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Showing posts with label studios. Show all posts
Showing posts with label studios. Show all posts

Wednesday, 8 May 2013

GUEST BLOG - AJ GRAND-SCRUTTON: With Great Power Comes Great Responsibility

When I was asked to write a blog post about something I feel passionate about in terms of game development there was something which was very prominent in my mind: the way in which people are treated in the so-called chain of command.

                                                                                                          (Aj - right)
Looking at my career and the careers of my friends, it feels that the higher certain individuals move up that chain the more they behave like assholes to those below them. Whether this be seniors, leads, producers, directors, it was always the same, suddenly a holier than thou attitude of “Well, I’ve got a more important job title so I’m better than you,” appears.

One thing I didn’t understand until now is that job titles are just words. Since Dlala was formed last June, Craig [Thomas, co-founder Dlala Studios] and I have had an assortment of titles each. I’ve been Creative Director, Chief Creative Officer and now Chief Executive Officer and for the majority of that time we were the only two full time staff members!

Don’t get me wrong, job titles can serve a good purpose. Having roles defined can be a good thing, but not for the purpose of forcing authoritative nonsense down the throats of incredibly talented, and often underappreciated, individuals. Job roles, and their titles, should be seen as a driver and a reward, not as a stamp of power. Looking back on my own career now I can think of one time in particular that I had some absolutely horrendous arguments over a ‘promotion’. Reality was I was already doing the job itself. All the tasks, responsibilities, etc… they were all mine already, but I wanted that job title, I wanted that stamp of approval that acknowledged my hard work and effort. Not to feel superior to anyone but to know that I was progressing and recognised.

I should point out at this point that this isn’t the ranting of some disgruntled developer, or a chance for me to take cheap shots at people. This is a post from someone who has moved into a role which is more focused on production/direction/management. And in that role I try to remember the following two points every day:

1              Protect Your Team
“Congratulations! You’ve been promoted, you are now a manager.” What does this mean? This means you now have a responsibility to protect your team no matter what. The second Craig and I started hiring people we noticed a massive change of focus onto the security of our little family at Dlala. We know that if something went wrong tomorrow we could get back in the parents’ garages and start again, but now we won’t let it happen because we have four amazing guys who count on us to keep this studio going.

It’s not just about job security, though, you need to protect your team from blame. Reality is everyone fucks up and it shouldn’t be seen as a bad thing. The second you are scared to make mistakes is the second that making games becomes hard. Most important of all, protect them from yourself. It’s easy when you are being shouted at to turn around, blame your team, and then take them into a room and unleash on them. Your team should never be told, “If you don’t do better you will probably be out of job,” because it should never get to that point. Fear is an awful, unproductive motivator.

2              You need them, they don’t need you
How many successful projects have been made with just a producer, just a director or just a manager of some type? NONE. Now how many projects have been made by a single developer or a developer/artist combination? A metric fuck ton. Just remember that without your staff there is no game but without you there still could be.
As I said this isn’t a post for me to slag anyone off and this is definitely not me saying I know best. This is a post for me to warn myself and a reminder of what I don’t want to become.

This blog was written by AJ Grand-Scrutton, CEO of Dlala Studios. Visit http://dlalastudios.com/ for more information or contact AJ on Twitter @dnost.

Wednesday, 24 April 2013

THE AGE OF DISCOVERY

Discovery is a big buzzword in the games industry. As the digital marketplace has expanded and platforms have multiplied, the floodgates have opened for developers of all ages and sizes to create relatively cheap games and market them directly to millions of gamers across multiple territories.




That’s the good news. The bad news is this means the volume of games now being released has grown exponentially and the process of discovering them is now a bit like hunting for a needle in a haystack. It’s easy to understand why some developers feel it’s nothing more than chance that seals the fate of one game over another. It’s not.


The onus is on the developer to enable gamers to make these discoveries; in the same way that big budget marketing campaigns could be accessed to enable gamers to discover blockbusters under the old order. Without developers enabling discovery, games won’t make it into the charts, gamers won’t buy them and months, if not years, of hard labour will go to waste.


Developers should also understand they need to do more than just promote their games. They need to start promoting themselves, too.  Developers who are able to get the world to take notice of their talent are doing themselves a big favour when everyone is competing for attention. Developers by nature aren’t extroverts, but more are going to have to go against their instincts and learn to shout from the rooftops. They need to get social – they need to use Twitter, Facebook, LinkedIn, Google+, Pinterest, YouTube and Vimeo to promote themselves, their talent and their games.


Sitting back and relying on others to talk about their games just doesn’t cut it in this digital marketplace. Why is this so important? Think about any studio with a famous figurehead. Peter Molyneux at 22Cans? Now think how infinitely easier it is for a well-known, media friendly developer to attract that vital first burst of attention to his or her creation. Heard of Curiosity? Exactly. Every snowball has to start somewhere!


The UK has a fantastic pedigree of being at the forefront of innovation and creativity in the games industry. Indie studios are doing some great work but they’re not being recognised for it. They haven’t yet been discovered. It's time they were. It’s time these studios made themselves heard and, in turn, used their voices and talent to energise others within the industry.


A great place to start is Develop’s Indie Dev Marketing conference on 10 July; it launched last year specifically to help indie developers understand – and use – PR and marketing to take their games and their studios to market on limited resources. I’d also encourage all indie studios to enter the Develop Indie Showcase, whose sole aim is to help new studios get discovered. The deadline for entry is 13 May and all of the information can be found at www.developconference.com.


ENDS


Susan Marshall is content director for the Develop in Brighton Conference – 9-11 July, 2013. Speak to her susan@tandemevents.co.uk