow even when it hurts. And that framework cannot be, “The ends justify the means,” or “The greatest good for the greatest number,” two related moral ideas that are both deplorable when played out to their logical endpoints.</p><p class="paragraph" style="text-align:left;">Without an ethical frame to guide you, diplomacy will rapidly become a zero sum game about winning. Wisdom will be replaced with craftiness. Self-preservation will rule the day.</p><p class="paragraph" style="text-align:left;">So, with that in mind, here’s a few values to keep you leading well, interacting with the political environment endemic to human organizations, and not becoming the very problem you used to want to solve.</p><h2 class="heading" style="text-align:left;" id="three-values"><b>Three Values</b></h2><h3 class="heading" style="text-align:left;" id="humility"><b>Humility</b></h3><p class="paragraph" style="text-align:left;">Humility is a core part of a well-lived life. It is the opposite of pride and the check on arrogance. Humility is not self-denigration or low self-esteem. It is pointing your thoughts away from yourself towards the world around you. As C.S. Lewis eloquently said, “Humility is not thinking less of yourself, it is thinking of yourself less.”</p><p class="paragraph" style="text-align:left;">Why it matters: To lead well (morally and effectively) your focus must be on those you lead, not on yourself. You are helping others reach the goal, and the way you help is through leading. You develop the skills of leadership, you learn to negotiate, you understand the politics, but you take yourself as out of the equation as you can. You are here for the good of others, not your own glory. </p><p class="paragraph" style="text-align:left;">A huge advantage of this: leaders who are humble definitionally get to worry about themselves less. They can be curious about others and different points of view. They can listen and hear feedback about themselves without self-focus overcoming their situational awareness. </p><p class="paragraph" style="text-align:left;">The disadvantage: you may pass up opportunities for your own advancement, or sometimes be blamed for something that wasn’t your fault.</p><p class="paragraph" style="text-align:left;">If you are only interested in climbing the career ladder, avoid humility. If you want to make a difference for those you lead and the players you serve, humility is a good place to start. You’ll have more time to think about how to add value in all the time you save not focusing on yourself.</p><h3 class="heading" style="text-align:left;" id="courage"><b>Courage</b></h3><p class="paragraph" style="text-align:left;">Courage allows you to do the right thing when it is hard. If the right thing were always the easiest thing to do, courage would be unnecessary. But in the world we live in, the right thing is often hard. It’s why we admire people who choose the hard, right path. We know it’s difficult. I can certainly think of times I’ve failed at it and either passively or even actively done the wrong thing instead.</p><p class="paragraph" style="text-align:left;">In your career you will face moments where courage is required. You will be asked to do something you should not, or your self-preservation will tell you to cover something up so no one knows you made a mistake. Courage to do the right thing matters here. Courage sometimes forces you to acknowledge your own faults. It might push you to confront a leader doing something wrong.</p><p class="paragraph" style="text-align:left;">A huge advantage of courage: if you get good at practicing doing the hard thing, you’ll become someone who does it more naturally. You’ll still be afraid, and you’ll sometimes experience negative consequences for running against the grain, but you’ll also learn that that’s ok. </p><p class="paragraph" style="text-align:left;">Courage doesn’t guarantee you are right, so it must be matched with humility. Combined, these two allow you to focus on the big problems and take risks trying to do the right thing. </p><p class="paragraph" style="text-align:left;">The disadvantage: you will sometimes lose (in big and small ways), alone on a proverbial hill of principle. Remember, doing the right thing is hard sometimes, and that’s when it’s most important to do the right thing.</p><p class="paragraph" style="text-align:left;">But a practice of courage will mature you as a human being, teach you to pick yourself back up when you fall down, and create a force for good that is simply unequaled by those without it.</p><h3 class="heading" style="text-align:left;" id="care"><b>Care</b></h3><p class="paragraph" style="text-align:left;">Care, compassion, love, kindness, whatever you want to call it, this is desiring what is best for others. It’s more than empathy, it’s not just politeness or being nice. It is the genuine hope followed by action that attempts to lift up those around you.</p><p class="paragraph" style="text-align:left;">Why it matters: Leaders lead people. To succeed morally and effectively, you have to care for the people you lead. In our case, in game dev, we also need to care for the players we and those we lead serve. </p><p class="paragraph" style="text-align:left;">A leader who doesn’t care about the people they lead and/or the players they serve is dangerous, and not a lot of fun to work for. Care brings the human element to the equation; it keeps us from becoming machines. </p><p class="paragraph" style="text-align:left;">It’s hard to maintain, especially as you scale. But I would argue it is as or perhaps more essential than both humility and courage.</p><p class="paragraph" style="text-align:left;">A huge advantage of care: if you are able to truly care for those you lead, you have an abundance of daily wins available to you. No longer will success be dictated by whether the product was the best or your career is advancing, but you will be working towards and seeing the positive impact you are having on others each and every day. </p><p class="paragraph" style="text-align:left;">I want to emphasize something here: to truly care is to put action behind feeling. We may say we care about many things, but if we aren’t doing anything about it, it really doesn’t matter much. When we lead, we need to care with action, not just words.</p><p class="paragraph" style="text-align:left;">Like courage, this will be hard. Sometimes our care will cause us to miss something important to us because someone needs our attention and we choose to be present for them in that moment rather than taking care of ourselves. </p><p class="paragraph" style="text-align:left;">Care is also challenging to do well if you aren’t humble. A prideful, self-focused leader can’t afford to care too much. It gets in the way of their own advancement.</p><p class="paragraph" style="text-align:left;">Simultaneously, a person who is trying to be caring but not courageous will struggle to follow through on their care. They will back down when it matters most, and abandon people around them from fear of negative consequences.</p><p class="paragraph" style="text-align:left;">But as a leader, care provides immense benefit. It gives massive meaning to every day.</p><p class="paragraph" style="text-align:left;">To care about those you lead, in action and word, provides a reason to keep going forward. Expanding that care to the players who will play the games we make only increases that purpose.</p><p class="paragraph" style="text-align:left;">Care is a value I highly recommend.</p><h2 class="heading" style="text-align:left;" id="summary"><b>Summary</b></h2><p class="paragraph" style="text-align:left;">When I think about the people who have led well and I wanted to follow, they often had these three values.</p><p class="paragraph" style="text-align:left;">When I think of leaders who I was suspicious of, regardless of their effectiveness, they often lacked one or more of these values.</p><p class="paragraph" style="text-align:left;">If you cultivate humility, courage, and care, I believe you will be a leader worthy of being followed.</p><p class="paragraph" style="text-align:left;">I also believe that these values will go a long way to keeping you from becoming the self-absorbed leader only interested in their own growth, with a rationale for every awful action taken.</p><p class="paragraph" style="text-align:left;">I’ve used the word “practice” a lot. We become what we practice. If this newsletter resonates, I encourage you to think about what values you are practicing today, and to add in the practice of humility, of courage, and of care.</p><p class="paragraph" style="text-align:left;">You will be a better human being if you do. And better human beings make better leaders.</p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=how-to-become-a-narcissist" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=how-to-become-a-narcissist" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;"><i>Pride works frequently under a dense mask, and will often assume the garb of humility.</i></span><i>”</i></p><figcaption class="blockquote__byline"><i> - Adam Clarke</i></figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;"><i>Leaders who fail to prune their pride will meet demise. That&#39;s not a guess, it&#39;s a guarantee. With pride, it&#39;s not a matter of &#39;if&#39; we will fall, but &#39;when.&#39; There are no exceptions.</i></span><i>”</i></p><figcaption class="blockquote__byline"><i> - John C. Maxwell</i></figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=8b8dee91-bb24-46bd-af8d-5c0306f77247&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title>Building Better Games Highlights &amp; Recap</title>
  <description>Currated Content and Insights</description>
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  <pubDate>Thu, 17 Oct 2024 19:00:00 +0000</pubDate>
  <atom:published>2024-10-17T19:00:00Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
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</style><div class='beehiiv__body'><h2 class="heading" style="text-align:left;" id="where-im-at">Where I’m At:</h2><p class="paragraph" style="text-align:left;">The last few weeks have been wild, and the next few will continue the trend! I’ll be giving a talk in Ohio at the Shawnee Game Conference, then headed to India for the India Game Developer’s Conference, and I just finished teaching a two day course on “Reframing Agility” to an amazing group of game devs.</p><p class="paragraph" style="text-align:left;">Lots of exciting stuff! I have also had less time and creative energy with everything going on, so I’m doing something a bit different for this newsletter: I’ve grabbed a few of my more engaging LinkedIn posts from the last few months and I’ll be sharing them here, as well as some solid write-ups from a couple other newsletters you should check out! </p><p class="paragraph" style="text-align:left;">Enjoy!</p><h2 class="heading" style="text-align:left;" id="the-efficiency-lie">The Efficiency Lie</h2><p class="paragraph" style="text-align:left;"><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">Game producers: Stop trying to make everything more efficient.</span><br><br><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">There are so many ways to become more efficient. You can become efficient in time, efficient in quality, efficient in people, efficient in scope.</span><br><br><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">And none of them may solve the underlying issues your team faces.</span><br><br><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">I get that we&#39;re incentivized to say, &quot;We got 20% more art assets completed this quarter than last quarter thanks to the new pipeline I developed!&quot; and everyone claps and you look good and all that.</span><br><br><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">Did you need 20% more art assets? Most places I&#39;ve seen need about 60% LESS art assets.</span><br><br><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">Or perhaps a better way to say it, most studios need to figure out what art assets actually matter and stop treating artists like machines on a factory floor.</span><br><br><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">That&#39;s what you should be doing. Not just chasing, “More, Faster, Cheaper!” but stepping back, seeing the whole, and figuring out how to improve the game’s chance of success.</span><br><br><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">It&#39;s almost certainly not by shaving 10% meeting load out of the week.</span><br><br><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">Figure out what&#39;s going to stop your team and game from succeeding. THEN go and make the RIGHT THINGS more efficient.