Professional Documents
Culture Documents
Zachary Finley Effective Management in The Game Development Industry Thesis
Zachary Finley Effective Management in The Game Development Industry Thesis
Zachary Finley
Table of Contents................................................................................................... i
Abstract................................................................................................................ iv
Introduction .......................................................................................................... 1
Chapter 1: Networks........................................................................................... 18
i
What are Management Methodologies Relating to Game Development? ............... 49
Agile ......................................................................................................................... 50
DSDM ....................................................................................................................... 89
Scrum........................................................................................................................ 94
Cabal ........................................................................................................................ 98
ii
Table of Illustration
Figure 1, Heirarchies of Communication, (Pettinger, 2001) ............................ 19
Figure 6, Tribes, Squads, Chapters & Guilds, Kniberg and Ivarsson, (2012) .. 84
iii
Abstract
This paper outlines and discusses the various networks and design processes
three company types studied are Hobbyists, Indie, and AAA each defined by the
number of their employees. The positives and negatives for each network are
analysed to determine which, if any, company type they best fit. The iterative
greater quality of products to be created. At the same time, the iterative design
games. This process is used in tandem with production methods such as Agile,
Scrum, and DSDM to provide means of stable and fluid communication between
examples of networks or mixture of networks that are ideal for each company
type.
iv
1
Introduction
When discussing the term management many different and varying definitions
helps encourage and promote productivity and creativity in the game design
industry, not producers controlling the employees. This encompasses the power
included are the management methods and ideologies that focus with public
relations.
downsides will be applied to the gaming industry and how companies can
mitigate known issues. Another issue all companies have to face is to consider
their product from the eyes of their audience and their shareholders or investors
and which one to satisfy or both if possible. Methods will also be looked at to
creativity.
2
goal or ideal and is used to organise the team so they can effectively
communicate and complete needed tasks to achieve the end goal, (Freeman,
1970). In some regard, every group of humans form a structure in which to work
in the world around them and remain groups with no structure. These groups
wanted to be set up this way because they wanted to go against the current over
structured nature of the society they lived in. However, without knowingly
an informal organization, which allows observant members who are aware of the
rules of the group to have the power to make the decisions and make changes for
rather, only prevents a formal structure from taking shape, (Freeman, 1970).
group from deciding issues that will be asked about by the media and the public.
3
Freeman does not specifically define what a spokesperson is or their role but
does imply that a spokesperson is someone directly responsible for talking with
the media in order to spread the ideas and goals of their organization; public
relations, (CIPR, 2016). The purpose of a movement such as the AWA and the
British Womens Liberal Movement is to spread their thoughts and views about
the over structuralized nature of the times as well as the unfair working
However, many new women joined after the conference but were not informed
about the rally or the demands that were going to be made. These new members,
when asked, could not tell what the organizational slogan was or what their
goals were. In November 1972, they held their last national conference, which
was well organized, but nothing was achieved and groups remained divided in
ineffective. The reason for this ineffectiveness was a lack of structure as stated
This is much like game companies, they wish to develop games and
member of media or public could approach any person from the group and
whatever they say can be construed as the official standing of the group on the
4
subject asked about, (Freeman, 1970). This phenomenon is called the Star
System because it can make any member of the organization a star in the eye of
the media and the organization regardless of their position and experience. This
perception of responsibility from the media and public will unintentionally cause
internal issues between the new star and all of the other members of the
the new responsibility they have, which is directly contrary to their standards
and expectations of all members and ideals of the structureless organization. The
Star System also gives the individual a new form of power in the organization
given to them by the media. This causes friction in the organization by the
as game design because every creative designer in a company will have their
own unique opinion and views on their product. A level designer will describe
the game in a completely different way than a 3D modeler. On the other hand, a
give a well-rounded description of the product. This selected speaker will then
be able to address the media, the public and other internal stakeholders and
employees about topics. The spokesperson can also give consistent reports on
the features, progress, and general updates that will be approved and accepted by
5
the company as a whole. This reliable and steady information will give the
media and public a positive attitude about the company and the product they are
taken over by a group(s) of elitists. She defines elitist as nothing more than a
group of friends in an organization that all agree upon similar goals and
allows them to alter the direction of decisions and goals. Elitists are effective at
most likely, been organized and maintained for a longer time than they have
been at the current organization. This allows the groups of elitists a subtle way
decisions.
controlled by these groups. The first is based around how decisions are made for
the entire group. The groups will become more like a fraternity which people
only listen and agree on topics because they like the person speaking and pay
little attention to the actual topic of substance of what they are speaking. The
6
second is the lack of responsibility the elitist groups will have or be held to.
hired in, they were never officially given the power to act or decide of matters of
business. If no one gave them the power then no one can take it away from
them. However, if a group wants to retain their influence over the larger
organization they typically do remain responsible in their actions. This does not
keep them from making selfish and harmful choices for the organization
however. This is of course all dependant on what the goals of the elitists are for
the organization.
aware of the rules of the group and all have the power and knowledge to make
everyone knows their roles and everyone elses roles in the group and
communication flows freely and openly. There are no Stars and there are no
groups of Elitists.
management, the groups will inevitably form some structure for communication
and decision-making; this will be a formal structure as they are not trying to
This, however, is done through very careful planning and a formal network of
Larger game companies or groups of people will find that trying to form
on the number of people involved, (Wiley, 2016). The more people working on
a game or product, the more teams the group will have, which in turn means the
more managers or project overseers. With more managers come more lines of
communication between people and groups of people, which, based on how well
it is set up, can keep workflow moving smoothly or cause issues and
leaders in a group while at the same time having that group of people working
towards a similar goal, (Freeman, 1970). When a large group of people do not
have a dedicated leader, they will need to have very good communication and
personal understanding of the project to make the product feasible in the first
place. The other issue with no formal group leader, is who makes the final call
on an issue when there are several possible solutions available. The only way to
settlement role, allowing the designers, group or individual to use their creativity
to build or create the product the way they think will be best.
Game companies may mitigate issues with the Star System effect
because big or small they will ideally, have a representative to discuss their
to the public. Small hobbyist groups, which only involve a few people, will have
less issue with Star System effect occurring. A smaller Indie game company is
very similar to hobbyists in this regard as well, they do not have a massive
amount of employees and everyone knows what the game is about; however the
larger Indie companies will have at least one or two selected representatives or
public relations (PR) officers to release information about their games to the
public. Larger AAA (triple A) companies with hundreds of employees will have
http://www.learnmanagement2.com/hierarchical%20structure.htm, no date).
9
In the case of this study there are only three types of companies; small, medium
and large. Each of these will be regarded in the course of this paper as each has a
unique method of management that will be most effective. There are two
different management methods that are not only based on the number of
employees but also the product being created. For example, a steel mill will
have a very different management method than a law firm, as they each offer
While game development companies all offer the same type of product,
length of the development cycle. This paper will discuss three types of game
development groups: hobbyist (bedroom coders), Indie, and AAA (Triple A).
These three range from having one designer to as many as several hundred game
developers. As a company hires more developers to work for them they will
have more people to manage, more design ideas to take into consideration, more
features being developed, and potentially more issues to deal with, (Meinhard,
no date).
These three company types are all very unique and different; there is no
one right way to manage creative designers and their projects. For the most part
as game production progresses, the management being used will need to be fluid
10
and flexible to allow for the unknown. The game may take an unexpected turn
for the worse, which could be a major feature suddenly not working. This game
breaking bug would require more time or more resources will be needed in order
to finish the game or fix it. Another possibility would be adding a new game
mechanics.
into the game. This impromptu request delayed the deadline, tripled the size of
the game, and doubled the time to complete. The reason for the increase of size
and time is due to the developers needing to incorporate the werewolf feature in
What is a Hobbyist?
A hobbyist is a person or a small group of people, two to five, that design games
over a very long period of time with no publisher or funding from outside
funds, the workload and work schedule can be very unpredictable. Additionally,
the members of a hobbyist team may all have day jobs to provide for their living
expenses and the expenses of their games, which is the reason the games take a
lot longer to complete. The upside to being a hobbyist is that, with no publisher
and no rigid period, these developers can take as much time as they need to
finish the game. This can ensure the game is ready when the developers believe
One possible inadequacy that stems from hobbyist teams is the lack of
without funding do not have very much time to work on the game from day to
day so they focus more on production of the game rather than documentation.
These teams or individuals can get away with this practice if there are very few
This can cause the team to become less effective if the problem occurs again and
they no longer remember the solution they used beforehand. With a lack of
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or an AAA setup. Since this team is composed of one to five people, each of
these individuals will need to have a wide range of abilities in order to fill every
area required of game design: art, coding, playtesting, audio design, etc. This
small team should not waste time with a designated project manager, apart from
the person who generated the main game idea, but should instead loosely
communicate with everyone else in the team about things that need to be done.
This can be done easily in a small team because everyone will be in the loop and
network, (Pettinger, 2001, Figure 3.1), in which all information flows freely to
(Pettinger, 2001).
13
What is Indie?
to thirty people. An indie company is very rarely larger than this. For the
as: An SME is a company that has less than fifty employees for a small
company and less than 250 for a medium, (What Is An SME? - European
Commission, 2016).
