I know that for some, just reading processes and framework makes them ill at ease and uncomfortable. Some individuals may even scoff. “Process? We don’t need no stinking process!”
Maybe not. But you want one. Not just because it is the raison d’être for producers, but because it actually improves lives. It improves the time it take to actually create something, it helps with knowing what to do, when to do it and how to do it.
Have you ever sat around wondering what the heck you’re supposed to do next? Maybe wondering if that decision that you made was actually made and if you should maybe act on it? But you don’t know because no one has told you and there’s no clear… wait for it… process in place.
We use processes and development frameworks in order to reduce “what now?” What now is detrimental on several levels. Not knowing what’s next
- Prevents you from being proactive – a good process and framework allows you to move forward even without prompting
- Prevents you from having a shared goal – you might think there is a shared goal, but without processes and clear sign offs, the goals may vary from person to person
- Prevents you from prioritizing properly – if you don’t know what’s next, how are you supposed to prioritize?
There are a ton of other reasons to have a framework and clear processes. What they do is remove uncertainty. They give the developers something to lean on when things get chaotic as they so often do in game development.
I have as of yet, not been at a company with a clear process. I kid you not. The biggest problem is often that people don’t see the use of it. There’s “no need for process”. I’m here to tell you that those people are wrong.
Game development is hard, is a common saying. I think we’re making it harder than it has to be, so I’ll go over my experience as a producer, I’ll let you know what worked and what didn’t and I’ll share it here. I’m not sure how many parts this will become yet, but more than two, that’s for sure.
There’s a reason why industry at large has invented various ways to develop items, buildings, software etc. It’s not because it’s fun with process (although I think it is) but because it pays to pay attention to it and to follow it.
Also – remember to hug your producer (with their consent of course). They do a lot of work that other devs can’t see, at least if they’re doing it right, and it is a thankless job.
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