</span></p><h2 class="heading" style="text-align:left;" id="shipping-a-good-game-is-hard-be-exc">Shipping A Good Game Is Hard - Be Excited If You Do</h2><p class="paragraph" style="text-align:left;"><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">I remember a quote from Jeff Kaplan (paraphrased):</span><br><br><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">&quot;In your career in video games, you might make a good game. If you&#39;re really lucky, you could make a great game. There&#39;s a very small chance you make a &#39;lightning in a bottle&#39; game.</span><br><br><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">&quot;If you make a good game, be proud. Making a good game is really hard.&quot;</span><br><br><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">It was years ago, but I&#39;ve never forgotten that quote.</span></p><h2 class="heading" style="text-align:left;" id="evaluating-a-leaders-success-by-the">Evaluating A Leader’s Success By Their Absence</h2><p class="paragraph" style="text-align:left;"><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">One way to know you&#39;re succeeding as a game producer:</span><br><br><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">You step away unexpectedly for more than a week, and the team continues to execute AND IMPROVE the way they work, stays focused on the vision of the game, and challenges themselves in healthy ways.</span></p><p class="paragraph" style="text-align:left;"><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">There is a never-ending journey producers are walking. There will always be ways to improve any team, and get more and more nuanced (and interesting).</span><br><br><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">If you can&#39;t get past the basics by remaining a crutch and dependency for the simplest things, you never get to go on the journey to high performance with your teams. You&#39;ll get to a &quot;functional&quot; level and stall.</span><br><br><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;font-size:14px;">Your job isn&#39;t &quot;running a work system,&quot; it&#39;s making the team/org/studio you lead more effective. You may start at the lower levels, but be careful not to get trapped there.</span></p><h2 class="heading" style="text-align:left;" id="a-valid-game-dev-assumption">A Valid Game Dev Assumption</h2><p class="paragraph" style="text-align:left;"><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;">In game dev, a good assumption is to assume most of your assumptions are wrong.</span></p><h2 class="heading" style="text-align:left;" id="great-reads">Great Reads</h2><p class="paragraph" style="text-align:left;"><span style="color:rgba(0, 0, 0, 0.9);font-family:-apple-system, system-ui, BlinkMacSystemFont, Segoe UI, Roboto, Helvetica Neue, Fira Sans, Ubuntu, Oxygen, Oxygen Sans, Cantarell, Droid Sans, Apple Color Emoji, Segoe UI Emoji, Segoe UI Emoji, Segoe UI Symbol, Lucida Grande, Helvetica, Arial, sans-serif;">Finally, here are some game dev related articles I enjoyed from the last few weeks. </span></p><h2 class="heading" style="text-align:left;" id="pushtotalkgg"><a class="link" href="http://Pushtotalk.gg?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=building-better-games-highlights-recap" target="_blank" rel="noopener noreferrer nofollow">Pushtotalk.gg</a></h2><p class="paragraph" style="text-align:left;">Ryan Rigney does a dive into how the existing and mature live service products are shifting the game dev market. </p><p class="paragraph" style="text-align:left;">My TL;DR: Live Service may not be the path to success it was once thought to be!</p><div class="embed"><a class="embed__url" href="https://www.pushtotalk.gg/p/the-gamers-are-locked-in?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=building-better-games-highlights-recap" target="_blank"><div class="embed__content"><p class="embed__title"> The Gamers Are Locked In </p><p class="embed__description"> push to talk #39 // players are hooked on games that launched a decade ago // what does that mean for the industry? </p></div><img class="embed__image embed__image--right" src="https://substackcdn.com/image/fetch/w_1200,h_600,c_fill,f_jpg,q_auto:good,fl_progressive:steep,g_auto/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fccf46c5b-3f46-4640-8479-9eb6f016f8b6_700x449.jpeg"/></a></div><h2 class="heading" style="text-align:left;" id="elite-game-developerssubstackcom"><a class="link" href="http://EliteGameDevelopers.substack.com?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=building-better-games-highlights-recap" target="_blank" rel="noopener noreferrer nofollow">EliteGameDevelopers.substack.com</a></h2><p class="paragraph" style="text-align:left;">Joakim Achren takes a look at some of the Web3/Crypto madness of the last few years through the lens of an investor, and also with the insight of a founder who built a Web3 game during the craze.</p><p class="paragraph" style="text-align:left;">My TL;DR is probably a bit different from Joakim’s. He asks the question, “When will the next crypto boom be?” and for me, that question looks more like, “What makes you think a next boom WILL happen?” </p><div class="embed"><a class="embed__url" href="https://elitegamedevelopers.substack.com/p/crypto-confidential-what-i-learned?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=building-better-games-highlights-recap" target="_blank"><div class="embed__content"><p class="embed__title"> Crypto Confidential: What I Learned </p><p class="embed__description"> How ‘Crypto Confidential’ echoed my own web3 gaming ventures during the pandemic years. </p></div><img class="embed__image embed__image--right" src="https://substackcdn.com/image/fetch/w_1200,h_600,c_fill,f_jpg,q_auto:good,fl_progressive:steep,g_auto/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Ff832da0a-ea7e-4302-9459-13b343e0ff91_1600x1065.png"/></a></div><p class="paragraph" style="text-align:left;">Ryan and Joakim are both insightful writers who have a lot to contribute, so I hope you get a chance to check out their work.</p><p class="paragraph" style="text-align:left;">That’ll wrap it up for this week! </p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways I can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=building-better-games-highlights-recap" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=building-better-games-highlights-recap" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;I’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with me, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><span style="color:#FFFFFF;font-size:14px;"><i>“Action expresses priorities.”</i></span></p><figcaption class="blockquote__byline"> Mahatma Gandhi </figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><span style="color:#FFFFFF;font-size:14px;"><i>“One thing at a time, all things in succession</i></span><span style="color:#FFFFFF;"><i>.</i></span><span style="color:#FFFFFF;font-size:14px;"><i> That which grows fast withers as rapidly; and that which grows slow endures.”</i></span></p><figcaption class="blockquote__byline"> Josiah Gilbert Holland </figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=9beb6970-5794-48ab-a4ab-6cd2b2f962f2&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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      <item>
  <title>Why Things Aren&#39;t Getting Better</title>
  <description></description>
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  <link>https://buildingbettergames.beehiiv.com/p/why-things-aren-t-getting-better</link>
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  <pubDate>Thu, 03 Oct 2024 20:16:08 +0000</pubDate>
  <atom:published>2024-10-03T20:16:08Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);"><i><b>Read Time: 7 Minutes</b></i></span></p><h2 class="heading" style="text-align:left;" id="in-the-trenches"><b>In The Trenches</b></h2><p class="paragraph" style="text-align:left;">You’re pushing hard to meet a milestone objective. There’s a sense of urgency permeating your studio, and everyone is doing their darndest to get through the work that you all knew was probably too ambitious.</p><p class="paragraph" style="text-align:left;">Despite that, you press forward. You cut everything from your schedule you can. You stay up late a few times too many. You’re burning out, but at least you’re not alone. The milestone looms. Nowhere to go but forward.</p><p class="paragraph" style="text-align:left;">With a few days to go, you admit you’re not going to make it. A bit of grief sets in, and with it a mix of despair and resolve about the next milestone. You don’t stop trying exactly - and neither does anyone else - but you know it’s going to fail. There’s a sad resolve as the clock runs down.</p><p class="paragraph" style="text-align:left;">The milestone date arrives. </p><p class="paragraph" style="text-align:left;">Disappointed but not defeated, work is rolled forward. The resounding call is, “We’ll do better next time!” Yes, it was tough, but you and your team have more in the tank, more to give.</p><p class="paragraph" style="text-align:left;">Leaders and managers go about focusing on getting people to work more efficiently. “Extraneous” interactions are reduced and scorned. If you’re going to catch up, you need to focus on delivery. You need to put your collective heads down and get “stuff” done.</p><p class="paragraph" style="text-align:left;">The cycle continues.</p><h2 class="heading" style="text-align:left;" id="ignoring-the-problems"><b>Ignoring The Problems</b></h2><p class="paragraph" style="text-align:left;">Does this story seem familiar to you? I’m guessing a lot of people, in game dev and outside of it, can relate.</p><p class="paragraph" style="text-align:left;">There’s a lie that somehow got embedded in our brains that working hard is the way out of every problem. We believe that if we and those around us can just get enough focused time we can overcome every obstacle. </p><p class="paragraph" style="text-align:left;">What often gets ignored as we rush from one phase focused on efficiency to the next focused on delivery to the next focused on execution is that the problem may not be any of those things.</p><p class="paragraph" style="text-align:left;">Further, the actual problems are likely staring your studio in the face. If you were to go and ask your devs what would help them go faster, or what tends to get in their way, they might have great answers. </p><p class="paragraph" style="text-align:left;">But no one has time for that. The devs who spot the problems are overwhelmed to the point of not being able to take the time to fix them or even articulate what’s wrong. The leaders are doing everything they can to keep people from being “distracted” by negativity or meetings that might slow a key contributor down.</p><p class="paragraph" style="text-align:left;">Someone knows what’s wrong, but the right people do not, and no one has the time to do anything about it anyway. </p><p class="paragraph" style="text-align:left;">We are unwilling to stop, or slow down, and figure out what’s happening.</p><h2 class="heading" style="text-align:left;" id="learning-takes-time"><b>Learning Takes Time</b></h2><p class="paragraph" style="text-align:left;">In game dev, there is a constant need to be learning. The world is always shifting around us, for better and for worse. The systems, organization, process, vision, and culture we’ve built need to adapt to that changing environment.</p><p class="paragraph" style="text-align:left;">Without deliberate learning, those changes either don’t happen or happen randomly. I know we love to think we’re picking up and applying valuable lessons as we go, but the reality I see is that game devs may be individually learning about what works and doesn’t through experience, but none of those changes are being fed back into the system to make it better.</p><p class="paragraph" style="text-align:left;">In other words, you don’t get the benefits of what you learn  in your current role. You only hope to bring them to your next role.</p><p class="paragraph" style="text-align:left;">And why? Why do we ignore all the wisdom we’re accumulating?</p><p class="paragraph" style="text-align:left;">Because it takes time.</p><p class="paragraph" style="text-align:left;">If one person on a team realizes there’s a better way to do something, but never gets to talk to the team about it because there’s never a good time, it won’t get fixed. Perhaps everyone had the same thought, but in the absence of space to think and talk and take a step back together, you’ll rarely see a change implemented.