SME, as they generally involve fewer than fifty employees. SME game
companies usually do not have a publisher that they work for, but they do have
Indie companies, a period for completion is required for each game. With a time
frame there will need to be some sort of management in each team that can set
testing sessions. Indie companies will use a formal system of hierarchy, in which
everyone is aware of everyones responsibilities and all members of the team are
specialization among the members. This means that two or three people can
work exclusively on the code of the game while another two or three can work
on the art, etc. Ian Thomas, (2017) who has worked in several Indie companies
said they do have employees who work in several areas such artists who work
on assets and audio or coders that playtest. A few of these members may even be
in management positions to push all of these things along as well as keep the
game on schedule, within the allotted capital available, and to make sure
game industry is a mix between briefing and simple centralized systems. A brief
information to a group of people, who then take this information away; this will
be discussed in the next chapter. The company as a whole when being assigned
a new game to design would use a brief network. This network allows for a lead
designer, who would be the briefer, to give each group, art, code, play testing, an
determined by the quality and detail of the brief given. The groups then take the
brief presented and create the product requested using a simple centralized
flowing to one person, group lead, who could then hand out new tasks and
evaluate all the products designed by the group. This group lead would then
15
finished next and the position of the game as a whole. This type of network
What is AAA?
production value, has a team ranging from fifty people to upwards of four
hundred people. AAA companies have the highest allotted budgets, promotions,
being a high quality game as well as a game of the year, (Shultz, 2016). Because
when the game will be released with a little leeway. This is a very formal
Companies with this large a workforce have people that are each very
specialized, with skills ranging from, coding, art, audio, etc. They are broken
into smaller teams within the overall company. These groups are then to be led
other group managers and make sure all other groups know what they are
working on and what they may need other teams to work on next. Ian Thomas
16
should also communicate any problems that need to be solved, new features that
should be added, and distribute the workload through their respective groups.
Further, the managers of each group have either an overall manager, who acts as
the lead designer of the game or the person who final decisions about all aspects
of the game. The lead designer also communicates with the lead producers and
makes sure the time and funds are available for the teams so the work is not
hindered. This frees up a lot of time and alleviates stress so the development
companies but on a much larger scale. There should also be a lead director of a
game idea and they will give a brief to their lead producers in each of their
respective fields, who in turn give more detailed and focused briefs to their
group or groups. Some AAA companies have several art teams and several
coding teams, each with their own tasks and managers. Having several teams,
helps break up the workload for a very large project and can allow for a rotation
of work to keep teams from losing enthusiasm for a project. This rotation also
allows the designers to learn new skills and widen their views of their fields,
Once they have basic training they join the work force but will continue to
17
describes older employees who have done the work for a long time become tired
of the monotonous processes and so the company allows them to train in a new
area and work there. This allows experienced employees to continue to learn
new skills in many different areas, which enables them to train new employees
system in which to communicate with their managers on their tasks, issues, and
workloads. The simple centralized structure would then work in reverse back up
the chain to the lead director when giving them updates on the project as a
Chapter 1: Networks
games success, and is often the reason for failure or delays. Without an
development can progress smoothly. Figure 1, (Pettinger, 2001) shows the many
not shown. Each structure has an upside and a downside. These positives and
negatives are simply observations of groups using these networks and can vary
for each implementation of each network. Different companies or teams will use
company, merging their roles to allow better management of teams and groups
mix of a briefing network as an overarching structure for the company, while the
individual teams inside of the company use a simple centralised network. These
20
Matrix Structure as a company that has more than one command structure that
main issue this mixed network faces is the reporting structure that comes with it.
One group of employees will report to one set of managers while another group
reports to a different set of managers. This can cause power struggles between
2012).
21
Network Structures
The first network in the table is a simple centralised network. The simple
centralised network is best used with a single person that has many outsiders
doing research, and gathering materials. The members gathering the information
then send the information to that one person in the centre who gathers, compiles
the information and then uses that to make the product. These groups of people
are defined as nodes and signified as the dots in the images. This network results
central node and various teams of people. This structure would not be good in
takes away from development time, instead increasing the time necessary to
sorting the useful information from the useless. This network is ideal for
With game design companies, the central node would be a manager who
assesses all of the flowing information and decides on any action that will be
taken. The outside nodes are the developers or teams of developers that work on
22
the game itself in all aspects: code, art, level design, etc. As they design features,
they send their work to the central node, who decides the best way to use it. The
lead developers will either use it as is, very unlikely, scrap the information or
prototype, or change it and make alterations, which is the most likely, (Donald,
2013). After the central node receives the work from an outside node, it can then
give the outside node a new task to work on keeping everyone involved in this
network efficiently.
every node in the team or group freely. This form of communication results in a
company. The general teams that would want to use this type of structure are
very small hobbyist and indie companies that do not want to assign one person
node, (Mookherjee, 2016). This can result in features not being finished or being
forgotten entirely, bugs not being fixed or reported, and deadlines not being
23
achieved. This network structure would only be effective if every member of the
team knew exactly what their workload was, when it was due, and all members
were very dedicated and clear when documenting and reporting both positive
This network type would not work well in large development companies
as there are too many members working on one product. Without some form of
structured communication and guidance about what ideas make it into a game
and which ones do not would cause heavy workloads, frustrated members, and
repetitive tasks to complete. This structure would not be used as the main
The third network is a complex centralised network, it has a central node that
becomes over saturated with information. The outside nodes send in too much
information for one person to review and sort through. The main difference
between simple and complex centralised networks is the amount and the quality
of information being gathered and sent to the central node. This over-saturation
24
is a result of the amount of information flowing to the central node. The large
and categorise the information. The better the quality of information, the easier
the task will be for the central node. This network is not widely used and any
form will result in inefficiencies and poor performance, (Bitcoin College, 2014).
version of the simple decentralised structure. Information can freely flow among
all members of the team and no one person becomes saturated. The main
complex version has a dedicated director that controls overall content and
in the project as well. This results in good performance and good products
because the work is distributed among every node that it needs to be. Further,
only nodes necessary to complete a task are engaged; therefore no one node
becomes overwhelmed.
Indie and AAA companies are most likely to use this system, as they
preferring not to hinder the creativity and flow of the designers must allow and
enable designers to work the way they find best. This network allows the content
to flow between everyone that should be involved that allows for the best quality
product.
Even though companies may use this network as a main structure, other
networks may have influences over various aspects of the business, such as
evaluation. This network is most often combined with small hierarchal networks
Hierarchical Network
The hierarchical structure is the most commonly used network among very large
companies that split their employees into smaller specialized groups. These
smaller groups report to a lead designer. This structure of power continues all
the way up to stakeholders of whoever is supplying the funds for the game. This
communication allows for smooth file sharing, sending files such as art assets or
happens only through the leaders so that the information passed between
2017). Information is passed between the leads of each group up and down the
focus on their work and spend time developing the ideas and testing them. With
this system in place, the work will be efficient and quick, permitting for a
prefer this network to others because of the breakdown of information and the
amount of work that can be completed. This form of communication also allows
the lead game designers to be kept in the loop with all developmental progress.
This loop lets them make changes quickly, add or take away features, and set
deadlines and goals to be reach for each team. This is a very effective structure
this network can break down with long hierarchies; the information being passed
between them can get muddled and misinterpreted. When this occurs, it is best
information passes freely among the members of each team, (Devane, 2012).
functioned while he was working for a AAA company. He did not want the
name of the company included for anonymity purposes. There were about 500
developers at the company and the company worked on two to three projects at a
27
time. He drew an outline of the hierarchy from his perspective seen below in
figure 2, (Ian Thomas, AAA Company Hierarchy 2017). The company made a
specific type of creative story telling game with destructible and constructible
environment. They have the game systems developed and have teams customize
the use of these systems for the game they are working on at the time. Each team
develop the game, they create cut scenes for story, animations for characters,
vehicles, etc., and port the game to multiple platforms. Communication between
teams travel between the leads of teams up and down the hierarchy all the way
separate in this image because they oversee every project not just one, but
communicate with all projects. Ian stated that in these large AAA companies the
traditional path of management is, Great designers are promoted to become bad
2009). Laurence Peter defines this principle as, The employee had been
that, sooner or later, this could happen to every employee in every hierarchy.
Peter then gives an example in which employees filling a job vacancy and how
they are given the new job position because they are competent at their current
position. However, once they rise to a position they are incompetent at they stop
being promoted and, as Peter puts it, [] has reached what I call his level of
Briefing Network
networks listed in this section. Other networks that may be used are complex
a game idea and wish to make it a reality. They would develop the idea as far as
they can and write a design document outlining all aspects that they can think of
at the time. Once this process is done, they would gather a team of coders,
artists, designers, etc. to develop the idea. They will give each team a brief of
what their area of the game will comprise of and what their responsibilities
involve. After the groups have been briefed on the overall project goals, they are
set free to design and create what they believe to be the best possible product for
that brief. The quality of this type of communication results are efficient and
with good production but is related specifically to the quality of the brief given.
If the brief is short, non-specific or full of holes, then the developers will have
little to base their work on, resulting in teamwork that may be very disjointed.
