- The pursuit of the best possible process
(water-fall, scrum, or blend--custom process)
- Production that costs less money in less time without
sacrificing quality
- Achieving defined objectives by
specifying clear goals and expectations
- Organizational transparency
- Creating product that satisfies the client (the
publisher or investor) a product that is made within specific time frame an
given budged
- Ultimately, it is about producing game that is
commercially and financially successful.
Building excellence into production by:
Production & Productivity
- If things are not working one must Challenge Basic Assumptions (warning: one
will be running against standard established procedures). Because we often
accept things without question, we stop thinking. This leads to the Creative Problem Solving issue. Instead
of running on auto pilot the management and the employees should be encouraged
to think outside of the box including questioning and resolving existing
procedures. The idea is: The real constraints are often the policies and
thinking process. In order to resolve any problem one must ask what to change,
what to change to, and how to cause a change.
- Creating
balanced production flow. All departments are linked and depend on each
other. The main task is to create a pipeline that flows continuously without
creating production holes and constrains. The speed and efficiency of
production depends on the speed and efficiency of the weakest link. For
example, if the weakest link is the engineering department then it is this
department that will dictate how fast the production will move. Consequently, the
ability of other departments to go faster is restricted. In sum, it is the
engineering department that is really determining the maximum speed of overall
production. One uses the department to control the flow of production. The idea
is: The capacity of the entire production is equal to the capacity of the
weakest department.
- Taking
care of constrains (for example: in the production of video games the
engineering department often becomes the main constrain). The bottleneck department
must be working mainly on tasks that bring the team closer to an established
goal (a goal that will allow other departments to move on). If the department
is overloaded with work distribute the work or hire extra talent. The
idea is: Taking off load from the weakest link, make it stronger and more productive.
- Over
inventory means creating assets that keep people busy but do not bring
the team closer to the goal. People might be working but are they productive? An example: the art department is creating
environments before the designers are done with layout and testing the game
play. In this sense,
a place in which everyone is working all the time is inefficient. Use the down
time to acquire new skills, improve techniques, establish or improve new
guidelines. Scrum is a good system that controls excess of inventory.
- Output Quality Control. Continuous testing of assets or code as a way to check quality of the output. Scrum needs better quality
control system.
- Delegate
responsibility. (Scrum does that, but also, the leads need to make sure
that each team member is assigned tasks for which he or she is responsible and
accountable). The goal is: Goals and Accountability as tools to increase
performance and job satisfaction.
- Feeling
of meaningful contribution and Team building. The contribution of any
single person to the organization success is strongly dependent upon the
performance of others. The whole team must finish the game together not who can
get there the fastest (conflicts--how many times one department or individual
is blaming the other). The leads should stay in tune with the team what people
think is going on, what they see as a problem, who has a grunge against whom,
get a sense of local politics, getting the full picture.
- Productivity.
The goal is to make the whole system productive, not just one department. How
do we measure productivity or progress? By finishing assigned tasks and meeting
defined Goals on time.
- Constructive
criticism. The management, the leads, and the employees should feel free to
exercise constructive criticism. The goal is: To create an atmosphere of trust,
commitment, and success.
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Management Training
- Leadership at Twelve O_clock High by
David Hutton 2007
- J. McNeil & Associates, INC. 2007
- Member of the Lean Enterprise Institute Community
- "The Goal" by Goldratt and Cox
- "Shackleton's Way" by Morrell and Capparell
Books that Inspire and Teach