</p><p class="paragraph" style="text-align:left;">Leaders face the same struggle. There are always a million things to be doing, and the idea that I’m going to STOP for a moment and think about what’s actually going on, or spend some time asking people what the biggest risks are, isn’t something I’ll prioritize. This goes double for those organizations where every leader seems to be in back to back meetings eight hours a day, five days a week, already barely able to keep up with the barrage of tasks they’re responsible for.</p><p class="paragraph" style="text-align:left;">Unfortunately, learning, continuous improvement, adaptation, whatever you want to call it, is not optional. If you fail to adjust to the ever-changing environment, you will fall out of step with it. That’s a path to failure.</p><h2 class="heading" style="text-align:left;" id="committing-to-learning"><b>Committing To Learning</b></h2><p class="paragraph" style="text-align:left;">The way out is the one no one wants to hear. I don’t believe in magic bullets. This will take time. But, as I’ve said before and will say again: </p><p class="paragraph" style="text-align:left;">If you don’t have time to solve the problem of not having enough time, <b>you need to stop.</b></p><p class="paragraph" style="text-align:left;">Not forever. Maybe not everyone.</p><p class="paragraph" style="text-align:left;">But you need enough people to stop attempting to execute their way out of the situation you’re in to make some changes and see if it improves things.</p><p class="paragraph" style="text-align:left;">This is another thing that makes stopping and learning hard. There is no guarantee that the solution you come up with will be better, now or later. Maybe everyone takes a couple hours to pause and try to make some improvements, only to have no effect. Maybe it even makes things worse. </p><p class="paragraph" style="text-align:left;">Hence the <i>commitment</i> to learning. Committing to learning is committing to giving up cycles from your devs and your leaders to be able to reflect on how they’ve been working so that they can apply what they’ve learned right away and to the benefit of your team, rather than at their next gig after the studio gets shut down.</p><p class="paragraph" style="text-align:left;">The “lost” cycles are a short-term hit to “efficiency.” But if you allow learning to be applied consistently, your organization may be able to focus on the things that are stopping you from succeeding. You may actually make progress towards a cohesive game, rather than just more productivity.</p><h2 class="heading" style="text-align:left;" id="overcoming-anxiety"><b>Overcoming Anxiety</b></h2><p class="paragraph" style="text-align:left;">It is a travesty that the retrospective/AAR/post-mortem is one of the first rituals I see teams cut when times get tough. It’s like curing a hangnail by chopping your arm off.</p><p class="paragraph" style="text-align:left;">Certainly, some continuous improvement practices aren’t effective and perhaps aren’t creating value right now. But when you remove them entirely rather than fixing them, it sends a cultural message about what’s important, and what’s not.</p><p class="paragraph" style="text-align:left;">And when times are tough, it creates anxiety and stress. Both of those things shut down critical thinking in high doses. It puts people in a place where they want to TAKE ACTION, not THINK. Highly stressed people who are just trying to work their way out of the problem will be incredibly frustrated and annoyed at someone asking them to stop for a moment, take an hour or two, and think about what we could be doing better.</p><p class="paragraph" style="text-align:left;">This is exactly why it must be done. Game development is inherently creative and uncertain. We NEED the abstract, thinking parts of our brain. We have to grapple with the complexity of what we are doing, not pretend it’s simple because it alleviates our anxiety. We have to think in order to learn.</p><h2 class="heading" style="text-align:left;" id="prioritizing-learning"><b>Prioritizing Learning</b></h2><p class="paragraph" style="text-align:left;">The good news? You have the ability to change your approach, even if it’s just you. <br><br>The bad news? If the culture isn’t there, you may get some backlash for asking questions when everyone else is trying to execute their way to success.</p><p class="paragraph" style="text-align:left;"><b>For the individual contributor in that situation, here’s what I’d recommend:</b></p><ol start="1"><li><p class="paragraph" style="text-align:left;">Create space to think.</p></li></ol><p class="paragraph" style="text-align:left;">Block some time to step back and look at the big picture. Give your own brain a space to process everything that has been happening. What have you been doing over and over that hasn’t been working? What’s the thing that you keep putting off because there’s so much work to do? Who have you not talked to and stayed aligned with that you should’ve?</p><p class="paragraph" style="text-align:left;">Just spending 30 minutes giving yourself time to breathe every week or two can get you out of bad habits. Take a long lunch, book some time at the beginning or end of the day, find a spot to pause and reflect on what’s been going on. This can also reap huge personal benefits as you also get to think about your own work and career. We neglect that too often.</p><ol start="2"><li><p class="paragraph" style="text-align:left;">Use 1:1s or other conversations with your leaders to go big picture</p></li></ol><p class="paragraph" style="text-align:left;">In rushed organizations, every 1:1 or conversation tends to be about tactics and execution. Break that trend. Use your 1:1 to ask some bigger questions and stay connected to the higher level goal. If the leaders you talk to don’t know what that is besides, “faster, sooner, quicker” that’s a great sign that the org has lost self-awareness. That can be valuable to know.</p><ol start="3"><li><p class="paragraph" style="text-align:left;">Suggest a change that would help the org</p></li></ol><p class="paragraph" style="text-align:left;">I wish I could tell you what to suggest (maybe some of these ideas about creating space for learning?) but in every part of every org that exists there are opportunities to be better. Use your space to think and 1:1s to think of and test ideas that could make things better. Then, take the risk of suggesting the change.</p><p class="paragraph" style="text-align:left;">You could bring the suggestion to your team, or your discipline, or your manager. Maybe it’s something you can do on your own, and you just want to let others know you’re trying it and you’ll let them know how it goes. Whatever it is, throw it out there. Sometimes everyone knows something needs to change but no one has the time to suggest an improvement. Be the person who suggests something. Unless your workplace is insanely toxic, the worst you’ll hear is “no.”</p><h2 class="heading" style="text-align:left;" id="for-the-leader-in-that-situation"><b>For the leader in that situation:</b></h2><ol start="1"><li><p class="paragraph" style="text-align:left;">You can do everything the individual contributor does, a couple of changes based on your distinct role:</p></li></ol><ul><li><p class="paragraph" style="text-align:left;">Create even more space to think. Shoot for an hour or more a week. You are there to align people, to do that you need to be grounded in what matters and not caught in the trap of urgent work. The higher up you go in an org, the more time you’ll need to process and think about how you’ll solve the problems facing you and your team.</p></li></ul><ul><li><p class="paragraph" style="text-align:left;">Rather than simply suggesting a change, you may have the power to implement one. When people are in a rush, they may not want to hear about your new idea, so I’d start small and frame it as a quick two week test of something new. Then see if you can improve things one bit at a time. Choose something that you’re pretty sure will work and make things better for the team, it will build trust for future improvements.</p></li></ul><ol start="2"><li><p class="paragraph" style="text-align:left;">Create and/or hold onto whatever continuous improvement practice(s) makes sense.</p></li></ol><p class="paragraph" style="text-align:left;">Whether it’s a pull system where people can make suggestions via a slack channel, or recurring retros with the whole team, or post-mortems on every feature/asset that’s created, spend your own and the team’s cycles trying to make things better. Compound interest is an insane force, little 3% improvements stacked over time can lead to an amazing team.</p><p class="paragraph" style="text-align:left;">Just remember, whoever you involve in these practices or meetings should feel like they are working. Nothing more frustrating then going to a retro that’s supposed to help, only to have it be something where only the leaders talk and the action items never get done. I recommend picking ONE thing and seeing if you can make it stick as a team, then move to the next. More is rarely better when it comes to simultaneous change initiatives.</p><ol start="3"><li><p class="paragraph" style="text-align:left;">Ask questions that encourage thought rather than immediate action</p></li></ol><p class="paragraph" style="text-align:left;">This one might seem dumb, but the way you talk will have a huge impact on the culture you create. If something didn’t go as expected and you always say something like, “Got it, what are you doing about it?” or “What’s the next step?” you are biasing people to KNOW WHAT TO DO in all situations. Instead, asking, “What did you learn?” or “How could we avoid this in the future?” gets people stepping back to look at the overall situation instead of diving into another desperate solution. </p><p class="paragraph" style="text-align:left;">Don’t get me wrong, sometimes there is a time to act quickly and you want to encourage that. But I would argue that most orgs bias so strongly towards doing the next thing people eventually start to believe thinking isn’t really something that’s expected of them. Train your team to think.</p><h2 class="heading" style="text-align:left;" id="for-the-senior-leader"><b>For the senior leader:</b></h2><ol start="1"><li><p class="paragraph" style="text-align:left;">You can do everything the ICs and leaders are doing, with the following changes.</p></li></ol><ul><li><p class="paragraph" style="text-align:left;">EVEN MORE time to think. There should be multiple slots every week where you’re pausing and making sure you’re not caught in the weeds. What’s the goal of the company, how are you communicating it, what are the risks we’re ignoring, what is the deep truth you know that no one is talking about at the senior layer? Give yourself time with questions like these, and often.</p></li></ul><ul><li><p class="paragraph" style="text-align:left;">Suggesting changes shifts slightly for senior leaders. You have massive authority in the org. But you also don’t want to be a wrecking ball of chaos. Be specific about what you change, and don’t overdo it. An email that takes you 5 minutes to write can take the next layer of leaders multiple days to digest and take an org weeks to implement, and that’s in a highly effective org. Be self-aware and recognize that you will think at a rate much faster than the organization can change. Don’t whiplash everyone.</p></li></ul><ol start="2"><li><p class="paragraph" style="text-align:left;">Ground yourself in reality</p></li></ol><p class="paragraph" style="text-align:left;">There are a plethora of games that were supposed to succeed but did not. The senior leaders were often unbelievably optimistic and able to rationalize why. They were also wrong. This happens over and over and over again, and one cause of that is how distant senior leaders can end up from the reality of what’s going on.</p><p class="paragraph" style="text-align:left;">To avoid this, find ways to stay connected to what’s happening on the ground. Surveys might help with this, or even - if you can make it non-threatening - finding time to grab lunch or have a quick 1:1 with people who are doing the actual work. </p><p class="paragraph" style="text-align:left;">In game dev, stay close to playtest feedback and always be looking back at the vision and whether you’re getting closer or further away.