The greater the clarity and quality of information presented to the development
teams will result in a better understanding of the desired objectives. This allows
30
also work well with a chain network as multiple teams within teams can be used
to develop the product. However, every brief given should have the same quality
of detail as the original brief. If they do not then the bottom groups will not be as
clean or cohesive as the original teams given the brief. The information that
travels in this network is linear from the brief presenter, the person who presents
consisting the progress of the teams to the briefer. This chain allows the lead
developers to make changes to their design document and then give regular
updates on the brief to enable the teams to make changes to their work. This is a
very repetitive process so companies using this structure should expect to give
one large overall brief at the start of development and then several smaller
update briefs throughout the project to keep the game evolving and growing.
31
Hourglass Network
allows for all information from one side to pass to another through a small area
that restricts movement and allows all information to be checked, filtered, and
managed. This leads to all performance occurring in the neck, which slows
work.
With a low production speed, this network would be ideal for small Indie
teams that desire a very high quality of work without being slowed by a lot of
information passing through the neck. Large game companies would suffer
under this type of network, as they would have many teams all with a lot of
prototypes or pieces of information being created and flowing out towards the
neck. In this situation, the neck represents a severe bottleneck and slowed
production. With large teams and a large amount of work being produced, this
placed on the neck; the quality of work may actually be reduced, rather than
being improved. This structure is, overall, a poor choice when implementing a
when creating a product but by using a structure that does not fit the output of
production, quality suffers tremendously while at the same time adding stress
Chains Network
A chain network is much like the game Chinese Whispers, (Advameg Inc.
2016), a verbal activity that starts with one person making up a phrase such as
The red fire truck drives very fast and passing it onto another person. The
second person will then pass the phrase along to a third and so on until the
phrase is heard and repeated by everyone playing. As the phrase is passed along
through this chain of people, individuals mishear some words and replace them
for what they think was said, resulting in a very different phrase by the end of
the game.
A game brief is given to a group of developers who then takes what they
learn and present the game idea, now with changes, iterations, and additions, to
another group of developers. The process occurs again within the second team,
and the brief continues to pass down the hierarchy with successive changes
throughout. With each presentation of the game, the idea will change and,
33
depending on the quality of the brief, much of the core game may change from
Game design companies will very likely avoid this type of communication
company does use this structure, they should expect a loss of quality of the work
being produced. The work that is produced may not be coherent with each other
or the initial game idea. This can result in a loss of enthusiasm for the project,
teams working on the project. Chain networks do not work well in any type of
company but if a development team does choose this as the basis of their
communication network, they should ensure that every team and every member
has a very clear idea of what the game project is and exactly what their
responsibilities are. There should also be very regular checks on the work of
every team to make sure that no one has misunderstood their developmental
effective as well, keeping all stages of the game coherent and on track with each
Cascade Network
The cascade structure is used with other briefing network structures such as
hierarchal and decentralized networks within each cascade level that pass
information from one group to the next. However, the difference is that in a
cascade network the information only flows down and not back up like in the
others. In the cascade structure, the information starts out at the top of a pyramid
hierarchy and a brief is given to a group below them. After the second group has
received the game idea and understand what is expected of their teams they will
then present the same game idea, possibly broken into specialized fields, to other
smaller groups that have the skills needed to make the product. These leaders
would take the information from the brief they received and break it into
specialized information that is needed for their teams to create the product. The
last smaller teams will only have information that is relevant to their fields and
would not have the outlines for the other groups, (Lencioni, 2016).
This can cause issues when trying to make each group coherent in what
they create. This passing down of information from one group to the next is
much like the chain network but the information is split up between the
specialized groups. This pass however, does still act like Chinse Whispers;
information is diluted and altered as it is moved between the groups. With this
35
alteration of information, there will be a loss of quality. Much like the chain
network, the communication between the groups will have to be closely watched
to make sure there is coherence between all the groups work. To make this type
of structure work successfully and effectively, each brief must be checked for
understanding and have all of the information needed for the groups below. This
will become increasingly difficult the larger the company and the more briefs
that will need to be given. The more members in a company, the more
hierarchies exist for information to cascade through. This increases the risk of
Smaller companies with fewer members and fewer groups; meaning, they will
have less complications and less dilution of information because of the fewer
Flat Network
The next structure discussed is not on Pettingers chart, (Table 1, 2001). Called
the Flat management structure, this style of management is very much like the
cascade structure but with very few levels. At the top is the director of the
company or project. Below this figure are the managers followed by all of the
few as two levels to this structure, as opposed to the four or five found in the
cascade network.
The theory behind this structure is that, with limited management, the creative
employees will have the freedom to create their best work and the liberty to
communicate with anyone else in the company. In practice, this structure only
company gets too large, about 300 employees according to Ellsworth, (Sinclair,
2013), flat networks break down a great deal. In an interview with engineer Jeri
Ellsworth, a former employee of Valve, said that this structure works very well
in the small teams that produced prototypes but broke down tremendously as
37
lack, or in this case a structured form of less management, allows for popular
power that, felt a lot like high school. says Ellsworth. She also says that this
employees,
Ellsworth said that there were resources within Valve that weren't being
used, but she had no way to tap into them because there was no
management layer to coordinate things. With no management in place to
address employee complaints, she wound up trying to recruit people
from within the company.
section, What Is Valve Not Good At. Ellsworth says that she does have some
bitterness working with Valve because she could not see any way of actually
of people but for larger teams such as Valves estimated 330 employees, (Valve
Corporation, 2016), this structure breaks down in many key aspects, including
areas can prevent projects from being completed, missed deadlines, over-budget
games, and a lack of enthusiasm in the company. Without these areas, it can also
This network, along with the others, can be combined to improve and
the hierarchy. For instance, the complex decentralised network, which allows all
the formers relaxed environment works well with the latter because of the fewer
relaxed environment when it comes to sharing information just like the flat
structure that has very few managers and few layers of management.
Additionally, the briefing network can be combined to great effect with the flat
network and/or the complex decentralised network, as the relatively few levels
found in the flat network can deliver briefs directly to the employees developing
the product. This is similar to a chain network or the game Chinese Whispers but
with few levels for the brief to pass through before it gets to the developers the
Matrix Structure
hopefully mitigate their disadvantages they have when used separately. Some of
co-ordination. It also allows teams to be flexible on their work and the resources
each team uses at a time. This freedom of work on what needs to be done and
use what they need to produce their current work allows developers to use their
time efficiently. The company may also employ different networks at different
structure for the whole company; but after they enter a development stage, they
can morph the company into a decentralised network allowing for benefits from
Chand (2016) also outlines five disadvantages that can occur in a matrix
structure. They are; high administration cost, potential confusion over authority
kept effective and efficient than most of these disadvantages will not exist in the
conflicts of authority may arise with regards of who to report. This can be
avoided as long as everyone knows their direct manager and only reports to
them. A typical matrix network has a function manager and project manager
each with his or her own respective jobs. The functional manager is in charge of
the supplies and resources the company needs and uses during development and
the project manager are in charge of the groups of developers that are designing
the game, (Chand, 2016). The high administration cost comes from the extra
managers in this network. The problem that occurs with high cost is when times
of financial downside come along and cutbacks need to be made. Davis and
Lawrence (1978) suggest the way to prevent this is by planning and preparing
more contracts.
The structures discussed above are the main frameworks used when
common structures have been outlined, there are still many possible
receives information in the same way. If the network is flexible and robust, in
that it can support all of the information being transferred between groups, then
there will fewer issues with miscommunication, information loss, and reduced
on a project. The method includes several steps that are repeated through the
projects life. The main steps that the teams will go through are planning,
product, (Donald, 2013). Kevin Tate refers to this method as the plan a little, do
a little, learn a little (2006) method. At the end of each cycle, various people
such as other developers, stakeholders, and game testers test the prototype.
Martian Onions (2017) stated that as a project manager he liked to sit down and
play the game being developed to understand what the game currently was and
where it was headed. He would test the maps, the mechanics, feel if the art
belonged in that area and get a feel for the environment. The data collected
wasted work. These short-term iterations makes changing priorities easy and
what features need to be added next or what fixes need to happen. Iterative
and Cabal are all tools to foster iterative design methods. These methods were
created for software development and focus on the iterative cycle. The iterative
interested and using their software. This is particularly relevant in early access
products with a long life cycle where developers attempt to maintain early user
Scrum, DSDM, and Cabal rely on a team developing the initial base functions of
any software. After the initial functions are prototyped, they are then tested to
look for any bugs or faults. Once the game-breaking bugs are fixed, the
version is released and a new iterative cycle begins. After a few of these cycles
have been completed and the major functions designed, tested, and released,
44
secondary functions that are not vital to the game are then developed and tested
developmental cycle, much like how water in a waterfall can only go one way,
to go back and fix mistakes or add features; the waterfall methodology just did
not allow it. Waterfall follows five main stepping-stones from conception to
developing and then onto releasing the project: Start, Design, Implement, Post-
production, and End, (Figure 4, Manning, no date). This method is less effective
software. It also does not work well with a project that evolves with time,
(ISTQB Exam Certification, 2016). Games evolve throughout their creation and
need to be tested during development and these reasons alone make waterfall a
poor choice design method. However, the iterative design process adds a step
that allows development teams to evaluate when and if they need to fix bugs,
add new features, or rethink aspects of the game, (Figure 5, Manning, no date).
