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Customer relations. Mentoring. CodeCombat. SCRUM. Overtime. Leadership. Time management. Work relationship. Planning & to-do lists. Bullet Journal: An analog note-taking system for the digital age. Mark Kilborn's Blog - What I've Learned About Management. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Mark Kilborn's Blog - What I've Learned About Management

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. I've been the Audio Director at Raven Software for about two years now. At 32, with about 7 years of experience in the industry, I'm one of the youngest Audio Directors I know. Prior to my position here I'd been in an audio lead position on a project before, but "lead" really meant "only person. " I was never managing a team. So I've been making it up as I go along: absorbing ideas I see in books, getting tips from other department directors and Audio Directors at other studios, and generally just trying to follow my instincts.

I am not the grizzled veteran Audio Director with two decades behind me, so I’m sure there are other perspectives and better ways out there. I'm ripping a quote from the leaked Valve handbook. In Raven Audio, there are a handful of traits we seek: You have zero ego. Ernst ten Bosch's Blog - What Makes a Good Game Producer? Part 2. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Ernst ten Bosch's Blog - What Makes a Good Game Producer? Part 2

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Although I work for Blizzard Entertainment, the opinions expressed here are my own and not representative of Blizzard’s policy or conduct in any way, shape or form. In Part 1 of this article, I talked about the role of a game producer within game development, and the main principals by which he should allow himself to be guided. In this second and final part of my article, I will focus more on what a good game producer should do in certain situations, and what he ought not to do.

So now that we’ve established what a game producer generally does and what his role is within the development team, let us delve a little deeper into a few specific and common situations in which a producer will find himself, and subsequently determine how a *good* producer would deal with those situations. Tasking. Ernst ten Bosch's Blog - What Makes a Good Game Producer? Part 1. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Ernst ten Bosch's Blog - What Makes a Good Game Producer? Part 1

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Although I work for Blizzard Entertainment, the opinions expressed here are my own and not representative of Blizzard’s policy or conduct in any way, shape or form. For Part 2 of this article, click here. A question I often get asked is: what does it take to become a Game Producer? The answer is simple: Nothing. Tulay Tetiker McNally's Blog - Part 3: BioWare QA - A Culture of Integrity, Problem Solving - and Fun! The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Tulay Tetiker McNally's Blog - Part 3: BioWare QA - A Culture of Integrity, Problem Solving - and Fun!

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. As leaders we need to help others understand the value that a QA team can add to development by making our contributions more visible. This is especially important in cultures where testing or testers have been under-valued. Testers that are an integral part of development collaborate with ALL development disciplines to deliver valuable features on time and on quality, while keeping the technical debt to a manageable level so the development team can maintain a regular and reliable cadence.

So, how can you strive towards a quality organisation? Our studio core values have been fundamental to the success of BioWare. Our studio culture aligns our systems, our structure and our people. Quality in our products - emphasizes that we should always strive to make our next game better than the last. Tulay Tetiker McNally's Blog - Part 1: The End of the Dark Ages for QA in game development. Achieving Agile Leadership.

This article introduces the concept of Agile Leadership and the Leadership Manifesto.

Achieving Agile Leadership

Presents some well-known leadership concepts and models and problems that leaders face nowadays. The concepts of Agile Coach, ScrumMaster and Project Manager are presented as the article derives the concept of Agile Leader as the person living in the intersection of these three roles. It then discusses what Agile Leadership is about: giving a gift. We can learn to be leaders by love or by pain Anything in life subject to learning by humans is just like that. Therefore, in order to develop emotional intelligence IT leaders today need to put their skills to the test by trial and error. The Game Industry's Crunching Problem: An Interview with Stardock's Derek Paxton. Yesterday evening, development studio Crytek boasted of how the team developing Ryse was served more than 11,500 dinners over the course of its development, which was described by the Twitter account as a "crunching team," implying that the game had been in crunch mode for a very long time under the hashtag #RyseFacts.

The Game Industry's Crunching Problem: An Interview with Stardock's Derek Paxton

By the time #Ryse ships for #XboxOne, we will have served the crunching team more than 11,500 dinners throughout development. #RyseFacts— Ryse: Son of Rome (@RyseGame) October 15, 2013 Many gamers, developers and industry insiders alike took offense to the notion that games should be developed under crunch time, with many expressing their disgust to the practice, which treated developers with a certain callousness rarely exhibited in industries outside of the game industry. As of now, the #RyseFacts hashtag has been almost completely overtaken by reactions against the tweet. Why does crunch make zero sense? Because it makes games worse. There are two answers to that. No.

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