</p><p class="paragraph" style="text-align:left;">Above all, you need to be doing everything you can to disabuse yourself of the notion that you know what’s going on at the org. That’s not your job, and it’s not possible. If you’re in a studio of even moderate size, you are aware of a small fraction of what’s happening and where the problems are. The challenges ARE KNOWN, but by the layers below you in the hierarchy. </p><p class="paragraph" style="text-align:left;">Your job is to create space for them to tell you what’s actually happening and wrong, and also to create and maintain alignment to where the org is trying to go. </p><p class="paragraph" style="text-align:left;">Ego and confidence are your enemy. Cultivate curiosity and humility. You have immense power and can move worlds, but it’s much easier to mess things up than it is to make things better. Be cautious and open to learning from unexpected places.</p><ol start="3"><li><p class="paragraph" style="text-align:left;">Hire people who are good at learning and improving</p></li></ol><p class="paragraph" style="text-align:left;">Don’t chase every pedigreed expert the world has to offer when you need a role filled. Find people who demonstrate flexibility and applied learning. Turn down the person who has the perfect game dev background but can’t tell you a good story about how they improved themselves or the team they were on.</p><p class="paragraph" style="text-align:left;">You (and your peers) define the culture. Who you hire is a big part of that. If you want an adaptive, learning org, hire people who are comfortable learning and adapting. </p><h2 class="heading" style="text-align:left;" id="closing-up"><b>Closing Up</b></h2><p class="paragraph" style="text-align:left;">Learning is not optional if you want a sustainable game dev studio. Everything around us is changing all the time. </p><p class="paragraph" style="text-align:left;">Don’t get trapped kicking all those reflective and improvement oriented practices to the side when the going gets tough. If the car engine is broken, it doesn’t matter how hard you press the gas pedal. </p><p class="paragraph" style="text-align:left;">Whether you’re an individual, a leader, or someone in the C-level, spend the time and accept the overhead of thinking and learning and improving. In a much shorter amount of time than you’d think, you’ll be outperforming the individuals, teams, and studios that try to outwork every obstacle.</p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=why-things-aren-t-getting-better" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=why-things-aren-t-getting-better" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#F9FAFB;">We now accept the fact that learning is a lifelong process of keeping abreast of change. And the most pressing task is to teach people how to learn.</span><i>”</i></p><figcaption class="blockquote__byline"><i> - Peter Drucker</i></figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#F9FAFB;">If you think education is expensive, try estimating the cost of ignorance.</span><i>”</i></p><figcaption class="blockquote__byline"><i> - Howard Gardner</i></figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=d476a3e3-35ca-4cb4-9277-a648d8d6595d&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title>Player Centric Milestones</title>
  <description></description>
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  <link>https://buildingbettergames.beehiiv.com/p/player-centric-milestones</link>
  <guid isPermaLink="true">https://buildingbettergames.beehiiv.com/p/player-centric-milestones</guid>
  <pubDate>Thu, 19 Sep 2024 18:00:00 +0000</pubDate>
  <atom:published>2024-09-19T18:00:00Z</atom:published>
    <dc:creator>Jonathan Zabel</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);"><i><b>Read Time: 6 Minutes</b></i></span></p><p class="paragraph" style="text-align:left;">We’ve got a guest author today! Jonathan Zabel recently wrote a great piece on milestones in game dev, and I wanted to share it with our distro. Jonathan gave us permission to publish this, so many thanks to him! Let’s get into it.</p><h2 class="heading" style="text-align:start;" id="story-time-part-1"><b>Story Time, Part 1</b></h2><p class="paragraph" style="text-align:start;">Back in 2018, I had just joined a 60 person team making a 4X game (you know, those intense strategy games with base building, combat and a huge world map).</p><p class="paragraph" style="text-align:start;">When we talked to the execs funding us, we confidently told them we were in Production heading towards Soft Launch in a year.  But if you looked at our process, it was a mess.  We spent three hours every night trapped in a conference room reviewing <i>everything</i> in the build with the Game Director down to the smallest detail. (And of course there were many hours spent filing JIRA tickets the next day to make sure not a single piece of feedback was missed!)</p><p class="paragraph" style="text-align:start;">As weeks turned into months, there was more stuff going into the game, but the game wasn’t getting better.  The more frustrated the Game Director got that we couldn’t understand his vision, the more low-level and tactical the direction became.  He stopped trusting the team.</p><p class="paragraph" style="text-align:start;">We were losing the forest for the trees.  We were teaching the team to be helpless, to stay in their lane and do exactly what they were told.  Something had to be done or our launch would be a flop.</p><p class="paragraph" style="text-align:start;">So I asked the Game Director one day, “What would happen if you took all the energy you’re currently spending telling the team what stuff to build, and instead spent it on describing the player experience you want to create in as much detail as possible?”  He was intensely skeptical, but what we were doing was not working and that was my opening.</p><p class="paragraph" style="text-align:start;">And then everything started to get better.</p><h2 class="heading" style="text-align:start;" id="milestone-basics"><b>Milestone Basics</b></h2><h3 class="heading" style="text-align:start;" id="whats-a-milestone-anyway"><b>What’s a milestone, anyway?</b></h3><p class="paragraph" style="text-align:start;">A milestone is <b>a collection of goals that have more impact when delivered together.</b></p><p class="paragraph" style="text-align:start;">Typically, milestones have three components:</p><ul><li><p class="paragraph" style="text-align:left;">The player experience you’re looking to create</p></li><li><p class="paragraph" style="text-align:left;">Deadline</p></li><li><p class="paragraph" style="text-align:left;">Consequences (if either the experience or deadline is missed)</p></li></ul><h3 class="heading" style="text-align:start;" id="why-are-milestones-useful"><b>Why are milestones useful?</b></h3><p class="paragraph" style="text-align:start;">Milestones allow <b>the team and stakeholders to agree on a desired player experience that will be delivered at a specific time.</b></p><h3 class="heading" style="text-align:start;" id="how-are-milestones-typically-used"><b>How are milestones typically used?</b></h3><p class="paragraph" style="text-align:start;">Milestones get a bad rap with teams because they tend to be <i>externally imposed</i> (by your studio or publisher) and don’t help the team focus on a desired player experience.  I’ll briefly describe the two most common uses.</p><p class="paragraph" style="text-align:start;"><b>Typical Use #1: Game Phases</b></p><p class="paragraph" style="text-align:start;">Most publishers, studios and teams use a development framework (game phases).  They are, very roughly:</p><div class="image"><img alt="" class="image__image" style="" src="https://substackcdn.com/image/fetch/w_2400,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F44bcfec8-ba7f-4e90-9cf0-589cc12b83b4_1752x141.png"/></div><p class="paragraph" style="text-align:start;">Let’s expand on Pre-Production as an example:</p><div class="image"><img alt="" class="image__image" style="" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fb8088b17-6b0b-43d0-b54c-d16fc9f1fd7f_1005x553.png"/></div><p class="paragraph" style="text-align:start;">Game phases might not be that inspiring to the team, but they do serve a useful purpose as a <i>validation funnel</i>.  Since your team’s monthly cost goes up the more people you have, frontloading risky ideas early in development allows the team to stay small and experiment for longer without as much ship pressure.</p><p class="paragraph" style="text-align:start;"><b>Typical Use #2: Rhythm of Business</b></p><p class="paragraph" style="text-align:start;">If you haven&#39;t signed with a publisher or secured funding yet, “we need X features by Y date when we pitch our game to Microsoft” or “Apple said they’d give us free marketing if we deliver X feature by Y date” are common situations milestones are externally imposed on the team.</p><p class="paragraph" style="text-align:start;">If you’ve signed a deal with a publisher, specific milestones and deliverables tend to be written into your contract.</p><h2 class="heading" style="text-align:start;" id="player-centric-milestones"><b>Player-Centric Milestones</b></h2><h3 class="heading" style="text-align:start;" id="what-are-playercentric-milestones"><b>What are player-centric milestones?</b></h3><p class="paragraph" style="text-align:start;">Here are two hypothetical milestones for a fighting game prototype with equal scope:</p><ol start="1"><li><p class="paragraph" style="text-align:left;">Deliver two characters, three menus, five weapons and a small map in April</p></li><li><p class="paragraph" style="text-align:left;">In April, players can pursue mastery in a 1v1 fantasy duel that challenges their wits as much as their reflexes.</p></li></ol><p class="paragraph" style="text-align:start;">The first milestone might seem impressive in terms of how much stuff your team is making, but it’s hard to know what all that stuff is for.  This type of milestone is why your Game Director might be saying the team “doesn’t get it” and the team might retort that “the vision keeps changing.”</p><p class="paragraph" style="text-align:start;">The second milestone talks about:</p><ul><li><p class="paragraph" style="text-align:left;">How you want the player to <i>behave</i> (play the game a lot)</p></li><li><p class="paragraph" style="text-align:left;">What <i>motivates</i> them to behave that way (they want a feeling of mastery)</p></li><li><p class="paragraph" style="text-align:left;">What <i>experience</i> you’re delivering to satisfy that motivation (a deeper strategic metagame than other fighting games)</p></li></ul><h3 class="heading" style="text-align:start;" id="how-do-i-set-playercentric-mileston"><b>How do I set player-centric milestones?</b></h3><p class="paragraph" style="text-align:start;"><b>Step #1: Target Player</b></p><p class="paragraph" style="text-align:start;">Before you can set player-centric milestones, you need to answer the question: “Who’s our target player for this game?”</p><p class="paragraph" style="text-align:start;">The clearer a picture you have of your target player, what they enjoy and what their current frustrations are, the more effective your milestones will be.</p><p class="paragraph" style="text-align:start;"><b>Step #2: Player Behavior</b></p><p class="paragraph" style="text-align:start;">The first question you’ll answer is: “After playing this milestone, how will players <i>behave</i>?”</p><p class="paragraph" style="text-align:start;">There tend to be four major behaviors you’re looking to drive:</p><ul><li><p class="paragraph" style="text-align:left;">Engagement (players play the game for the long time and/or play multiple times a day)</p></li><li><p class="paragraph" style="text-align:left;">Retention (players come back and play every day, for months or even years)</p></li><li><p class="paragraph" style="text-align:left;">Reach (players tell their friends about the game and convince them to start playing or come back to the game)</p></li><li><p class="paragraph" style="text-align:left;">Revenue (players spend money on the game)</p></li></ul><p class="paragraph" style="text-align:start;">If you’re setting a milestone that targets multiple behaviors, it’s a good time to stop and ask whether you’re taking on too much at once.</p><p class="paragraph" style="text-align:start;"><b>Step #3:</b> <b>Player Motivation</b></p><div class="image"><img alt="" class="image__image" style="" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fb3b99ea9-b8af-496f-abab-82fc9915ba6b_1400x787.png"/></div><p class="paragraph" style="text-align:start;">The next question is: “What will <i>motivate</i> players to behave this way?”</p><p class="paragraph" style="text-align:start;">Think of motivations as a prioritization tool.  If you know how you want players to behave, motivations will help you understand where to focus your efforts in order to make them behave that way.