45
The one downside to this iterative process is that it takes time to playtest
and evaluate each iteration of digital games. However, the time-cost of coding,
testing the code, then fixing, changing and adding, is offset by the benefits of
Philippe Kruchten outlines eight advantages that the iterative process brings to
game development,
The development team is forced to focus on those issues that are most
critical to the project, and team members are shielded from those issues
that distract them from the project's real risks.
The workload of the team, especially the testing team, is spread out more
evenly throughout the lifecycle.
(Kruchten, 2001)
47
The game company that doesnt follow an iterative process instead needs
part of the game, including mechanics, story, art, level design, and audio. Teams
they can, starting at the beginning of the document and working their way to the
end, not necessarily focussing on the more important features first. It is possible
for the product to be far off from the desired item because the non-iterative cycle
does not allow room for the product to evolve naturally from the development
process. On the other hand, an iterative course allows the development team to
read the document, make a list of features and begin with the most important
ones. Time is allowed for the testing of each prototype, ensuring functionality
functional, the teams will work their way down the list of features, making and
testing each prototype as needed. This continues until the list is completed or the
A key part of this process is that each prototype is tested, and improved
upon so later prototypes are better than the previous version. These prototypes
game that can be experienced and run from start to finish by play testers,
developers, or the public, (What Games Are, no date). When each section is
completed it will be shipped, or allow the consumers access, so the teams can
so the teams do not focus their efforts on continuous patches or fixes. This
prototypes are not perfect, they are functional and stable enough for release.
in an iterative cycle. These changes are needed due to issues that arise in
development that can ruin the game. These categories are changes in
anything that affects the games requirements before it can be considered for
release. This is the most common area in which changes will occur. The second
technological changes, denotes any change in the technology used to develop the
game. This can range from the platform the game is being release on, specs
Methodologies
structure which companies use to outline how teams of people will work
together and the steps or principles that should be followed when creating a
which can be followed in order for creative teams to work freely while also
place. There are many methodologies out there, but they all follow the same
basic principles. These methods act as a constant reminder to teams of the next
teams working on schedule as well as in budget, while at the same time keeping
Strategy Delivering More), Scrum, and Cabal. All of these use the same basic
principles. These principles are, they all aim towards the same goal of delivering
satisfaction, while keeping highly efficient and enthusiastic teams, and are
management structure while also working very efficiently with DSDM, Scrum,
and Cabal that provide the all-important iterative design process, which games
are developed around. These methods also have differences but will be
Agile
Development? - Agile Alliance, 2016). It came about when software firms were
under a lot of pressure to deliver products on time and within budget, however,
they were consistently running over-time and way over-budget. It was formed as
a new and unique way to manage IT teams that would inspire, enthuse and
software and always allows changes to be made that are necessary that allows a
product to evolve and grow. It encourages constant criticism towards the main
features of any software and asks developers, Is this feature crucial, if not then
what is? This allows features to be prioritized based on importance, keeping the
one, which allows the team members to be open with one another and free-
members. There are however, managers of the teams that hand out briefs and
ensure the product is on schedule and within budget. Additionally, their role is
to provide the teams with everything they need to develop software efficiently,
(James, M. no date).
52
2001, which lists four important values and twelve key principles of project
Programming, created the Manifesto. The primary reason they met to design this
and analysed the breakdown in managerial structures and what was done to
resolve the issues. He gives the example of how a military general managers
both troops and civilians. Military personal are managed with a strict line of
communication and orders, The more disciplined the army, the more successful
it was. The communications were top down, explicit, and linear. (Denning,
2010). This approach however does not work with civilians. They do not have
the training or discipline needed for such a strict management style. Instead of
making them follow exact orders he gave them rules and procedures to follow to
reach goals and allowed the workers to largely manage themselves within those
rules and procedures. The general found that productivity and safety increased in
the work place. The ability to manage oneself gave each worker personal
53
responsibility for both success and failure. Agile follows this principle and
supplies the framework for companies to make rules and principles for
employees to follow.
efficiency, and changes in requirements for the software, (Beck et al. 2001).
They form the framework for many other methodologies such as DSDM, Scrum,
and Extreme Programming. They make it clear what developers need to focus
on and allow the teams to decide how to best achieve that. While not every team
needs to use this framework, it is advised to use a method such as this while
same direction and on the same page as one another. The Agile method is
These four values outline the twelve principles that make up the manifesto and,
as Carroll and Morris (2015) argue, are ideal for a management methodology in
the creative field. The first value outlines this fact very well: it is all about
communication within the teams and finding solutions that are outside of the
box instead of sticking to processes and tools that are available but ineffective.
This value ensures that creative teams are doing just that: being creative and
working as a team to solve the problems for which conventional methods prove
inadequate. This is particularly useful in the games industry because most game
development teams come across issues with code or game logic that dont work
the way they were intended. Creative solutions are required in order to fix a
functional.
2015). When the player needs to get into New Vegas, using the railway system
in the game it looks like the player is actually riding a train into New Vegas.
However, due to limitations of the game engine the player is actually teleported
to under the train and is now wearing the train as a hat. The player is then set on
a path to run with increased speed and the players view angle is altered in order
to look like they are sitting in the train. The trains in all of the Fallout games
that the player can ride are actually hats. On the surface they look like a train,
just setting on tracks but below there is an NPC (non-playable character). When
the player needs to ride the train the camera is switched from the player to the
55
NPC on a course and with camera, animation can make it look like the player is
because their game engine is not set up to include working vehicles like those
that a person would find in a game such as Grand Theft Auto V, (Rockstar
The second value Carroll and Morris (2015) talk about is the balance between a
principle suggests that it is better to have something that works in some fashion
rather than just have a lot of papers that tell the customer or stakeholders how
the product will work. This can speak to the developmental work that is being
put forth into the software. Actual working software also tells people the
developers are working and not just making up useless paperwork that doesnt
do anything; after all, An idea that is developed and put into action is more
important than an idea that exists only as an idea. (Bono, 2016). In the Games
A producer wants to make sure a game is on time and within budget but
also if they need to increase the deadline or increase the budget. This change in
budget or time can affect how well designed a game turns out to be, the more
56
pressure on the teams then the more mistakes that can be made. The less time to
develop a game also means the amount of features included in the game need to
be cut back.
A manager needs to see results in order to manage the team and the
workload he or she hands out to the developers. They want to know if an art
team needs more time to get assets together and if level designers can be
working on something else until the assets are completed. They need to manage
all the teams and all the people within the teams. Without actual prototypes or
vertical slices, or a proof of concept, (What Games Are, no date) the managers
will not be able to effectively manage the team as a whole and allow the
employees every day as a project manager, later in his career, to play the game
and see how it was progressing and if changes needed to be made to deadlines,
The third value is all about involving the customers and keeping them involved
and pleased over contracts and legal issues. This is important in many aspects:
firstly, customers should always come first as they are the ones buying the
product and if they arent pleased, then the software is bad, has too many bugs,
or is difficult to understand and use. If the customer is not buying the product
and the company is not making any money than any contract the companies may
have are useless, especially if it is a contract about the income the software
makes.
In the games industry the customers are strategically involved with the
games for themselves, their close friends, family. AAA companies design for a
massive market, which allow them to keep their main design of a game to
themselves for marketing purposes. Indie game studios tend to involve people in
their games from the start because it generates interest, a following, ideas,
feedback, and early income if they release the game on early access. Due to its
contract to supply funds and equipment but they do have fans and gamers. Fans
can help with developmental ideas, feedback and, in the end, someone to buy the
Klei, the developers of Invi?ible Inc. and Dont Starve, have found great
success in early access. Both games were released in early access and the public
met both with great excitement. Klei kept the public up to date with all changes
being made, and kept in constant contact so there were no periods of the public
companies generate a positive outlook and if they can deliver their games on
time and polished then they can create a positive look that will attract more
clients and may even attract the attention of a publishing firm that will help with
future games.
The fourth value is about the developers using their creativity to allow the
software to take them where it needs to go. This change can occur at any time
during development. It can happen by mistake when a bug appears, a new and
value is about Martin Onions Director (2017) deciding a game needed to have
werewolves in it, and how the team adapted to this thematic shift. Some changes
allow the project to evolve and grow into something that works, is efficient,
keeps focus and enthusiasm in the team, and keeps the players happy, other can
59
add complications and extend the life cycle. Even though a plan is good and
prudent to have, it needs to be flexible. If it is a rigid schedule and plan, the team
will lose focus on the product and not be as excited when developing it. The new
changes and challenges that occur during development keep the teams on their
toes in order to come up with creative ways to solve the problem. Most of the
time these problems introduce new mechanics, reveal a larger issue at hand, or
During game development, from the start to the day the game is released,
the game is in a constant state of flux. The original game design document will
have everything listed out that should be in the game but this document will only
be initial ideas that are believed to work. As development proceeds some ideas
will prove to not fit the design, or cause too many bugs to implement or they
may just be poor design ideas to begin with. Throughout the development cycle,
ideas are taken out, added, or changed based on many variables. Designers need
to be able to work on a mechanic one week but then the next week realise that it
doesnt really add anything to the game. The designer afterwards must be able to
remove it without feeling personally hurt or that their work is being undermined
or unappreciated. The week after that they may realise that a new and different
mechanic may add a completely new and interesting game play experience to
the game that was not conceived of before. After making these discoveries the
design document, which is the plan for the game, will be changed and updated to
remove the old mechanic and add the new mechanic. Other changes may include
60
a new art or audio theme, or a different narrative to deliver to the player that fits
better with the game play. These changes can and should be made to all aspects
of a game.
