Breaking The Wheel

Founding

A picture of interconnected gears because critical mechanics are interrelated and stuff.

What Makes This Game Tick?: Prioritizing Development Using Critical Mechanics

One of the hardest aspects of managing game development is prioritization. And nowhere is prioritization more difficult than in the earliest days of a project. If you don’t know what your game is, how the hell are you supposed to prioritize the work? I’ve struggled with this problem in the past and eventually ended up stealing a solution from the start-up world in the form of something I like to call “critical mechanics.”

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A picture of a factory, which are parts of institutions, which sometimes create conflict of interest. Also, scrum.

Conflict of Interest: The Fancy Mess of Scrum, Part 3

In Part 1 and Part 2 of this series, I talked about the functional issues of scrum. In this post, I want to talk about the larger, economic problem with scrum. Namely, what was once an idea designed to support other industries has become an industry unto itself. And with that comes what economists would call a “conflict of interest.”

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A picture of a bottleneck, because auteurs bottleneck stuff

Bottlenecks and Hindsight: Why Auteurs Make Horrible Economists

This post is about an empirical issue: the economic cost of being an auteur. When I originally posted this entry on Gamasutra back in 2014 it was not without its detractors. David Jaffe even dropped a line on it, saying he thought it was neat, while simultaneously implying that I was full of shit. Nonetheless, in retrospect, I still feel this idea is worth considering in an industry like ours, one that consists of both public personas and massive-team-based endeavors.

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Perfection Is The Enemy Of Productivity featured image of Paste Pot Pete

Perfection is the Enemy of Productivity, Or: Why You Should Be Like Stan and Jack

I will continue to tell anyone who will listen that Jim Collins’ Good to Great is the best business book I’ve ever read. Or, at least I will until I read something better. And in that wonderful tome, Collins’ presents a mantra: good is the enemy of great. His meaning: by being content with simply eeking along (being good), you will never take the steps necessary to be great. I totally agree with him, but I think there’s a corollary: perfection is the enemy of productivity.

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Black Shell Media Corporate Logo

New Guest Post: If You Want To Lead, Know Your Values

This week’s post…is hosted elsewhere. I wrote a guest post for my new friends at Black Shell Media. The post, “If You Want to Lead, Know Your Values”, is about a topic near and dear to my heart. Values matter to any organization, no matter the size. They matter from a company culture standpoint, certainly. But they also matter operationally and strategically. The most successful companies in the world have well-defined corporate values. But what are their values and, more importantly, how should you pick your own? Click this link to read on!

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A picture of guest post author Tom Ketola

Real World Contract Law

If you’re both the entrepreneurial type and the game developer type, then Tom Ketola is your guy. Tom and I were brothers-in-arms at Wideload Games, where we shared a love of profanity, terrible fashion sense, and a complete disregard for status quos. Tom’s career includes stints at Activision, Jaleco, Konami, and Midway. And that’s just his career in the games industry. He’s also been involved in a number of start-ups, and seen the good, the bad, and the ugly of contracts. After reading my post about conversations for studio co-founders, Tom had a, shall we say, voluminous round of comments on the nuances of shares, acceleration, and vesting. Rather than abandoning me to badly interpret his thoughts, he took pity and offered to share his experience with all of you. I leave you in his capable, knowing, manly hands. Enjoy!

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A picture of the elephant in the room, something you need to deal with when starting a video game studio

Strong Fences Make For The Best Neighbors: Conversations for Co-Founders

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.

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