</p><p class="paragraph" style="text-align:start;">A simple example:</p><ul><li><p class="paragraph" style="text-align:left;">If you want players to play the game a lot</p></li><li><p class="paragraph" style="text-align:left;">And you know your target player is motivated by mastery</p></li><li><p class="paragraph" style="text-align:left;">Then you’re going to spend most of your energy making core combat deeper (instead of on worldbuilding & narrative, social systems like guilds, etc.)</p></li></ul><p class="paragraph" style="text-align:start;">I’ve included a sample player motivation model from <span style="text-decoration:underline;"><a class="link" href="https://quanticfoundry.com/?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=player-centric-milestones#" target="_blank" rel="noopener noreferrer nofollow" style="color: var(--print_on_web_bg_color, var(--color-fg-primary))">Quantic Foundry</a></span> to get you started.</p><p class="paragraph" style="text-align:start;"><b>Step #4: Player Experience</b></p><p class="paragraph" style="text-align:start;">The last question is: “What will players <i>experience</i> that serves that motivation?”</p><p class="paragraph" style="text-align:start;">I recommend a technique called Player Journey Mapping because it allows you to draw a direct connection between what you’d like players to <i>experience</i> (“pursue mastery in a 1v1 fantasy duel”) and all the stuff you need to <i>build</i> (“two characters, three menus, five weapons and a small map”).</p><p class="paragraph" style="text-align:start;">This is what you’ll show to stakeholders who ask you “OK, but what’s the strategy here?” <i>and</i> to team members who ask “yeah, but what do we actually need to make?”</p><div class="image"><img alt="" class="image__image" style="" src="https://substackcdn.com/image/fetch/w_2400,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fc93afbbd-c5a6-4616-b72a-43bd36ef3e18_1404x459.png"/></div><h2 class="heading" style="text-align:start;" id="example"><b>Example</b></h2><p class="paragraph" style="text-align:start;">Let’s revisit my fighting game prototype and bring it all together.</p><div class="image"><img alt="" class="image__image" style="" src="https://substackcdn.com/image/fetch/w_2400,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F76674d54-1dbc-407f-bed2-179b5477314e_1509x611.png"/></div><h2 class="heading" style="text-align:start;" id="story-time-part-2"><b>Story Time, Part 2</b></h2><p class="paragraph" style="text-align:start;">After asking the Game Director to talk about the player experience he wanted instead of the stuff he wanted added to the build, he mentioned that in the next six months:</p><ul><li><p class="paragraph" style="text-align:left;"><b>First Time Player Experience.</b>  He wanted <b>new players</b> to <i>keep playing</i> past the first few days because they felt like they were <i>becoming more powerful</i>, <i>mastering the core game mechanics</i> and were <i>curious about the story</i>.</p></li><li><p class="paragraph" style="text-align:left;"><b>Mid-Game Progression.</b>  He wanted <b>players who had been playing a few weeks</b> to <i>keep playing</i> <i>and not get bored</i> because they were getting <i>constant upgrades to their base</i> and <i>fighting other players for the first time</i>.</p></li><li><p class="paragraph" style="text-align:left;"><b>End-Game Guild PvP.  </b>He wanted <b>hardcore end-game players</b> to <i>play a massive amount on the weekends</i> because of the <i>powerful upgrade resources</i> they could obtain by <i>battling other guilds</i> in contested territory.</p></li></ul><p class="paragraph" style="text-align:start;">These milestones weren’t about adding a new combat unit, rebalancing the crafting economy or changing the progression unlock order of buildings in your base (though we did do all of that stuff).  They were about driving specific behavior for a certain type of player within our game.</p><p class="paragraph" style="text-align:start;">Because we had this clarity, we were able to split the team into three pods, each with a separate backlog that would serve these six-month milestones.  Playtests and reviews became more focused.   It was easy to know what was important and what could wait.</p><p class="paragraph" style="text-align:start;">It wasn’t perfect.  There were plenty of times we got caught in the weeds, or suddenly pivoted and blew up all our existing backlogs.  But at least we now knew why players would care about all the stuff we were making.</p><h2 class="heading" style="text-align:start;" id="next-steps"><b>Next Steps</b></h2><p class="paragraph" style="text-align:start;">Take a look at the milestones on your current project.  How would you redefine them to focus more on the desired player experience?  How would your team and your stakeholders react?  I&#39;d love to hear about your experiences and insights!</p><h2 class="heading" style="text-align:left;" id="reframing-agility"><span style="color:#2a1a56;"><b>Reframing Agility</b></span></h2><p class="paragraph" style="text-align:left;"><span style="color:#2a1a56;">As a heads up, we’re running our Agile Fundamentals course called “Reframing Agility.” If you (or others you know) are looking for certified agile training, we have an open enrollment course on October 14th and 15th. </span></p><p class="paragraph" style="text-align:left;"><span style="color:#2a1a56;">Agile is misunderstood in game dev. We want to create clarity and give you tools to improve the process you and your teams use every day.</span></p><p class="paragraph" style="text-align:left;"><span style="color:#2a1a56;">Check out our </span><span style="color:#2a1a56;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/reframingagility?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=player-centric-milestones" target="_blank" rel="noopener noreferrer nofollow" style="color: rgb(98, 28, 18)">ICAgile Certified training</a></span></span><span style="color:#2a1a56;">! Sign up before October 6th to get the discounted price of $799!</span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=player-centric-milestones" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=player-centric-milestones" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=3a1d8015-0d2d-4b03-a709-15e90c821cbd&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title>Stop Doing Your Best Work in Game Dev</title>
  <description>Redefining What “Good” Looks Like</description>
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  <link>https://buildingbettergames.beehiiv.com/p/stop-best-work-game-dev</link>
  <guid isPermaLink="true">https://buildingbettergames.beehiiv.com/p/stop-best-work-game-dev</guid>
  <pubDate>Thu, 05 Sep 2024 18:00:00 +0000</pubDate>
  <atom:published>2024-09-05T18:00:00Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
  <content:encoded><![CDATA[
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);"><i><b>Read Time: 7 Minutes</b></i></span></p><p class="paragraph" style="text-align:left;">If you managed to build the best game dev team in the world, here’s two principles they would follow in their work:</p><ol start="1"><li><p class="paragraph" style="text-align:left;">They would only work on the most important things they could find. If it wasn’t the most important work they could be doing, they would stop and go do that work instead.</p></li><li><p class="paragraph" style="text-align:left;">They would only take each piece of work to a barely sufficient quality level. Once it was “good enough” they’d move on to the next most important work.</p></li></ol><p class="paragraph" style="text-align:left;">No matter how many people and how much money you had available, if you got your team to follow these two principles, whenever you ran out of money you would have gotten as much of the most important work done as you possibly could have, given your team and budget.</p><p class="paragraph" style="text-align:left;">This is an ideal worth striving for! It’s hard to do, there’s a ton of nuance in both points, “easier said than done” as they say, but if you could pull it off, that team would give you the best shot at producing something amazing.</p><p class="paragraph" style="text-align:left;">The first bullet (only working on the most important stuff) is intuitive to most people. The difficulty is in figuring out what the most important work is and then doing only that. </p><p class="paragraph" style="text-align:left;">But the second bullet, this idea that we’ll do barely sufficient quality work… that one’s a bit trickier. For many a game dev, it runs against our intuition. We don’t want “barely sufficient” work, we want amazing work!</p><p class="paragraph" style="text-align:left;">So when I tell you that I think you should err on the side of doing work that doesn’t meet the bar, instead of exceeding it, I know I’m probably ruffling some feathers.</p><p class="paragraph" style="text-align:left;">It’s true though.</p><p class="paragraph" style="text-align:left;">All other things being equal (warning: they might not be), you are better off stopping before what you’re working on is good enough than going too far. </p><p class="paragraph" style="text-align:left;">Let’s explore why.</p><h2 class="heading" style="text-align:left;" id="the-cruelty-of-diminishing-returns"><b>The Cruelty of Diminishing Returns</b></h2><p class="paragraph" style="text-align:left;">Every song, game, movie, character, book, and etc. humans have ever made could be improved. None of them are perfect. If you had a proficient expert, they could go through every game you’ve ever played and point out little flaws and mistakes made, errors in the art or story, ways the design could be subtly improved.</p><p class="paragraph" style="text-align:left;">Even your favorite things are imperfect. It’s the nature of the creative endeavor. As we used to say at Riot, no champion is ever done, we just stop working on it.</p><p class="paragraph" style="text-align:left;">And why? So we can ship it and move on to the next thing. Perfection, as they say, is the enemy of good. It is the unreachable and subjective and shifting target that we may aim for but will never achieve. </p><p class="paragraph" style="text-align:left;">And if everyone at Supercell, or CDPR, or Valve were completely obsessed with perfection and only moving on once it had been achieved, they’d all still be working on the first few assets and features of their first game, trying to hit that infinite quality bar. Realistically, they’d have gone out of business long ago.</p><p class="paragraph" style="text-align:left;">League of Legends doesn’t need one perfect champion. It needs a ton of imperfect but pretty darned good champions.</p><p class="paragraph" style="text-align:left;">The game you are working on doesn’t need perfect code or the best possible feature or an immaculate main character. It needs code and features and characters and story and etc. that create the compelling experience for players you are aiming for.</p><p class="paragraph" style="text-align:left;">What this means: all work we put into a game is not equal in the value it returns. And the deeper you go on one asset, the less you get back for it. Conversely, as you get closer and closer to the unattainable “perfect,” the more effort you need to spend to make it even better.</p><p class="paragraph" style="text-align:left;">Here’s a couple of charts to help:</p><div class="image"><img alt="" class="image__image" style="" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd2JP_CCJ_0BxnwaRanP95nNcohN6ra8RfzjOIf8smUXI-L1neEMhtroYUPC0ghTTYF9komIWtxQr2rZlrttTCYhA__FLUG6eBBnZbmBfrOtnQKCAQtZwrR44Oc6DN27-QCuSe9KYnTtQCEmU0MYseN598C?key=MbMshrYq1D5UYd_RG0xPIQ"/></div><p class="paragraph" style="text-align:left;">On average, after a small bump at the start, the closer to perfect you want to be, the more effort you have to put in. Effort grows exponentially, and you never get to 100% perfect.</p><p class="paragraph" style="text-align:left;">Now let’s look at value vs perfection:</p><div class="image"><img alt="" class="image__image" style="" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdiPkp10dc7TLlTQ9oUiWFOVOE-2YqJ3XUt_CtsTVIxw8HQEDHOJ0TpYVM0PsxxL9eI6Qjm6VCF8Tj6UWB5a8dSWZiaz-2Ow8tbrNJDHEzoUg56g8hTmFuaquo6l2sN8jAdvmcz6wrXZM3SzLaIWrL1ZP4?key=MbMshrYq1D5UYd_RG0xPIQ"/></div><p class="paragraph" style="text-align:left;">On average, after a bit of a slow start, you get a pretty nice ramp where making things better adds a lot of value, which then tapers off dramatically as you get close to 100%. It’s shocking how much value a game can get out of an asset that’s just barely working and only took a day to throw together. But spending another two weeks polishing a part of the environment may net you almost nothing.</p><p class="paragraph" style="text-align:left;">This is reflected in all kinds of truisms like, “The last 20% takes 80% of the time” or the 90/10 rule that 90% of the outcomes result from 10% of the efforts, and etc.