[1] Our highest priority is to satisfy the customer through early and
continuous delivery of valuable software.
[2] Welcome changing requirements, even late in development. Agile
processes harness change for the customer's competitive advantage.
[3] Deliver working software frequently, from a couple of weeks to a
couple of months, with a preference to the shorter timescale.
[4]Business people and developers must work together daily throughout
the project.
[5] Build projects around motivated individuals. Give them the
environment and support they need, and trust them to get the job done.
[6] The most efficient and effective method of conveying information to
and within a development team is face-to-face conversation.
[7] Working software is the primary measure of progress.
[8] Agile processes promote sustainable development. The sponsors,
developers, and users should be able to maintain a constant pace
indefinitely.
[9] Continuous attention to technical excellence and good design
enhances agility.
[10] Simplicity--the art of maximizing the amount of work not done--is
essential.
[11] The best architectures, requirements, and designs emerge from self-
organizing teams.
[12] At regular intervals, the team reflects on how to become more
effective, then tunes and adjusts its behavior accordingly.
The four values govern the twelve principles of Agile that can be seen
above. These principles are merely a framework that can be changed, have some
care. Ian Thomas (2017) explained that a small Indie company he worked for, of
about thirty-five employees, cherry picked Agile principles for their structure
and faced many managerial difficulties because they did not carefully consider
each of them. AAA companies would most likely take out principle three,
months, with a preference to the shorter timescale. They also may find number
have quite a large workforce and sometimes face-to-face meetings would be too
complicated and end up wasting time instead of saving it, (Valve Corporation,
2012). However, Indie companies may find it more difficult to follow number
nine, as they will have fewer employees working for them. These smaller
companies may have to focus on one aspect of the game instead of all aspects as
all companies want to do. These principles are guidelines to get an organization
develops and progresses, they will find their own way of doing things efficiently
Our Highest Priority is to satisfy the Customer through Early and Continuous
The first principle of Agile focuses on the satisfaction of the customer and the
delivery of the software. They say that this is the highest priority because
would be no business. This principle suggests that one of the main ways to keep
different ways. The first is to open the game to Alphas and Betas, which allows
the players to download the game and play what has been developed so far.
Alphas and Betas are positive as it acts as a form of early income, allowing
designers to see the level of interest in their game, and allows the public to give
feedback on art and audio styles, game play features, mechanics, and to report
any bugs. Opening to Alphas and Betas and receiving first hand feedback allows
the designers to use their time improving or fixing these mistakes instead of
keeping a regular and constant blog that updates gamers on the progress of the
game. These blogs should include updates of new features added, taken away, or
63
changes as well as photos of the game and art assets, short clips of the audio
being designed, photos of the actual game levels, and videos showing off game
areas, game play, and core game mechanics. By keeping a blog or releasing
continuous Alpha or Beta updates, the game keeps the interest of fans. These
releases also provide the designers with feedback on which direction the game
should take, which can be used or ignored based on the designers discretion. The
feedback can also gage the publics view and feelings of the game whether
positive or negative.
product. This principle suggests that changes and alterations to the features of
any software are good, no matter when the changes come, early or late. These
changes could come straight from the customer or client or they may come
through testing and de-bugging of the product. Some features may become
irrelevant through development while other new features because major selling
points and core additions. Agile is set up in such a way that enables changes to
because of its flexibility and the four values. It does this through its constant
made quickly and efficiently because everyone is on the same page and nothing
previously discussed, (Zimmerman, 2003). Core mechanics are replaced; art and
audio styles change, and story or mission layouts are altered. These are all
positive things as it allows the game to grow and mature into a better-designed
and thought-out game. Without changes, the game would stick to a linear
development path, which would most likely follow the original design document
boring and possibly monotonous game. Agile becomes ideal for game
structured in a way that keeps communication and cooperation open between all
aspects of the development team. This can clearly be seen by the core values of
Agile which keep developers communicating, tell people to expect change, and
with the public will drive change as feedback and play testing are recorded.
Several ideas that were not thought of before or not seen can be captured
because of outside eyes, and feedback further enhances the game as a whole.
Clients should be as much a part of development as they can; this is not the case
The third principle of Agile elaborates on the periods of working software and
release of new or updated software from a few weeks to a few months, but
enthusiastic and creative then they will work more efficiently on software and
design it in creative ways that may work better than standard by-the-book-
public, they will know that a company is working and does care about its
product. Even if an update is small and only fixes a few of the smaller, less
important issues that currently exist, it tells the clients that work is being done
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and progress is being made. This is important in order to keep interest in the
For most Indie game companies, the developers will keep the public
apprised of all changes made to a game. They can do this through early access
strategies or other means. Developers will also make constant updates that fix
bugs that either were not found in play testing or that have arisen due to the last
update. If the game is in an Alpha or Beta, then the developers may create a
roadmap for the public to watch. Wube Software LTD., creators of Factorio, has
a roadmap on their page that states what features they are working on and when
they plan to have them done, (Forums.factorio.com, 2016). This is a very good
way of including the public and keeping them in the loop of development. It also
allows people to see if there is a large update coming that will take longer to
prepare than ones before. This way the public will not be surprised when a
longer amount of time passes without an update. The roadmap is also just a
guideline as new issues will inevitably arise with each update delivered and new
bugs are found. It is common that half way through a road map, the developers
push all future updates back a week or two in order to do a maintenance patch
that will clear up new issues. This is a very positive way to keep public interest.
world are most likely playing their games. They will usually release a game and
let people play for a couple of months, all the time gathering feedback from sites
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such as YouTube, forums, or other media that they can use as play testing.
Developers can then see if people come across any bugs that in-house
playtesting missed. The mass playtesting that happens around the world allows
AAA companies to make updates that can cover a wide range of problems from
updates covering as many issues as they can. After these updates they will most
likely start to release extra content (DLC, or downloadable content) and add to
the games experience; but as these are released, the process of playtesting and
patching starts all over again. These large companies do not have any sort of
roadmap or interaction with the public because they make so much money and
Business people and developers must work together daily throughout the
project.
developers and the managers or business people that are related to the software.
This is important because the business side of software keeps the capital coming
in as well as the products being sold. They also make sure that the developers
have all of the equipment needed in order to make the product. With the
equipment, the mangers also have to provide the software that is capable of
constant communication then all sorts of breakdowns can come along that would
affect the development and sales of a product. The main issue is that the
business people do not know what the software can do. If they do not know that
then they cannot market it in the right way to the right people and thus cut into
the profits that could be made. The other issues involve getting the developers
the right equipment for the development. Without that then the developers will
have a more difficult time creating the software, testing or packaging it, which
side of the games industry there are many of the same positives and negatives.
The first one being marketing, if the business people know the game, the
mechanics, art style, and story then they will be able to find the more effective
69
target groups. They will be able to focus their sales, whether it be young, older,
mature, sports, RPG (role-playing game) groups, puzzle, or other groups. The
developers. If the developers have all the software they need they can effectively
create the game and design it well. Without the proper software, they may need
to use work arounds that are buggy and glichy that cut into the game play and
pull the player out of the experience of the game. The business people can also
make suggestions based on public feedback on which way the game should go.
There are times that the public want games that focus on certain genres much
like music. One season can be space and sci-fi and another season it can be all
about the pirates. All of these positives and negatives will make it easier or more
difficult for the business people to market and sell the game effectively to a wide
range of people. The better designed a game is and the more well informed
every member of the market group is, the more sales that can potentially be
made. Communication is key between all groups of a design and business group.
Build projects around motivated individuals. Give them the environment and
support they need, and trust them to get the job done.
The fifth principle of Agile is about making the right environment with the right
motivated people on a team with the right support in order to make a piece of
software effectively and efficiently. For a creative team to work efficiently they
need to be motivated to do-good work and this motivation can come from a
variety of different things. Carroll and Morris (2015) outline these needs and
take these needs a step further, first in order to work their creative magic they
structure that allows that to happen instead of hindering it and holding them
back. They then must have a project that motivates them to work and be creative
in its design and development to work around problems that pop up and arise.
To create software they also need the equipment, tools, support, and goals that
lead to a finished project, without the proper tools they cannot make anything.
The hardest thing to provide for them is the proper environment. As everyone
work best with noise and things going on around them while others need
complete silence in order to focus. Some work best in groups and others work
best alone. While not all needs can be met at once, office space can be set up in
an intelligent manner. There can be sections that are dedicated quiet area to
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concentrate and work and there can be another area for group projects and
collaboration. There should also be a loose dress code for an office. Some
people find it easier to work when they are relaxed and do not have to wear a
business suit everyday while others like the professional feel a suit can give.
