This is the fourth in a series of six blog posts where different disciplines share what they wish others would know and understand.
The stories we live over the course of our careers shape the way we see each other and affect our work together. ‘10 things you should know about ...’ is a series prepared with game developers to share what we feel and hide from each other as we collaborate on a game. Agree, disagree, share and add your own to complete the picture.
1- If you don't feel I am explaining everything to you, ask me. I hide nothing intentionally. If I am not allowed to tell you, I should be able to tell you that.
2- Each milestone we submit can cost as much as we might earn in our entire career. Whilst we like to have fun too, the responsibility of managing that budget can sober us pretty quick.
3- Marketing, sales, publishers, executives and the media are not your enemy and want the project to be a success too. Assuming otherwise creates a needlessly divisive environment.
4- Meeting deadlines and hitting budgets is just as satisfying for us as helping contribute to something brilliant.
5- Yes, we really believe that planning, reviews and QA are useful and not simply there to be swapped out with additional development time.
6- Sometimes we can appear aloof; this is so we can try to stay objective and rational about the team and project, rather than let emotions crowd our judgment.
7- We are not programmers, artists or designers but we are consumers and recognize when our competitors are doing something better.
8- Our job is to prevent and solve problems – but that only works if you bring us your concerns in the first place. Don’t stay quiet until the last moment: tell us as soon as you think things will go wrong while there is still time, money and energy to address the problem.
9- Among all the hats we wear some will fit better than others: it’s difficult to be good at everything and sometimes we make mistakes. When we hide them or pretend they didn’t happen, let us know: we need to be told how we are failing you.
10- Like you we’ve had traumatic game experiences which have shaped us and still affect the way we react to some situations. If our behavior looks extreme to you sometimes, there is probably a story or a lesson learned.
Written with the contribution of Tim Aidley, Jordan Ault, Dave Hollingbery, Mark Lintott, Kim Russell, Rik Skews, Chris Solarski, Will Sykes, Sean Turner and others who wish to remain anonymous.