I. Love. Aphorisms. Sure some are pure hogwash. But the really good ones convey a lot of truth in a small space. In this post, I gathered 5 of my favorite quotes, and explain how they relate to effective management.
I’ve been busy guest posting over the last few weeks. And rather than quickly pinch off a lackluster post for this site just for the sake of posting, I’m instead going to talk about what I’ve been up to, and where you can find it.
This post about five forces analysis originally appeared on my old blog and Gamasutra. I find that it’s as relevant today as it was then. Mobile is still a hot bed of both independent and publisher-backed development. And for good reason. There is a massive addressable market and mobile devices have high user engagement. Mobile also supports smaller test launches and rapid iteration, meaning that developers and publishers can treat mobile games less like products and more like businesses. Add to that the lack of any marginal production or distribution costs, and you have a super-sexy platform. And that’s exactly the problem. Mobile is so attractive and so accessible that the market place is perhaps the purest example of “perfect competition”, the yin to a monopoly’s yang.
In Part 4 of “Game Planning With Science”, I’m going to wrap up the statistics primer I started in Part 3. This time, I’ll cover one of the most fascinating aspects of statistics: the Central Limit Theorem. Why does one aspect of statistics deserve its own post? BECAUSE IT’S FRIGGIN’ RAD, THAT’S WHY! Also (and probably more importantly) it allows us to make predictions when planning games, even if we don’t have a lot of data.
In Part 1 of Game Planning With Science, I covered the fundamentals of operations management: critical paths, bottlenecks, and Little’s Law. If you haven’t read Part 1 yet, I suggest you do. Unless you’re familiar with the equations behind those concepts, Part 2 will be a little tricky to follow. But if you’re up to speed, read on. In Part 2, I’m going to walk you through how to assemble a capacity chart. You can use capacity charts to optimize your character art pipelines and add resources where they will do the most good.
Managing any long-term project is already hard enough. Throw founder conflict gasoline onto that blaze and hoo-boy. It’s impossible to effectively manage production if the studio owners are infighting, politicking, and not working as a cohesive unit. Disagreements and arguments are fine, even healthy. But if the studio owners don’t have a shared vision, the path ahead will be littered with bad blood and tears. If you’re thinking about or are in the process of starting a video game company, taking some time to ask tough questions up front can save a lot of heartache.