These are all things that need to be tested and changed to see what works best
office. One of the more common ways that is emerging now is system in which
everyones desk is on wheels and can be pushed around the office to work with
whomever they need to at that given point in development. Leo Kelion (2013), a
Technology reporter for the BBC, interviewed DJ Powers about Valve and how
they make it easy for employees to move around the office. This mobility allows
employees to work with anyone they want to on any project they want to, DJ
"We move around a lot and we don't want it to take a lot of time to do
that
"We form into teams based on need to complete a feature or complete a
game, and then we disperse into new teams.
"You just wheel it out of the office and into the freight elevator and go
up to whichever floor you need."
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This flexibility and mobility allows the work to flow naturally and gives the
designers freedom to move around to make their current work more effective. It
also takes less time to ask a fellow designer about something if they are right
next to you than searching around looking for them. In smaller companies, this
is less of an issue as there are fewer employees, so everyone can work next to
everyone and communication is a lot tighter and cleaner. When it comes to small
hobbyists teams, they would largely work on the game in their homes where
they are comfortable and relaxed which would result in their best work. The
larger the company and game then the more difficult it is to provide everyone
The most efficient and effective method of conveying information to and within a
messages, or letters, issues and details can get lost in translation. The loss of
understanding comes from either the way it was written or the way it was read.
Not only can understanding be lost due to sentence structure and word choice
but a person reading a message cannot know of the tone it was said in, (Segal et
al., 2016). The tone in which something is said conveys a lot of the meaning.
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audience to give responses to words. For example He said sun, the next person
said moon, and then stars and so on. His point was that while playing this game
it is very unlikely that two people say the same words because people hear the
same word but interpret it differently. Rami Ismail then goes on to ask the
audience what they think of when he says platform. He asked who thought of
3D side scrolling platformer, top-down platformer and then goes on to say that
the word platformer means nothing by itself. While designing and developing
sentences have the same and correct meaning to all members of the team,
(Ismail, 2014).
discussed in more detail with more clarity, questions can be asked and answered
face-to-face does not just extend to internal team members but also to managers.
meeting. This will clarify the issues to the managers as well as the designers,
where it can be found, how it can be triggered, and potential solutions. This
meeting will also allow time to be spent discussing the potential solutions.
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This is the same for game development; when bugs are found it is better
to talk about them face-to-face where they can be discussed and hopefully
resolved. Same with software this does not just extend to the designers. Face-to-
face meetings are also important for the managers of the game project and the
producers. If the producers are not happy with the path the game is taking, it is
best to tell the managers the course they want it to take. This will allow the
managers to contact the right designers for the changes. The same can be said in
reverse, if a designer or manager does not like a certain aspect of the game or
where the game is going. It is best to discuss these issues in person to the
people, Martin Onions (2017), made sure that in his day-to-day undertakings, he
talked to all developers to check their progress as well as how they were doing
in the company. He was able to find out about most problems in the game from
the developers themselves and find possible fixes in the next Scrum meetings.
Communication in any project, either software or game design, is the best way
discuss issues, clarify misunderstandings and give direction for the developers.
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suggest that it be measured by the amount of functional software that has been
made. This does not mean that the progress measured has to be a huge part of
the core software but any amount of working software is progress. Development
teams can document and write ideas down all they want but this is not physical
progress on the software and does not contribute immediately to the product. If
working software is available to managers and test teams then feedback can be
given to the developers on which direction they should take. Where only
documentation exists, the changes planned to be made to the software can only
on any piece of software, progress can be made and positive changes made.
test or assets to look at, alterations and feedback can be given to improve them.
The main point of a game is to have fun. The best way to test if a game is fun
is to playtest the game and to playtest it for fun, (Ambinder, 2009). There are
several ways in which to playtest. The two that will be looked at in this paper
are internal and external. Internal is when a company has hired people in the
specific role of game tester to test for fun, bugs, and balance. This is done in
order to keep a game undisclosed from the public but it is more difficult to test if
a game is fun, as the testers are professional game testers. The second way,
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public up to play their game or section of game. This allows for a wider range of
gamers to play their product and give feedback. This is great for testing if the
game is fun.
development team should be watching but not interfering or creating a false play
experience. Designers should keep an eye out for bugs encountered, issues with
the art or audio, and listen to what the player is saying while playing. As a
person plays a game, they say what they are thinking and this gives insight as to
their though process and how they are reacting or solving an issue. The point of
a designer watching the play tester is to take note of all the subtle things that the
tester does while playing the game, (St. John, 2013). This gives the designers
genuine responses and results but, because they are observed, there can be errors
when interpreting the data. The best way to combat this error is to have a
questionnaire that asks specific, while not leading, questions about their
experience and thoughts on the game, (St. John, 2013). These can be multiple
choice or circle as many as possible or even a rate on a scale from 1-10 which
can lead to generic answers. Alternatively, there can be sections where they can
The eighth principle is all about sustaining the practice of Agile in the
workplace so development never has to stop and the designers are not burnt out
pace indefinitely, (Tate, 2006). This is easier said than done as the longer a
project goes on, the harder it will be to keep focus and enthusiasm for a project.
At the start of any project enthusiasm and focus is high as the idea is new and
fresh and everyone has creative and game changing ideas that they all want to
put into the game or software. After core mechanics, art, and a design have been
decided and is in place then a pace can be set for the team to produce the game.
However, after a while this pace can become tiresome and boring. Long work
developing and managing the project as well as the use of meetings and
collaborating projects to keep enthusiasm and focus high. With these meetings,
everything about a project can be discussed from progress issues, possible new
solutions for issues that are plaguing the project. These meetings will provide
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designers with several ways to creatively approach an issue which will help keep
Another thing that can help keep focus on a project is short-term goals
game will be realised. However, with short-term goals, designers will always
have something immediate to work on. Bachan Anand (2011) discusses setting
short-term goals and letting game designers get on with their work managers
also show trust that they will get the work done and do it well.
designers trust and a challenging project will encourage them to do their best
work. Along these lines, positive feedback and appreciation for their work also
helps keep focus and enthusiasm on project because everyone likes to hear that
they are doing a good job. If something is challenging but not too challenging it
can lead to them learning new skills and testing the skills that they already have.
When a new skill is learned, there is always a sense of achievement. This feeling
overcome.
79
The ninth principle of Agile focuses on the quality of product. Since all
companies main goal is to make a profit and sell their products, (Denning,
2011) they must ensure that they are producing the best possible quality of good.
Engineering Excellence
Continuous Communications
These four principles can easily be applied to game development with some
exceptions. The first principle states that there needs to be policies and
procedures in place for employees. Policies and procedures are a set of rules and
principles that organizations use to reach long-term goals. These rules would be
(Luthra, 2016).
training start with induction at a new company by helping new employees learn
80
what is to be expected of them and the policies and procedures the company
employees will work with each other learning from and teaching each other
just a few employees on new equipment, they will in turn be able to train other
they are able to learn a wide variety of skill and contribute more to projects.
Vaughan 2006). Gill and Vaughan also argue that engineering excellence is
They quoted that the excellence of the workforce is critical to the safety of
important to both manage the quality of product being created and the
and believe that he or she is responsible for the success of the Agencys
These two roles between employees and the organization make sure that
work that they are doing and take responsibility for their work. The company is
responsible for supplying training, supplies, and environment for the employees
to work.
By demanding this high quality right from the start of any product,
designers should get into the habit of always giving their best efforts in
producing their finest work. As developers gain more experience, this workflow
of high quality will become natural to them and allow them to produce more
82
work at either the same quality level or higher, consistently. This allows
designers to be very agile in the way that they work and permits them to
The tenth principle of Agile is about maximizing time allowed for development
as well as efficiently using the time a team does have. If a team knows that a
improved feature of piece of code, they should skip to the better version right
away. If a team can skip a step without compromising stability or quality then it
should be done but only if it can be done safely. In game design, a mechanic that
is originally thought of as a great idea but later becomes apparent is not, should
be cut from the game immediately. This cut can save testing time in the future.
Some mechanics need to be tested in order to gain an idea if it will work or not
with the rest of the game. If it does, then continue with development; if it does
not, then cut it immediately and shift the focus to something productive. Agile
calls this process of deciding what is important and what is not MoSCoW, which
stands for, Must have, Should have, Could have, and Wont have this time,
possible. Simple is easy and safe; there is no point in making a system overly
something going wrong and needing additional work and focus to fix and
stabilize. While designing any game it is far better to make mechanics, art, etc.,
teams.
The eleventh principle is focused on the team aspect of companies and states
that self-organizing teams are ideal for companies that use Agile. The strength in
a self-organizing team comes from its ability and enthusiasm to work together
and use their creativity to imagine, design, and build the best work possible.
Self-organizing teams have the option of moving people around into different
teams as they see fit. If one team has too many artists and another has too many
coders then they can move people around so each team has the best composition
for that point in development. With a wide range of various skills and
design that is currently being developed. With these many different perspectives,
Figure 6, Tribes, Squads, Chapters & Guilds, Kniberg and Ivarsson, (2012)
85
others can bring many things unseen to light. These unseen things can alter any
design greatly, either adding features or avoiding potential issues that will hinder
progress.
way of handling their teams, but it is effective, (Kniberg and Ivarsson, 2012).
Their teams are comprised of tribes, squads, guides, and chapters each with their
A squad is a self-organizing team with all of the skills and tools to design
and develop a part of a system in the overall product. Each squad has their own
individual part to develop within a certain field like coding, art, or audio design.
