I've been reflecting on project management and working on a team lately. It occurs to me that one thing isn't clear when you're working with others: you have to give up a certain amount of control on your project. In lead positions, this is a shocking realization, and you get people driving projects into the ground because they refuse to let other people alter the vision of their baby. Frankly, I've been in that position in varying degrees.
The weird thing is that being in a lead position sounds like you're the one making all the decisions. It sounds like you're in control. You're the project lead, right? In reality, if you're doing your job right, you delegate a good bulk of the work to other team members. On a high level, you have decisive power on the direction of the project: mechanics, art style, casual vs competitive. When it comes to individual development tasks, however, your influence is smaller. You can't be granular about it. If I expect my artist to come to me every time they question something about their task, I'll get a hundred questions about what line thickness should we use, is this color green too saturated in context. I have to let the artist make those decisions. I have to let the level designer, the programmer, the sound designer make decisions based on their resources, time, and skill. Otherwise, the project gets bottle-necked with me, because I'm stuck answering hundreds of questions from everyone.
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Kiefer NemethI like games. I hope to one day make them as a means of survival. Archives
January 2021
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