4: OWNERSHIP this comes with collaboration when the vision and design is clear and hopefully you've achieved the buy-in from your team, trust can be given to your team to implement and improve on any part of the project that they are given. Design should be a framework that
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Allows experts in their field the opportunity to shine, this is like a feedback loop... You do this bit well it'll pay for itself, ideas and improvements will flow from your team. Ownership does not mean walking into a room, spouting out a bunch of ideas, and say "just do that"
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To me this is similar playing point guard in basketball, you can pass the ball to whom ever you want, but the best point guards set their teammates up in the right position for them to succeed, passing at the right time is just as important
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5: ALWAYS PUSH TO IMPROVE the best directors I've worked with give good feedback and where needed offer ways to make something even better without dumping on what you've already done, always trying to push quality that shows in the details.
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6: MORALE I've noticed that being clear and honest with your team (avoiding marketing spiel in meetings) keeps the team on-side when things inevitably get tough, involve them. Show emotion, show that you care. BE PRESENT. I've seen CD's not get involved after their initial idea
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These are the worst... If they don't care to follow up, why should you?! They suck the life out of a team and remove them selves from being useful to the team. The CD job should be to bring the creative vision together as a whole and make sure it work, not drop the mic.
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From what I can tell the latest
#GDC2019 talk from@Carrillo_GD on the soft skills of being a designer highlight this muuuuch better than I ever could. So you should treat yourself and check it out maybe@Official_GDC will even make it available for free!!2 vastausta 2 uudelleentwiittausta 11 tykkäystäNäytä tämä ketju -
I use some of these points when trying to identify creative directors and designers I'd like to work with... It doesn't always work as you have to be around them to see this in the first place. But I find if your designers / CD tick these boxes in the positive you have a good one
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There will be plenty of talent on your team, natural leaders will rise, they will be successful if they engage the team and connect some form of logic to their ideas. If you have those people on your team seek them out, support them, work with them. It will lead to good things
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Vastauksena käyttäjälle @KrisZadziuk
All good points, thoughhh, in all this, it wasn’t a very happy ending. The CD eventually got pushed out, the head producer goes into a depression and marketing director compromises his health to ship this game. Not things that should be sacrificed in the name of a game.
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If that happened to leadership, I wouldn’t be surprised if some of the team suffered the same. Is that good leadership at the end of the day — even if you managed to get buy-in and excitement early on, but it didn’t sustain and your burn out people?
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Vastauksena käyttäjälle @jobyek
I feel it can be done so as not to burn out devs, my larger point is on direction getting the team engaged. If you don't have that you don't stand a chance. The size and pressure of the team contributed
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