They also decide on the best way to manage themselves, as well as distribute
workloads and how to communicate with each other. Squads do not have
designated leaders but they do have a product owner. The product owner
collaborates with the other owners to make sure their work is coherent and is not
overlapping with what other squads are working on, (Kniberg and Ivarsson,
2012).
coding or art, but each tribe has a different focus than the others; one tribe would
be in charge of the coding and another in charge of the art. Tribes meet regularly
to talk about progress that is and is not related to the product, to share skills, and
new learning opportunities. The problem with this autonomy is still a lack of
86
communication between squads and tribes. This is where the chapters and guilds
A chapter consists of every member from a specific area, coding, art, etc.
across all squads and all tribes. They have regular meetings where they discuss
their work, issues, and work arounds or fixes. This keeps all members of the
same field in communication so if squad A found one bug but the fix was
discovered by squad B then this fix can be communicated to every other squad.
meet ups and keeps things in order. Guilds work more organically than the
others do as they span the company as a whole. There are no specific fields
welcome to the meetings. Guild meet ups may be geared towards one specific
task such as coding or art but anyone can join a guild. This allows members to
keep learning new skills and stay up to date with development in other areas of
the product.
squad has the composition they need. Tribes are similar in their structure as
squads. This structure also keeps the squads and tribes in constant
87
communication with each other through the chapters. The guilds provide
At regular intervals, the team reflects on how to become more effective, then
The last principle is about reflecting on how the management structure worked
several times during the production and, more importantly, altered to be more
effective. This process must happen at several stages during a game or software
because as the game evolves and grows so should a team and the way they
flexible with the team and the project. Martian Onions (2017) explained how a
small Indie company he was working for had to change from a developmental
company to a publishing company because they did not evolve their methods.
They changed because, as he stated, was less work for the employees.
The first time this reflection process should take place is when the team
is at the very start of development and is out of the idea-gathering phase. They
should analyse how the ideas were developed and created and ask if there are
better ideas still out there or if some need to be culled. Reflection should
examine if they spent their time efficiently while in this initial idea phase. The
88
next few times should be during development as each milestone is reached, such
as when core mechanics being designed and tested, when art and audio styles are
decided, and when the story is in its initial development. The last few stages of
reflections should take place towards the end of development to analyse how the
whole process was carried out and what could be done better for the next
project. Questions that should be asked are: Was our time used effectively? Did
in our design? Did the people in the teams work well together or was there
tension between team members? What were the reasons for this tension?
analysed during and after development, then the teams will continue to make the
same mistakes or have the same inefficiencies instead of finding the mistakes
DSDM
methodology that is mainly used when developing software and follows the
Agile, aiming toward team empowerment, iterative design, and frequent update
participation. These principles differ from Agile in that they are more
development-focused and less team and client driven. Despite this, DSDM
continues to push the design teams for iterative and innovative software
development. Nine principles and seven steps form the core of DSDM,
1) Pre-Project
2) Feasibility Study
3) Business Study
6) Implementation
7) Post-Project
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Both the principles and the steps focus toward the development of software, not
the team or client base. These steps mainly outline how the production of a piece
development methodology for models developed in the 1970s and the 1980s
growing knowledge basis by the developers and emphasized the growth and
user interface development. The positives of RAD are better quality product as
well as better risk control and more projects being completed on time and within
budget. The downsides are using a new way of approach, spending limited
resources and time, there is less control over the project, poor design as it
focuses on prototypes and not the overall picture, and it has trouble handling
After the Agile Manifesto was designed, DSDM changed a few of its
DSDM development cycle was before Agile and what it evolved to after the
that had fixed functions, interfaces, mechanics, and system but allowed for
varied amounts of time and resources for the development of the software. With
DSDM also has varied time and resources, which is bad for several reasons.
With varied time, a fixed function, and the poor enthusiasm to work on the
project, projects will most likely run over time costing extra money without any
increase in product design. The varied resources can both be a positive and a
negative. The resources provided can be either too low or high. Too low means
93
the developers will not have what they need to design the software properly.
Whereas, if they have all the resources they need they will be able to develop
any part of the system without using time to request additional resources.
The new revised DSDM use principles from Agile, such as technical
excellence, active user involvement, etc, which completely reverses the system
allocated like this it means that with a variable function the developers can focus
on the most important aspects of any piece of software and when those are
completed, work on other systems. This focus enables to team to work on what
they feel is most important. With the time and resources also fixed, the team
knows when they need to have a functional product and what resources are
available to make this happen. Fixed time scales encourage developers to get the
product done by the due date, which also pushes the product forward and gives
the developers a challenge when designing the systems. The resources available
needed, which keeps costs down, increases profits, and provides another way for
Scrum
be focused on and in what way. Scrum takes those principles and organises them
into a cohesive plan that a team or company can use to design a piece of
between teams, managers, and producers. It lists out a set of steps that should be
followed. As a company uses Scrum they can alter and make changes that best
each with its own unique changes. Changes can be either positive or negative
product until the final releasable version is achieved. Scrum encourages creative
There are three distinct roles in a Scrum: Product Owner, Scrum Master,
and the Team, (James, M. no date). The Product Owner is the person with the
overall vision of the product. According to James (no date) Product Owners
have the power to alter that vision but they should not interfere with the creative
95
development process of the teams. The Scrum Master is a leader whose role is to
communicate to the Product Owner about the work being done; similarly, it is
their job to remove any impediments the team may face. They are not there to
manage the members of the team, but rather to ensure they progress smoothly.
Meanwhile, the team is the core of Scrum where all of the development takes
analysts. Having members from a range of fields allows each team to be self-
The Scrum process is simple and easy to alter if a team works with a
different variation of workflow (Scrum Alliance, 2016). The process begins with
the Project Owner creating a wish list comprising of all of the features desired
in the software or game. These features would include game mechanics, play
style, art and audio themes, and win/lose conditions. The second phase includes
the team pulling a few items from the top of the list and working on them during
what is called a sprint, which is two to four weeks long and involves the team
implementing those features into the software. The major factor about this step
is the team deciding the best and most efficient way of implementing these
features. When a sprint is completed, the team then reviews the progress made.
The team then takes some more features from the top of the shopping list and
96
starts the process again. At the end of each sprint, the prototype created by the
customers.
James (no date) discusses throughout the process that the Scrum
Manager works toward removing obstacles that keep the team from being
productive as well as keeping the team members focused on the work. The team
also has a Daily Scrum, which is an everyday meeting to review the work and
progress of that day. They make changes and alterations to their workflow or
focus at this meeting and decide where the current features need to go in
development. These short cycles of development help to keep the team engaged,
focused, and enthusiastic on work due to the time constraints of each sprint as
well as the changing of features that are developed in that time, which brings
enhances the iterative design approach. By using this design methodology, the
process of sprints allows the teams to develop a feature and at the end take
advantage of the analysis step. This analysis step allows developers to determine
(2017) said in an interview that scrum works very well with game development.
follow and not follow without fully understanding what each principle brings to
a scrum sprint.
2016), the day-to-day process in a scrum has a few steps. The first step being a
daily scrum meeting where the team synchronize activities and ask specific
questions. This meeting should only be about fifteen minutes long and in a
consistent time and place. The questions that should be asked during this
meeting are: what did I do yesterday that helped the development team progress
towards the sprint goal; what will I do today to help the development team
progress towards the sprint goal; and, do I see any obstacles preventing the
development team from meeting the sprint goal. These questions are intended to
allow the development team to analyse where they are and project what
Scrum Alliance states (2016) that after the main daily scrum is
for the days development, how to adapt to situations, re-planning, and how to
scrums are, it eliminates the need for other meetings, improves communication
small company of about seven people used Scrum and their day-to-day tasks
within it. He said that they started out by checking what needed to be done on
management site where developers can make lists, upload data, and organize
files easily, (Basecamp, 2017). The employees would check Basecamp and see
what needed to be done in their area and would then proceed to develop it. Once
they have finished a task they would upload the task onto to Basecamp for other
feature was finalized and approved, it would then be merged with the game.
