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Wednesday, March 10, 2010

GDC 2010: Communication scaling – how to keep people talking to each other

View powerpoint presentation: http://www.gdcvault.com/free/category/








This talk was an overview of rapid team growth from a producer's perspective. Gave example of organizing bigger teams over various projects. Used Fear 2 project as the example project. Overnight, it went from a team of 22 to a team of about 60. 
Having middle producers in a large team "can create a bad Chinese whispers-style communication line".
Core rule set for effective communication
·    Know your subject

o   Don’t bullshit
o   Facilitate the people who know the subject to communicate with each other
·      Trust

o   No trust, no listening, break down in communication
o   Build trust by being honest. Even the painful stuff.
o   Be as transparent as possible. News filters very quickly – let people understand how you got from point A to point B.
o   Treating everyone with respect.
o   Follow up – make sure if you task someone to do something, that it’s followed up.
·      Consistency

o   Getting communicators on the same page.
o   Be consistent with communication and be on message.
o   If there are disagreements make sure you come to consensus and then run with that.
o   When there is huge dissent make sure you talk through it and come through to some sort of understanding.
o   Inconsistency is one of the easiest ways to break trust.  
·      Up & Down communication

o   You need people in the trenches moving forward at all times, so you need to make sure they are in the information loop.
o   You need upper management in the loop so they don’t keep messing with you at the last minute.  
- Forgetting to effectively communicate upwards is the #1 issue many producers screw up.-
- A friend described working with upper management as trying to  "Avoid the Eye of Sauran" In other words this guy’s management group wasn’t effectively managing upwards.  
·      Core Rules

Adapt – as a producer you are dealing with lots of different types of people.  For example. People who don’t open emails – if you know he doesn’t have email open you need to find another way to adapt and communicate to the people you have.

·      Being efficient

o   Get to the point as quickly as possible
o   Summarize at the start when presenting or in meetings, move on to the meat later.
- This is important when managing down since you don’t want to waste the time of the doers in your team.
-  Equally important is communicating upwards, as the amount of data grows hierarchically when moving up the ladder.  Sumarize!
·      Full team involvement

o   Make sure your team know why descisions are being made
o   Include many people in the descision process where possible.
- Doesn’t mean giant meetings.
·      Targets?

o   Identify core communicators in your team.
- These are the conduits for communication to flow up and down.  Use this to your advantage. People who have trust with team.
o   Communication must start and end with the people who are getting the work done. These are the ones you really need to ensure are being communicated with.
·      Classifying Communication

o   Active vs passive (push) communication.
- Active is when the user is pulling data and getting data for themselves.
- Push is when data is getting sent to you (eg. IM, email).  Push becomes noise super fast (eg.email)
·      Types of Communication

o   Face to face
o   Larger meetings
- Ensure they are goal oriented
- Send out agenda first
- Keep them short. Anything over an hour is painful!
- http://tobytripp.github.com/meeting-ticker/
- Must ensure there is FOLLOW UP
o   IM
- All external IM clients are not secure.
- This speaker uses ‘spark’ – internal IM client.


o   Prioritized hit lists
- This project created a bunch of strike teams – figure out what you need to do for that day or week and will post it to the wiki. So everyone at a glance can see what everyone across the department is working on.
o   Game play throughs
- Goal oriented
- Send out agenda first
·      What are we playing?
·      What are we evaluating?
·      What type of feedback is required?
·      keep them as short as possible.
·      Documentation

o   Everything they do is on their Wiki. Great way to communicate to those outside the strike teams.
o   They use ‘CONFLUENCE’ which works well with JIRA
- Forums
- Push notification
- Can embed and edit excel and word documents.
·      Status updates (weekly)

o   It can be really long, but keep simple and break it down. Mostly combine all related updates from teams.
* Executive summary
·      Key personnel
·      Key dates
·      Upcoming dates
* Updates
·      Main things changed from past week                 
* Issues and risks
*  Key Dates
·      Milestones etc.
*  Discipline updates
·      Updates divided by physical groups
* Strike team updates
*  Fully fleshed out risk list
·      Go into much further depth for risks
*  Deliverables


Example of team;  "Fear 2"


-       identify features (audience ambience, weaponry etc)
-       identify strike teams (and each strike team lead)

o   strike teams take full ownership of feature
o   smaller more manageable teams
o   decisions were not bottle necked with a few key individuals
o   not everyone created equal – there was an approval process.
-       Main push

o   4 level strike teams
o   floating content strike team to supported other teams. Acted as consultants.
o   Also acted as ‘contractors’.
o   A good mix of junior and senior folks. Had to be self sufficient and self motivated. One person who knows the technology and also understand how the team works.
o   Approvals process
* Play throughs of level at predetermined intervals or when the team asked him.
* One on ones with principal designers if issues popped up
* Each week a level was singled out for the team to play.
·      There is no stronger motivation than peer disappointment! (peer accountability)
·      Empower people to push their peers into a better place
·      Anything that could be broken down into functional group we broke it down
o   Weapons
o   Characters
o   UI
o   Core Combat etc.
·      Had owners called Strike Team leads
o   Had a face to face each morning with each other to triage bugs and issues across all of the strike teams.
o   Figured out who was finished and what was needed.
·      End Game         
o   Still level based
o   Polish team
o   Performance
o   Memory certification
o   End of game had DAILY PLAY THROUGHS from 4-5

    What did they learn?

·      Empowerment!
o   Give people tools and support they need to make cool shit.
o   Identify core individuals as shit filters and course correctors.
·      Identify and rely on key individuals
o   Trusted by rest of team
o   Small leadership roles
o   “Pony express”
·      Trenches-style camaraderie and ownership = high moral on a project that could have been painful. 

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