</p><p class="paragraph" style="text-align:left;">So if effort doesn’t create perfection at a linear rate, and perfection doesn’t lead to value at a linear rate, then effort expended is not the same as value gained.</p><p class="paragraph" style="text-align:left;">In fact, it is EASY to spend massive amounts of effort and get very little value out of it. In my experience, this is COMMON in game development. Developers in all disciplines focus on creating more and more perfect things at a higher and higher cost. Even ignoring the subjectivity of “perfection” for a moment, this is a bad trade!</p><p class="paragraph" style="text-align:left;">Way before we realize, we’re in diminishing returns on whatever it is we are doing. The tweaks become smaller and smaller. The improvement to the player experience becomes more and more negligible. The time lost though, that’s gone. You spent two days trying slightly different shades of blue for a cape. You don’t get that back. Time lost is linear. </p><p class="paragraph" style="text-align:left;">And in game dev time disappears faster than anyone expects. </p><h2 class="heading" style="text-align:left;" id="choosing-what-to-improve"><b>Choosing What To Improve</b></h2><p class="paragraph" style="text-align:left;">Imagine that all games could be broken down into a set of categories. Based on what your game was intending to become, the audience, and the impact you were trying to have on the world, you set a target “quality” for each category between 1 and 10. (<i>By the way, if you’ve never done this, it’s an interesting alignment check on a leadership team</i>)</p><div class="image"><img alt="" class="image__image" style="" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdycirxwYY30sU58U0ogKBbgcfaYR16BQT8HNJDnLRiwHe6zqAS1i613F2pCeSYmKS7FLeKp-Th4UV5HfvSaXAWJPtdwDEsTYvdseWVQwRa70GS3p3Jl5gX46XU9NGoSQzGaTerjG8I8bSBcAGPkyqHCFRt?key=MbMshrYq1D5UYd_RG0xPIQ"/></div><p class="paragraph" style="text-align:left;">You have high expectations for gameplay and performance, but you also want a pretty strong story and some good progression systems in there. You’re not as worried about the long-term viability or cohesion of the IP.</p><p class="paragraph" style="text-align:left;">You can probably think of a game that looks something like this.</p><p class="paragraph" style="text-align:left;">Your devs are constantly investing time to learn and build so you can create this amazing game you want. How do you go about building this thing?</p><p class="paragraph" style="text-align:left;">I think a common approach people take is to use their craft expertise to always go above and beyond. You want to outperform expectations. So, whenever you are thinking about the quality bar, your objective isn’t to hit it, it’s to exceed it. Everyone everywhere is doing this all the time.</p><p class="paragraph" style="text-align:left;">This shifts the target quality bar of the studio a bit. It takes the actual target higher.</p><div class="image"><img alt="" class="image__image" style="" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd7SXet0JCEYOqQwsxeZ40h4IIgjXsJYQbwIRj2B2_nD-nT0tZSJHenzaC-hFvdFcxVYdG3ttp3wt-QvWOCZI8yUwvV7FESDZm4qfRrtIoSiYxFO-_lHvrNoNk_QhtTPHY6STQm2uvhdMTBhesUsTCGjwtf?key=MbMshrYq1D5UYd_RG0xPIQ"/></div><p class="paragraph" style="text-align:left;">Remember the value to perfection and effort to perfection charts I mentioned above? Well, to get these higher quality bars across the board, we have to invest more effort than we expected. But hey, we’re game devs, and our job is to exceed expectations! We’re not settling!</p><p class="paragraph" style="text-align:left;">And everyone is thrilled with this. As each individual asset comes in, it’s even better than it needed to be. The team is psyched, you’re making an even better game, gosh does it look good. The publisher loves the high standard!</p><p class="paragraph" style="text-align:left;">And then you hit the point of realization: you don’t have enough time. Your runway, well, it’s running out. Yes, the publisher is loving it, but it’s not quite a game yet, even though you’ve got a ton of high quality stuff everywhere, and your investors are getting concerned about spending more.</p><p class="paragraph" style="text-align:left;">Suddenly your whole approach shifts. No longer are you able to exceed expectations. That seemingly endless three year runway you had is into the last 14 months, and things aren’t where they should be. You spent a lot of time in “diminishing-returns-land,” and now it’s time to pay the piper.</p><p class="paragraph" style="text-align:left;">The quality bar drops across the board. We go from multiple iterations to make sure each walk cycle is just right, to just making sure it kinda works in game without breaking anything. That extensible feature we thought about building other things on top of? That’s the prototype, and it’s shipping like that, because we have zero time to spend improving it. </p><p class="paragraph" style="text-align:left;">When you first started this whole thing, someone made a plan, and they did their job of adding buffer and even added a two month window at the end of development before launch called, “Polish.” </p><p class="paragraph" style="text-align:left;">Now, the buffer is gone, and so is that polish window. Some people might think, “Well, stuff took longer than expected, and we’re just not going to have that time.” I think it’s more accurate to say, “You already polished. You just did it before you knew what was important to polish.”</p><p class="paragraph" style="text-align:left;">The above story (or some variant of it) happens a lot.</p><p class="paragraph" style="text-align:left;">In the end, you don’t make that many meaningful choices about what to improve. All your time is spent just trying to get something out the door. People blame estimation, they blame the publisher, they blame the red ocean you were going into, they blame leadership, they blame all the usual things.</p><p class="paragraph" style="text-align:left;">But the reality is, you spent a lot of time way before you should have, trying to get higher and higher quality. The effort to quality line fought you the whole way, burning hours and days you didn’t have. </p><p class="paragraph" style="text-align:left;">You spent way too much of your time here…</p><div class="image"><img alt="" class="image__image" style="" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXesN83DWafH_98b11-SVCcWQqD8kOOcERLphpNKHonHOKC9g7TrirXZ3C7wLkVT5oXBH577Gl7EADh9crrKxuYXtNRCB9Dzl7zm2vsWSK6_wMWLbdOwRsyJlAxqjgseC1VC_w_-Md5pQWSZ5DE3TF1-Ru1v?key=MbMshrYq1D5UYd_RG0xPIQ"/></div><p class="paragraph" style="text-align:left;">…spending a lot of effort for not much real value.</p><p class="paragraph" style="text-align:left;">In the end, the quality of your game is all over the place. Performance (both smoothness and bugginess) is not in a good spot. A game limps out the door, but it falls far below the goal you had. And for the last 6 months, it felt like you had no agency, no ability to change anything, you just had to keep trying to grind out stuff you weren’t proud of and hope it all worked out.</p><h2 class="heading" style="text-align:left;" id="the-alternative"><b>The Alternative</b></h2><p class="paragraph" style="text-align:left;">So imagine you went back in time to before the last 6 months. Let’s say you went back to the very beginning. How could you approach this differently?</p><p class="paragraph" style="text-align:left;">Let’s keep the same targets, but you start by having serious conversations with all your individual contributors/discipline leads. </p><p class="paragraph" style="text-align:left;">You don’t want to be overshooting the quality bar, you want to be undershooting it. Yes, absolutely, we want to make a high quality game, but the quality of a game is much more about everything coming together and investing in the right key elements than it is about every category being high quality. </p><p class="paragraph" style="text-align:left;">So you tell people to undershoot, to do less than they might think they want or need to. This doesn’t mean everything starts as a “2” in the quality bar, mind you! Some things might still be very high! But you want the bias to be towards under-delivering rather than over-delivering. </p><div class="image"><img alt="" class="image__image" style="" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe9bBKeOYzwEvMezCTofuEOlzcuOQBeGynaVSxOzWCwdYXTVYksBhabShNqMv7xrX-1o1cVXyMHdxB7CYdGvZq9Suyogh0LLLAa7ZMCtsW4D6ZJnysDMDmRfwKdQANU7KtKcxyKL35JclTcbP54YMaem2El?key=MbMshrYq1D5UYd_RG0xPIQ"/></div><p class="paragraph" style="text-align:left;">Not everyone is thrilled with this, but you walk them through the possible futures: do you want to burn all our effort on stuff that might not matter so that everything is high quality individually, but the game may not be great, or do we want to spend less time getting more done, and then having the choice of where to spend our resources?</p><p class="paragraph" style="text-align:left;">They get onboard. You’ve basically convinced the team to spend more time here:</p><div class="image"><img alt="" class="image__image" style="" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdiMIxswZBAYfJZVQXf_jWuX2g3bQLKCRUSftNjFS2F1i1vFO4MBapDSpEX-Rs4n44Zi86Q20hJU_Z8oXbUCgU9RlOhmndtpJGkrS-8i4GgzIFmVXhXbOncaO79JATETy10VHzww1fY5qez2t7_zg-FLIbV?key=MbMshrYq1D5UYd_RG0xPIQ"/></div><p class="paragraph" style="text-align:left;">You are getting more value for less effort.</p><p class="paragraph" style="text-align:left;">The outcome of this is a less flashy game with less polished assets, but that is actually coming together holistically. It’s not a bunch of great pieces, it’s a cohesive whole that starts to show you where more investment will win, and where it won’t. </p><p class="paragraph" style="text-align:left;">And now, when you get to the “buffer” and “polish” parts of your plan, one of two things probably happens. </p><ol start="1"><li><p class="paragraph" style="text-align:left;">You don’t have time anyway, but at least the game is complete and man are you glad you didn’t overinvest in every asset for the first 18 months of development.</p></li><li><p class="paragraph" style="text-align:left;">You do have time, and what you’ve learned means you get to really focus on leveling up the most important parts of the game, while leaving the stuff that really doesn’t matter as much as it is.</p></li></ol><p class="paragraph" style="text-align:left;">Either way, this is a better place to be.</p><h2 class="heading" style="text-align:left;" id="summary-and-takeaways"><b>Summary and Takeaways</b></h2><p class="paragraph" style="text-align:left;">There is so much more we could go into about this topic. The subjectivity of perfection, the way a large “AAA” studio thinks differently than a small indie dev, the way those categories are ridiculous and can also be subdivided almost endlessly, how the little graphs I made up don’t apply all the time to everything, the importance of establishing a clear quality bar, and on and on.</p><p class="paragraph" style="text-align:left;">Let me know if you want me to dive more into some of those details in a future newsletter.</p><p class="paragraph" style="text-align:left;">For now, here’s the concrete things you can do to improve your chance of making a better game:</p><ol start="1"><li><p class="paragraph" style="text-align:left;">Recognize that not all effort is created equal. Your job isn’t to be always working, it’s to be working on what returns the most value.</p></li><li><p class="paragraph" style="text-align:left;">Encourage people to show their work early and often. Don’t let people go off and work on something till it is fantastic. Get people to show their work “before it’s ready”, and then see if it is actually good enough. It will be, more than you realize.</p></li><li><p class="paragraph" style="text-align:left;">Set expectations that we’ll be looking and working and playing stuff that isn’t great, and that we EXPECT you to produce stuff at that level. </p></li><li><p class="paragraph" style="text-align:left;">Do the alignment check with your team or your fellow leaders. Break your game into its pieces. What needs to be a 9? What would be fine at a 2? Figure out what the target is, and then work with the appropriate disciplines to not overshoot early on. </p></li></ol><p class="paragraph" style="text-align:left;">Remember, if we work only on the most important stuff to a “just barely good enough” quality bar, you will get the most important work done that you possibly can with whatever your team and resources are.</p><p class="paragraph" style="text-align:left;">That’s why I’m telling you to not always do your best work. Good enough can be good enough.<span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=stop-doing-your-best-work-in-game-dev" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=stop-doing-your-best-work-in-game-dev" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;">Move out of your comfort zone. You can only grow if you are willing to feel awkward and uncomfortable when you try something new.</span><i>”</i></p><figcaption class="blockquote__byline"><i> - Brian Tracy</i></figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;">You may be disappointed if you fail, but you are doomed if you don&#39;t try.</span><i>”</i></p><figcaption class="blockquote__byline"><i> - Beverly Sills</i></figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=56a890ff-872d-44e5-84a0-48f5bcedc325&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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  <title> Three Ways You Can Get Your Boss To Help</title>