Cabal
The Cabal system was fully realized by Valve when they were having troubles
developing Half-Life (Valve L.L.C. 1998). They needed a new system of having
meetings and deciding which features made it into the game. With only a few
months left of development and un-happy with the progress, Valve developed
new ideas, flushing out bad ideas, and keeping progress at a steady pace. The
working on a game project. Everyone in the Cabal has equal say and no idea is
thrown out right away. Rather, every suggestion is written down for further
consideration. The members of the Cabal can differ meeting to meeting, but the
leads of each specialised team will usually attend. This constant overseeing of
the proceedings ensures that the meetings will stay on track, previously
discussed topics will not be brought up continuously and game information will
with a very large document containing every idea, mechanic, story, art
outlining every possible aspect the game could include, no matter how silly or
far left field the idea may appear, (Birdwell, 1999). This document gives the
developers an idea of the direction the game will take at the very start. After this
document is created the members of Cabal then start to remove the ideas that are
non-cohesive, not possible to create, or, ultimately, bad ideas. They will then go
through the document and pick out the strongest of the ideas, the ones that can
form the backbone of the game, and focus on enhancing those concepts.
mechanics and game levels, as well as the story. As the prototypes are
completed and the backbone of the game takes shape they will then have another
Cabal meeting and discuss what they like and what they do not like about the
prototypes. This discussion then leads to changes in the main design of the
100
game. This may lead to casting off ideas that were once considered vital to the
project but have now been made obsolete; or, conversely, the re-introduction of
ideas that were once thrown away. At this stage of the Cabal, the entire original
backbone of the game can be ripped apart, analysed, and re-structured based on
some cases, the whole base of the game changes because the prototypes were
simply not fun or had difficult controls. The Cabal system keeps the games from
going down a path that will not lead to a successful game. Cabal will also stop
the game immediately and make it take a new shape, which is fun, functions
gracefully, and is controls smoothly, if the original game does none of those
iterative design process employs. Each idea, prototype, and function is tested
Chapter 4: Discussion
Managing a digital game company and the employees that work in one requires
understood there needs to be a structure within the company that outlines project
schedule for each employee to follow that includes, production periods, meeting
development structure and the iterative design processes should work together in
allowing employees to develop, analyse, and improve the game as needed. The
structures discussed above and the iterative design process have much in
102
common. The most prevalent of these is their similar project life cycle. A project
life cycle generally has four main steps: the initiation phase, the planning phase,
the execution phase, and the closing phase, (Watt, 2014). Adrienne Watt (2014)
discusses each in detail; they all follow the same principles as the iterative
design process with the review, and analysis periods taking place in the
with planning, prototyping, testing, finishing, and then repeating the process for
future features, (Scrum Alliance, 2016). The methodologies discussed all use a
with each other to amplify their strengths. These strengths being project
management.
While working for a small Indie Company, Martin Onions, (2017), had
experience working for a company that had a poor file sharing system, and did
not evolve or constantly analyse their work. He explained that they used
TortoiseSVN a file and art sharing system and every time anyone wanted to
submit a piece of work they had to fill out a report that was long and tedious. He
said that these reports just piled up and created excessive paper work that no one
could sort through and took away from time that could be spent working. Martin
eventually left this company due to the, [] file sharing and report networks
were very disorganized, and he said they didnt evolve their management or
unwilling to evolve, they soon after his departure, changed from a development
company to a publishing firm because it was less work for the employees.
developmental structures can cause several issues. One such issues as Martin
and file sharing structure. If such issues are not addressed and fixed then the
system will get bogged down and employees will have difficulty finding what
they need for their work. If issues such as these are not addressed and fixed soon
issues are just as bad. Martin Onions (2017) also talked about how the teams in
the company were unbalanced and that sometimes artists would have to fill in
for other roles such as coding. This type of issue can be solved by better time
management for individuals within a team and how they proceed with their
work. They must decide effectively and put the tenth Agile principle into effect
which is, [] the art of maximizing the amount of work not done, (Beck et al.
2001). Artists can do this by creating models and textures that are optimized
from the start instead of having to go back and re-do work on previously
finished models; and coders can make code that is stable and efficient the first
these inefficiencies and keep the project life cycle from being disrupted. There
are several ways to help keep a projects life cycle on track. One of the best
ways is to keep communication clean and clear. While working at a small Indie
company Trygve Bjellvaag (2017) said that their communication evolved from
sending emails to each other to using skype on a daily basis, then to using
networks are an example of teams analysing where their weak points are and
attempting to fix them. This enables future projects to run more smoothly.
Analysing communication networks alone is just half. The other half is evolving
methods used while developing. Ian Thomas (2017) discussed when he was with
a small Indie company that had just formed had trouble finding the method that
worked best for them. They started using bits of Scrums and bits of Agile;
cherry picking what they felt would work the best. As they progressed in their
development, they realised which bits did and did not work and realised which
principles or steps they were not including that they needed to be.
the only analysis that needs to happen. Developers and managers need to also
improve the way they work. These improvements will carry on to future
105
developmental projects and continually improve the efficiency of the teams and
Chapter 5: Conclusion
The effectiveness of these networks are based on the efficiency of lines of
Hobbyist, Indie, and AAA companies have differing number of employees, they
all have the same goal, to make games. Hobbyists have three to five members,
have less than fifty employees and larger indie companies have less than 250
which means many teams, and supervisors that brings about a large structure to
keep everyone updated with all the relevant information they need, Ian Thomas
(2017) shows this in Figure 2. These three company types, while having the
same goal, need different management structures that suit their number of
employees.
networks have their upsides and downsides but clear understanding of the rules
107
and procedures of a company will limit the issues caused during development,
being used by any type of company these are all key aspects they need to
employ and enforce. These four simple principles will ensure a company has
morph and adapt while providing a constant product, a creative industry needs to
be able to morph and adapt to the development team and the work they are
The small teams of hobbyist developers are the easiest to manage. With
three to five people, there are few lines of communications and the team can be
in chapter one, (Pettinger, 2001). Either the team can appoint one person to
gather all the information and pass out work in a centralised network; or they
108
can use a decentralised network and pass information to everyone and all decide
together on what work needs to be done and in what order. There are other
networks that can be used such as Flat, or Briefing, although these may be better
Small Indie companies that are less than fifty employees can elect to
stick with a single network or could branch out and use a matrix structure. The
individual networks that they could use would be the Briefing network,
(Pettinger, 2001). These four networks all allow information to pass between
developers with ease. Small Indies also have the opportunity to use matrix
systems. They have enough employees and teams that they would be able to
Briefing and Decentralised matrix, Flat and Decentralised, and a Flat and
Briefing network. The networks listed subsequently are laid out so the primary
structure is first and the secondary structure last. In a Briefing and Decentralised
network, the lead game developers would hand out briefs to either managers of
teams or every employee. The teams would then use a Decentralised network to
between the developers within the secondary network. Managers of each team
would be able to communicate with each other as well as lead game developers
109
continuing the flow of information in a structured form. As has been stated these
networks allow clear communication between parties and provide an ideal arena
for agile methods. With a Flat and Decentralised network, the teams would work
and communicate the same but the company as a whole would have less
the employees of the company would decide and agree on the direction of
games, the company, and workloads. The last matrix system, a Flat and Briefing
network would work with a few individuals leading the company that give a
design method within a company that would ideally employ Agile approaches.
A good example of this is Supercell. They do not have any immediate head of
the company but all work in teams. When a team believes they have a prototype
they feel can be taken further they present the idea to the rest of the company,
every other team, and everyone then votes if they should proceed with that idea.
If they do then every team works together to build and release the game. The
team with the idea become the managers for that game and give the brief to
develop it. They take advantage of the creative freedom the Flat structure
Larger Indie and AAA companies will either need to use a singular
teams and managers. The main network that allows for this is the Hierarchal
employees. It is, however, a very heavy network with a lot of maintenance. The
information, and allows for division of work. Larger companies can take
Decentralized. The Hierarchal network allows all the managers to meet and keep
the flow of large amounts of information freely among teams and lead
information between team members allowing for a more relaxed but efficient
The matrix structures suggested above are just a few examples that can
network to use it will evolve to adapt to the needs of the game, employees,
Future Work
level. Management at a smaller level would include how leaders encourage and
promote productivity and creativity. Leaders can be broken into two category
types, type A and type B. A type A leader is someone who always wants
things done their way. They keep all of the information to themselves if they
can, answer few questions and maintain strict control, (Boy Scouts of America,
2009). Type B believes I sharing all information with everyone. They want to
enable their team to use all of their talents and creatively find solutions for the
problems at hand. They also encourage and assist in the problem solving and use
There are method of teaching and leading groups of people as well. Two
of these are referred to as teaching and leading E.D.G.E. E.D.G.E. stands for
four simple words in which to teach and lead teams; Explain, Demonstrate,
Guide, and Enable, (Boy Scouts of America, 2016). Explain includes the leader
of the team explaining the task the group is performing and possible ways to
accomplish it. The leader then demonstrates a way in which to achieve the goal
or shows a method which one could use. While the members of the team try the
task, the first time the leader watches and guides them as they continue and
how to complete the task or understand the methods to use, the leader then
112
enables the members to proceed on their own. The position of where the leader
development for a team. The four stages are, forming, storming, norming, and
performing, (Boy Scouts of America, 2016). Figure 9 shows the four stages and
their respective phases the team goes through as well as where they are in
E.D.G.E. During the forming stage, the team has high enthusiasm for the tasks
ahead of them but now training and low skill in accomplishing them. They do
not have a common goal. When the team is storming, they are frustrated because
they have low skill and so enthusiasm drops in the team, they are butting heads
with each other on what the common goal is. As the team progress, they enter
the norming phase where they are learning the skills and understanding what
needs to be done. At this point, they are starting to understand what the goal is
and the path they need to go to achieve the task. When they enter the performing
phase they are now working as a team and understand the skills and concepts,
113
they need to, to achieve the tasks. At this phase, they are now working towards a
team could help foster and encourage creativity in the game design industry.
Methods could be analysed as well that are employed by Agile at a team level
and how effective they are on a smaller scale compared to the larger company
scale. These methods could be compared to the methods that the Boy Scouts of
America teach and employ at training camps such as Wood Badge and NYLT,
(National Youth leadership Training). These training camps and how the Boy
114
Scouts trains leaders is relevant to management in that they teach people how to
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