In my previous post, I delved into various resources for producers, uncovering some that were previously unfamiliar to me. Among them, a response from one of my favorite producers (still your biggest fan over here Jason Hutchins) stood out, highlighting the significance of understanding production in relation to other disciplines. He emphasized the value of learning the tools as a key approach to gaining insight. This perspective offers a practical way to grasp game development pipelines and their connection to production. This week, I'm eager to hear everyone's experiences in understanding their relationships with their teams and the pipelines they utilize. What was the pivotal "I get it!" moment for you? Did you get into the tools? Or do something else? This is a judgment-free zone; I'm simply keen on fostering discussion and helping newer producers solve these problems faster. Personally, I've dedicated time to asking questions, particularly regarding the nuances of different engines, while actively listening to team conversations to glean insights into typical pipelines and common challenges. As a producer, it's crucial for me to effectively communicate on behalf of my team to stakeholders who may not grasp the intricacies of our processes. Thus, overcoming the hurdle of understanding what my teams do and how they do it has been paramount. Initially, I believed I hadn't spent much time using the tools themselves. However, upon reflection, I realized this wasn't entirely accurate. In fact, during the early stages of my career (hey! this is where I met Jason Hutchins!), a substantial portion of my time was devoted to testing development tools. While this experience didn't provide a comprehensive understanding of every aspect, I'm confident it contributed to my comprehension of the intricacies involved in game development. (side note: the most influential people in my career were the people I met while working on this project! I still think of this team often.)
I know this is slightly off-topic, but after 25 years in the industry nothing scares me more than an engine update.
I want to tag Unreal 5.4
Back to the topic at hand: Fear is an incredibly helpful tool in project management. No, I'm not talking about *inspiring fear* I'm talking about publicly sharing what you are scared of and encouraging others to share what scares them in relation to the projects you are supporting. My favorite production boss, John Lagrave is very open about talking about his Fears. He was the one who first inspired me to be unafraid to share what scares me. Sure, we can call the gathering of fears by a sanitized name like a "Risk Registry"... its still a collection of fears. Sometimes those fears are very real and sometimes they come from lack of information or misunderstanding. Talking about those fears is the first step to finding mitigations for them.