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Previous: Early Production

 

4.  Mid Production

     In mid production most content creation should be going smoothly.  Everyone has a clear idea of their upcoming workload and how their role functions within the team.  Scheduled art team and organic direction are effective in rising quality.  External partners are creating assets with consistency and on schedule.  Effective planning and a collaborative team environment have identified upcoming risks and challenges and proactively solved them.

 

Sample Team: Lead Designer, Designer(s), Product Owner, Producer, Art Director/Lead, Concept Artist(s), 3D Artist(s), Animator(s), Tech Art, Engineers, QA, BPU, Marketing and external partners

Prerequisite: Efficient asset pipelines, empowered and informed team, personal growth plans in place, momentum building, external partnerships established, refined project roadmap

Goal: To maintain momentum with an engaged and informed team, avoiding pivots, maintain high visual standards, stay on schedule, finalize style direction, continued world building and narrative.

     So everything is going swimmingly, right?  Well, there are some challenges to face:

 

Momentum

     If a project loses momentum, it's likely that it happens at this stage.  The initial creative explosion and "anything is possible" mentality has calmed a bit and there should be fewer problems to solve on a daily basis.  The milestones may be long and the game may only be playable in short sessions.  Everything is going as planned but it can be a challenge to maintain a high level of energy.  It's ok.  Breathe.

  • Clear Goals:  Just like in your game, the team needs short, medium and long term goals. 

    • Make sure those goals aren't so far off in the distance that procrastination sets in. 

    • A lack of immediacy here creates a stressful debt late in production. 

    • You want the team to cross a finish line now and then.  Instead of making it one long marathon,  break development up in to smaller milestones. 

    • When the team completes those goals, celebrate!  

Engagement

     Resist the urge to go in to full heads-down mode with the team.  Team members can tend to silo, churn and feel disconnected if you do.   Lack of information and communication create gray areas and people naturally fill in the blanks.  This can lead to fear and frustration and can absolutely endanger the morale of a game team.

  • Do the Rounds: 

    • Spend time each day talking with each artist in the team area. 

    • Schedule time in your calendar if it helps your time management

    • Review their work and ask for feedback on yours. 

    • Show interest and excitement for what they are working on.

    • Seek feedback on the project, state of the game and opportunities to pursue

    • Talk about the weather.  Communicate.

  • Brainstorm: 

    • Game developers are full time problem solvers. 

    • There are thousands of opportunities to work collaboratively to find amazing solutions. 

    • Ideas from spontaneous brainstorm sessions change the course of a game.  

    • Be inclusive and provide an opportunity for everyone to contribute.

    • There are no bad ideas!

  • One on Ones: 

    • Each session should be about professional goals, current state of the project and studio and work specific to that artist  

    • Many concerns will only come out in one-on-ones where trust and safety is established. 

    • Left undealt with, those concerns or unhappiness can fester. 

    • Besides the obvious, personal desire for everyone to feel happy it is a responsibility of a leader to provide a positive work environment. 

    • One drop of poison is all it takes to contaminate a team.

  • Art Reviews: 

    • This may be one of, if not the only, opportunity for the art team to meet and focus on art quality.  

    • Give everyone an opportunity to display and discuss their current work in progress.

    • Give everyone an opportunity to provide feedback.  All feedback should be constructive and actionable. 

    • If there is little art to review, use the time to look at competitive products, do a group playtest or share inspirational art. 

    • Do not spend the session complaining about game design or things not directly actionable by the people in the room. 

    • If there are product concerns, invite peers in for a constructive, professional discussion. 

    • Never condone or support an us-vs-them mentality.

  • Eat Lunch: 

    • Ok, this one seems silly but hear me out.  In your career, think about the managers you and others connected with the best.  Were they hiding at their desk every lunchtime with headphones on?  Were they leaving the studio each day with the same group of people (and not you)?  Or, were they in the lunchroom engaging with everyone, talking about movies, comics and life?  I know an escape is sometimes needed but try to stay visible and accessible.  This is a great chance to really get to know people and build relationships that matter.

Next Up: Late Production!

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