  <description>Driving Organizational Change Without Being In Charge</description>
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  <link>https://buildingbettergames.beehiiv.com/p/three-ways-can-get-boss-help</link>
  <guid isPermaLink="true">https://buildingbettergames.beehiiv.com/p/three-ways-can-get-boss-help</guid>
  <pubDate>Thu, 22 Aug 2024 18:00:00 +0000</pubDate>
  <atom:published>2024-08-22T18:00:00Z</atom:published>
    <dc:creator>Benjamin Carcich</dc:creator>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);"><i><b>Read Time: 7 Minutes</b></i></span></p><p class="paragraph" style="text-align:left;">I recently talked about three things that allow you to influence the organization around you: trust, credibility, and relationships. Now, I want to get a bit more practical about managing up.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/19adbce7-a2ff-43bc-9be7-788c4c6b5b5b/image.png?t=1724341884"/></div><p class="paragraph" style="text-align:left;">Nearly everyone has someone over them in game dev. </p><p class="paragraph" style="text-align:left;">Whether it’s a team lead, a discipline lead, senior stakeholders, a director or VP, maybe someone at the C-level - heck even CEOs end up accountable to boards and VCs and Publishers to some degree or another - we’re all answering to someone in authority.</p><p class="paragraph" style="text-align:left;">Now, in an ideal world, those above set clear expectations, engage when appropriate, use their greater influence and authority to support others, and seek to create an environment where the people they are in authority over can succeed.</p><p class="paragraph" style="text-align:left;"><b>We don’t live in an ideal world. </b></p><p class="paragraph" style="text-align:left;">Our relationship with the people above us in our organizations is not always the pretty picture we wish it was. Too often, expectations are unknown, interactions are infrequent and unhelpful, we don’t get the support we were told we would have and are still asked to “figure it out,” and on and on and on.</p><p class="paragraph" style="text-align:left;">To make this an even tougher problem, <b>failures in senior leadership are often not overt maliciousness or rampant ego</b> (though those both exist). Most leaders above us are untrained, unsupported, and doing the best they know how while in over their head.</p><p class="paragraph" style="text-align:left;">Now, you may be in one of the studios/teams out there with pretty strong leadership and a good culture. They do exist, often in smaller pockets of larger organizations, or in small and mid-size companies. If you are, that’s awesome. It will be a great opportunity to learn, so be bold and take advantage. But it is not the norm.</p><p class="paragraph" style="text-align:left;">I have found many leaders out there who truly want to be great leaders and set their teams up for success. BUT, as with every level of an org, they are faced with perverse incentives that drive them down poor paths. Combine that with the aforementioned lack of any good leadership training, and you have someone creating a ton of pain without much awareness of it, as they seek to enhance their career and appease “even more senior” leaders.</p><p class="paragraph" style="text-align:left;">When this happens, the leadership failure ladders all the way up to the top. Ever seen the organization where everyone is blaming the layer above for every single problem? Well, the problem isn’t only that blame has become a cultural norm, it’s also that the origin of that blame is frequently justified.</p><p class="paragraph" style="text-align:left;">So… how do you “manage up” in a modern company? What does it look like to try to thread the needle between ineffective passivity and a “career limiting move”?</p><p class="paragraph" style="text-align:left;">That’s what we’re going to explore a bit today.</p><p class="paragraph" style="text-align:left;">BUT, before we do that, I want to be really clear here: <b>results are not guaranteed.</b> I recommend caution.</p><p class="paragraph" style="text-align:left;">See, sometimes there IS extreme and self-focused ego in leadership. Sometimes people enjoy making other people suffer or playing power games. You may run into a truly incompetent person with a ton of authority who is insanely proficient at protecting themselves from accountability through skills that aren’t helping them do their real job at all. Sometimes that needle just won’t be threaded.</p><p class="paragraph" style="text-align:left;">In my opinion, these toxic situations are NOT the majority case, but they do exist. So beware!</p><p class="paragraph" style="text-align:left;">OK, first step: let’s make sure we’re not overthinking this whole “influencing senior leadership” thing.</p><p class="paragraph" style="text-align:left;">Before you go about doing anything complicated to manage up, remember something that might work and is worth trying: <b>just ask or say what you think should happen to your boss or stakeholders.</b></p><p class="paragraph" style="text-align:left;">Yeah, it might not work, but if it does you’ve saved yourself a ton of time. So if you need something or see a problem you want their help solving, try asking first. If that doesn’t work for whatever reason, you then enter the more complex world of “managing up.”</p><p class="paragraph" style="text-align:left;">Seriously, I’ve had it happen where I’ve gone to a leader above me with all kinds of data and a coalition and having done really well for the last quarter so I could ask for this super hard thing, only to discover it wasn’t super hard and the senior people above me would have helped me with it months before.</p><p class="paragraph" style="text-align:left;">Bosses and stakeholders are rarely evil menaces looking to screw you over. Sometimes asking the question gets you what you need. Don’t overcomplicate things unless that fails or is for some other reason not viable.</p><p class="paragraph" style="text-align:left;">With that covered, let’s continue on to the more meaty suggestions.</p><h2 class="heading" style="text-align:left;" id="solving-your-own-role"><b>Solving Your Own Role</b></h2><p class="paragraph" style="text-align:left;">Everyone but the first founder in game dev is there because someone else decided they needed something done that they couldn’t or didn’t want to do themselves. </p><p class="paragraph" style="text-align:left;">Your boss had reasons for hiring you. Yes, sometimes it’s because the spreadsheet said we needed another producer, but more often it’s because a hole developed and you filled it. Your first and primary job then, <b>is to perform that function when seeking to manage up.</b></p><p class="paragraph" style="text-align:left;">It’s a good thing to spot all the problems in an org and want to drive change and get the senior leaders onboard with what’s wrong. But if that happens before you’ve fully taken on and understood your own role, you may be shooting yourself in the foot for two reasons:</p><ol start="1"><li><p class="paragraph" style="text-align:left;">You don’t really know how to operate within the system yet, so you may be seeing solutions to worse problems as the problems themselves.</p></li><li><p class="paragraph" style="text-align:left;">You haven’t built up the trust and confidence you need from those senior leaders.</p></li></ol><p class="paragraph" style="text-align:left;">My first recommendation to managing up is to really lock down your own role. I’ve made the mistake of going into a new space and taking on all kinds of responsibilities, and then gotten destroyed because it didn’t seem like I was fulfilling the core reason I was brought on. </p><p class="paragraph" style="text-align:left;">You may think that the role you were brought on to fill is just not as important as the other things you see, but the problem is <b>if you want to drive change through hierarchical layers above you, you have to figure out how to see the world through their eyes.</b> They have a different perspective, and if you clash with that directly and without credibility, it won’t end well.</p><p class="paragraph" style="text-align:left;">When the stuff you’re being asked to do really isn’t that important, I still encourage leaders to put the effort in to fulfill the expectations their boss or stakeholders are placing on them. It’s an organizational tax you have to pay to get to a place where you can solve the bigger problems.</p><p class="paragraph" style="text-align:left;">So, first thing for “managing up”? Crush your own role. Knock it out of the park, do what you were hired or brought in to do. If you’re absolutely nailing it, it will make things. </p><h2 class="heading" style="text-align:left;" id="what-are-they-facing"><b>What Are THEY Facing?</b></h2><p class="paragraph" style="text-align:left;">The second thing I want to do: <b>understand what my boss and stakeholders are trying to achieve, and what they see as the obstacles in their way.</b> Honestly, the more you are solving your bosses problems and resolving stakeholder concerns, the more leeway you have to suggest change and “manage up.”</p><p class="paragraph" style="text-align:left;">I have personally been guilty of spotting serious problems, getting self-righteous about my awareness and cleverness, talking about how we should solve it to others, complaining to anyone who will listen about how dumb everything is, and then talking to my boss about it at the end of that whole line. What I discovered: they are very aware of the problem, they are working on solving it, and here are the four reasons that the solution is much more complex than I had assumed.</p><p class="paragraph" style="text-align:left;">Further, sometimes they’ve clued me into even bigger problems they are facing, and are struggling to solve. So one of the reasons that big problem I saw isn’t being fixed is because it’s relatively small compared to something else.</p><p class="paragraph" style="text-align:left;">Now, this is all a matter of perspective. Sometimes what I think is a big problem, my boss thinks is a small problem, and vice versa. But regardless of whether we agree or not, the reality is that my boss and my stakeholders have an entirely different experience that they are parsing through as they do their job. They may know the problems, but have reasons - good or bad - for dealing with them. Just like all of us.</p><p class="paragraph" style="text-align:left;"><b>My intuitive assumption that I’m seeing everything important is not only wrong, it’s misguided and toxic. </b></p><p class="paragraph" style="text-align:left;">To manage up then, one of the things I encourage people to do is try to understand their boss. What are their problems, what are their incentives? Are they in a delicate position already where taking on additional “organizational politics” risk would doom the good they are trying to do? </p><p class="paragraph" style="text-align:left;">Yes, sometimes it is true that they are just sucking at their job, or have terrible selfish motivations, but far more often there is a lot going on.</p><p class="paragraph" style="text-align:left;">Have the conversation with them. Frame it as a training opportunity, because that’s what it is. Ask them to walk you through their world, their priorities, the obstacles they are working through, the opportunities they see, and whatever else they choose to share. Some might tell you a lot, some might tell you a little, but in all cases you’ve gained a perspective and learned more about how your boss (or a key stakeholder) views their job. </p><p class="paragraph" style="text-align:left;">If there are ways you can help them achieve their goals, they might be super appreciative. Taking work from them and handling it, or sometimes even being a sounding board can be useful. </p><p class="paragraph" style="text-align:left;"><b>You want their help getting where you want the team to go. Help them get where they want to go too. </b></p><p class="paragraph" style="text-align:left;">Steven Covey said that we should, “Seek first to understand, then to be understood.” This is the same principle. Do this well, and they are far more likely to have time to listen to you.