Wireframe – Issue 20, 2019

(nextflipdebug2) #1
Advice

Toolbox


Ultimately, we hired him, and gave him a shot. It’s
fair to say the appointment didn’t go well. After he
started, the new producer tried to turn the team
into a “combat platoon”, with a chain
of command that could never be questioned. This
ran counter to the values of the studio,
and the team quickly began to resent him.
He didn’t last, and we had to let him go. In short,
trust your gut, and beware of anyone more
interested in war re-enactments than team
solidarity and development.



  1. Hire for diversity
    Having a diverse team is critical for game
    development. If you’re lucky, your game will be
    played by thousands, and potentially millions of
    people. And guaranteed, these people will not
    think like you. Having a diverse team isn’t simply a
    checkbox to tick. It’s a benefit for your company,
    as it will bring different perspectives to your
    project, and help you
    identify ‘blind spots’ which
    you might otherwise miss.
    Diversity makes
    good business sense.
    Diversity will help you
    create successful projects and sell more games.
    In full transparency, we’ve been OK at this at
    Typhoon, but we still have a long way to go.
    The good news is that more and more women
    are entering game development. This is a win
    for everyone.

  2. Hire people who enjoy what you make
    This one seemingly goes without saying, but it’s
    worth mentioning. Pretty much every interview
    I do with a candidate, I ask them what they’re
    currently playing. They don’t need to be the most
    hardcore player, but they do need to have an
    interest in games. This is particularly important in
    cities like Montréal, Vancouver, Los Angeles, and
    London, where there are high concentrations of
    both game developers and movie VFX companies.
    With consoles and PCs becoming more powerful,
    and films featuring more and more CG, the
    crossover between these two workforces
    is increasing.
    When you’re interviewing, you may come
    across an artist, animator, or programmer who
    has a lot of experience in film but not games.
    If the candidate is genuinely interested in your
    project and games in general, then take the
    risk and make the hire; they will be motivated


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“Diversity will help you
create successful projects
and sell more games”

 The team at Typhoon are
currently working on their
debut outing, Journey to the
Savage Planet.

 The Nintendo Wii U port of
Batman: Arkham City proved
to be a solid one, despite a
few producer problems
behind the scenes.

to prove themselves. However, if the person
(despite their talent) doesn’t play games, then
even if they say something to the contrary, they’re
probably just looking for a bridge between jobs.


  1. Be wary of demotions
    In Typhoon’s early days, we were fortunate to
    have people who were excited (or crazy) enough
    to want to join us. Our founding team and
    first employee consisted of a creative director,
    technical director, producer, and head of art.
    We had two individuals who were really excited
    about joining us, who in
    their previous lives had
    been creative director and
    art director respectively.
    Both were really good at
    their old jobs, but made
    the decision to ‘step down’ to the roles of design
    director and principal artist.
    Initially, it was great; everyone was getting
    along well and doing their part. Unfortunately,
    game development is rarely all rainbows and
    sunshine. The challenge we had was that the
    pair were very used to getting their way in terms
    of creative choices, and they found it difficult
    when this didn’t happen. Now, I’ve seen cases
    where this situation does work, so this isn’t a
    hard and fast rule, but rather something to keep
    in mind: what it really comes down to is a team
    member’s personality.
    Like game development, team-building is
    hard, and it’s an iterative process. Where you
    start out is almost certainly not where you finish.
    I was listening to a podcast a few months ago,
    and there was a start-up founder talking about
    his approach to hiring. The main takeaway
    was to always hire ‘missionaries’ rather than
    ‘mercenaries’. What this boils down to is, hire
    people who are intrinsically motivated by what
    your team is building, and for whom the pay
    cheque (while important) isn’t the number one
    driver. We try to live by this rule every day at
    Typhoon, and while challenging sometimes,
    it’s done well for us.

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