Samuel Rantaeskola's Expert Blogs
Some people are gifted with a perfect connection between their desires and their decision making. They know exactly what they like, and more importantly, what they don’t like. They are what I like to call a black and white person, there is no in between.
Most studios have a lot of deep tractor tracks running through their ways-of-working. These are remnants of past times, ways you did it back in 2005. It causes friction to try to change them, and why should you even bother?
Creating a hit game is a huge challenge, but following up on a hit with another hit is as difficult. How do you go about creating repeatable success?
A large backlog is a problem.
A fat backlog will impede innovation and cause a frustration.
Is our ability to generate ideas paradoxically one of the biggest impediments for new ideas?
Why should you complete features early in games and what behaviors are in the way of doing that?
Team empowerment has been a hot topic for a long time, but there is still a bit go before studios really get there. One of part where old school management methods is still prevailing is cross-team dependencies. What is the best way of tackling them?
How to act as a producer is very dependent of the situation, therefor it is hard to give advice on exactly how to behave. With this post I want to share my views on what underlying values a producer should have to guide his way of working with the team.
When approaching the producer role there are a lot of things that go wrong. In this post I'm going to list the six most destructive things a producer can do.
Even though the individuals’ job titles seemingly only relates to corporate structures they may have a significant impact on how people communicate and work together.
In making a great game there should be a healthy struggle between fun and done. The organization of a game team should reflect this, with equally empowered people fighting for each aspect.
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