</p><p class="paragraph" style="text-align:left;">Alright, so second thing you can do to manage up: <b>understand your boss or stakeholders working reality, and see if you can help them by lightening their load, or maybe even resolving some of their biggest challenges.</b></p><h2 class="heading" style="text-align:left;" id="create-a-cohort"><b>Create a Cohort</b></h2><p class="paragraph" style="text-align:left;">When only one person has an idea to get something done, someone who trusts them might listen, but it’s pretty easy to ignore/deprioritize. </p><p class="paragraph" style="text-align:left;">When most of the leaders in a space all agree something should get done, that’s much harder to gloss over.</p><p class="paragraph" style="text-align:left;">This creates a “managing up” opportunity, albeit one that walks a knife’s edge.</p><p class="paragraph" style="text-align:left;">If you can bring together a lot of people and agree on some specific approaches to solve some problems you collectively observe, you will likely have a much easier time getting support to take the next steps. Even if you can’t get support, often a group of leaders can make the changes happen on their own, and the quantity of people committed means that those above are less likely to interfere.</p><p class="paragraph" style="text-align:left;">Here’s the knife’s edge part though: <b>it is easy for a cohort of leaders hoping to make things better to look like insubordination or rebellion against the senior leaders in the org.</b> While that is SOMETIMES something that needs to be done, it should be very rare. So unless your intention is actually mutiny, you need to be careful to keep the group problem focused and goal oriented.</p><p class="paragraph" style="text-align:left;">You don’t want to bring together a group of people and have everyone complain about how the leaders above are all sucking and we need to solve the problems they should be solving. That’s undermining their role, probably unfairly.</p><p class="paragraph" style="text-align:left;">Instead, bring a group of people together to talk about the problems you see and to discuss how you’d resolve them with and without help. </p><p class="paragraph" style="text-align:left;">This can start as 1:1s to see if other people are seeing the challenges you are seeing, and to expand your view of the overall space. It’s doubly valuable because you also get insight into their problems and perspective on your own from an outsider.<b> Do this a few times, and you’ll probably have a much stronger thesis and also better potential solutions.</b></p><p class="paragraph" style="text-align:left;">I usually start with people I know and trust and who know and trust me just in case I’ve lost my mind and need them to tell me that. Then I will solidify my “pitch” for what improvement looks like, take it to a set of peers, and eventually bring it to the most sympathetic senior person involved. That I’ve run the idea by many others and they are aligned creates a compelling narrative that this is worth doing.</p><p class="paragraph" style="text-align:left;">Remember though, frame it as, “Here’s an idea to make things better,” not, “Here’s how you’re screwing up and how we all need to fix it.” </p><p class="paragraph" style="text-align:left;">I can’t emphasize enough how important framing is when taking ideas to senior levels. People want to know you support them, their goals, and the org, not that you’re just sniping at all the problems. I’ve made the mistake of being “right” at the expense of being “helpful” because I framed everything through the lens of senior leadership failures, rather than through opportunities to improve.</p><p class="paragraph" style="text-align:left;">Alright, so third thing to do when managing up: <b>Get buy-in from peers and surrounding leaders, and use that to create momentum around an idea before bringing it to senior leaders.</b></p><h2 class="heading" style="text-align:left;" id="some-other-tips"><b>Some Other Tips</b></h2><p class="paragraph" style="text-align:left;">Here’s a few more things that might help you.</p><ul><li><p class="paragraph" style="text-align:left;"><b>Bring data (at least at first)</b></p></li></ul><p class="paragraph" style="text-align:left;">Data can help show people that something is wrong or that something could be more right. Take the time to collect, organize, and present data that helps your position. My caution here: to some leaders, data is threatening. See if you can figure that out and understand who cares and who doesn’t. If you bring data to the wrong person it can torpedo your whole effort. I wish the world wasn’t like that, but the world doesn’t care about my wishes. (Thanks to Kenn White!)</p><ul><li><p class="paragraph" style="text-align:left;"><b>Be clear about what you want</b></p></li></ul><p class="paragraph" style="text-align:left;">Many efforts at managing up fail because they are vague and difficult to understand. Sometimes someone is “struggling to manage up” when in fact the people they are trying to influence have no idea they want anything and are perfectly willing to help if that someone would tell them a clear need. Here, you need to understand how the OTHER person communicates, and adjust what you say to meet their style. Clarity is hard, and senior people tend to be busy for a lot of valid reasons. Being brief and concise will help them help you.</p><ul><li><p class="paragraph" style="text-align:left;"><b>Framing, framing, framing</b></p></li></ul><p class="paragraph" style="text-align:left;">What you want and how you say you want it are two different things. Framing is how you say what you want, and there is no neutral frame. Choose your frame carefully. An example of this is what I said earlier; don’t make your suggestion look like the senior person’s failure, make it look like an opportunity for more success. Both are probably true, but the latter definitely is AND is more likely to convince the people you need to convince. Framing does not imply dishonesty, it does imply awareness that framing matter. </p><ul><li><p class="paragraph" style="text-align:left;"><b>Managing up is personally expensive</b></p></li></ul><p class="paragraph" style="text-align:left;">Managing up takes time and is not usually captured in the job description or expectations you’ve been given. You have to find time to do it, and you have to be careful because you are coming from a position of relative weakness. You may spend a long time pondering how to most effectively influence senior leaders, but they get to respond with whatever is top of mind without any consequence. It’s your job as the person attempting to “manage up” to expend those calories. But be aware it comes at cost, and don’t start failing at your core role because you’re spending all your time managing those above you.</p><ul><li><p class="paragraph" style="text-align:left;"><b>Choose your battles</b></p></li></ul><p class="paragraph" style="text-align:left;">Every organization has tons of challenges to overcome. Problems are not exceptions, they are the rule, and dysfunction is the norm. If you go after everything all the time you’ll exhaust yourself and fail to influence the leaders around you. The only time that works is if you are well connected to someone senior enough to provide air cover, and even then it’s dicey. </p><p class="paragraph" style="text-align:left;">Pick the things that matter most, then make sure you’re building trust by crushing your own job, understanding the senior leader’s world, and creating effective cohorts to drive change.</p><h2 class="heading" style="text-align:left;" id="summary"><b>Summary</b></h2><p class="paragraph" style="text-align:left;"><b>Managing up is hard.</b></p><p class="paragraph" style="text-align:left;">I wish I could tell you some guaranteed technique to drive the change you want via the leaders above you. Perhaps you can find someone somewhere that has that wisdom for you. But the brutal reality is that managing up is a challenge. Even in relatively healthy environments, it can be exhausting.</p><p class="paragraph" style="text-align:left;">My three suggestions…</p><ul><li><p class="paragraph" style="text-align:left;">Crush your own job</p></li><li><p class="paragraph" style="text-align:left;">Understand the leaders above you, then help them</p></li><li><p class="paragraph" style="text-align:left;">Create a cohort</p></li></ul><p class="paragraph" style="text-align:left;">…are all time-consuming endeavors. It’s not something you can usually swing in two days. </p><p class="paragraph" style="text-align:left;">And that’s ok. The nice thing about managing up? It’s often NOT expected. This is all bonus credit to the org. It’s good practice for seeing how the studio or team work. It’s exposure to problems and getting reps building influence and driving change.</p><p class="paragraph" style="text-align:left;">It’s worth doing, and most things that are worth doing are hard.</p><p class="paragraph" style="text-align:left;">My recommendation: don’t wait to start building these muscles. I didn’t want to “play politics” early in my career, probably because I didn’t know how. I just skipped it, and the consequences of that were when it became necessary to “manage up” I didn’t know how. That hurt me, it hurt my team, it hurt the product. Don’t get stuck there.</p><p class="paragraph" style="text-align:left;">Find ways to drive positive change. Put time aside to see the bigger picture and engage with your boss or stakeholders around it. Get used to thinking creatively about solving organizational problems that your peers all claim are, “over their head” or “above their paygrade.” </p><p class="paragraph" style="text-align:left;">Try anyway. You might be surprised at the positive impact you can have.</p><p class="paragraph" style="text-align:left;"><span style="color:rgb(15, 20, 25);font-family:Helvetica;"><b>Whenever you’re ready, there are 3 ways we can help you…</b></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Courses built by game devs for game devs - check out “Succeeding in Game Production” </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://www.buildingbettergames.gg/succeeding-in-game-production?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=three-ways-you-can-get-your-boss-to-help" target="_blank" rel="noopener noreferrer nofollow">HERE</a></span></span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;">.</span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;Regular deep dives on critical game development topics on the </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><a class="link" href="https://pod.link/1559448378?utm_source=buildingbettergames.beehiiv.com&utm_medium=newsletter&utm_campaign=three-ways-you-can-get-your-boss-to-help" target="_blank" rel="noopener noreferrer nofollow">BBG podcast</a></span></span></p><p class="paragraph" style="text-align:left;"><span style="color:rgb(34, 34, 34);font-family:Helvetica;">—&gt;We’ve helped many high-profile game studios save a ton of money & time through building clear vision and leveling up leadership. If you’d like to work with us, please reach out at </span><span style="color:rgb(98, 28, 18);font-family:Helvetica;"><span style="text-decoration:underline;"><b><a class="link" href="mailto:info@valarinconsulting.com" target="_blank" rel="noopener noreferrer nofollow">info@valarinconsulting.com</a></b></span></span><span style="color:rgb(34, 34, 34);font-family:Helvetica;">.</span></p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;"><i>Request, don&#39;t complain. Inside every complaint is a request. Find it and make it.</i></span><i>”</i></p><figcaption class="blockquote__byline"><i> - Mary Abbajay</i></figcaption></blockquote></div><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;"><i>“</i><span style="color:#FFFFFF;"><i>If one does not understand a person, one tends to regard him as a fool</i></span><span style="color:rgb(249, 250, 251);font-family:helvetica neue, helvetica, verdana, arial, sans-serif;"><i>.</i></span><i>”</i></p><figcaption class="blockquote__byline"><i> - Carl Jung</i></figcaption></blockquote></div></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=20fac69e-7db9-45be-aa41-06170ed04650&utm_medium=post_rss&utm_source=building_better_games_newsletter">Powered by beehiiv</a></div></div>
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