Gamasutra - Joost Van Dongen's Blog - 5 Tips For Reducing Stress As A Game Company Owner
Gamasutra - Joost Van Dongen's Blog - 5 Tips For Reducing Stress As A Game Company Owner
Gamasutra - Joost Van Dongen's Blog - 5 Tips For Reducing Stress As A Game Company Owner
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by Joost van Dongen on 06/15/20 11:18:00 am
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
AUDIO
DESIGN Being a company owner can be a stressful occupation. Your decisions can make the company successful or
run it into the ground. There's plenty one can worry about: the game market is constantly changing, so
PRODUCTION what's the best strategy to follow? How to handle when a co-owner wants something different than you?
Mistakes can cost you both your livelihood and your dreams: after all, most people who start a game
BIZ/MARKETING company do so because they have a passion for doing their own thing. Oh, and if you have employees,
you're responsible for their fate as well!
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While such topics can indeed cause a lot of stress, I have been relatively relaxed under all of that for the
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past 13 years. So I was wondering: do I have any mental tricks that help me cope with all of it? Turns out
June 16, 2020 I do! Here are 5 things that I do that help me experience less stress. I hope sharing these can help make
entrepreneurship a slightly more chill experience for others as well.
XSEED Games
Localization Editor Before I continue I should mention that there are many other factors that determine how stressful it is to
Health Scholars run a business. For example, I've always made sure to live slightly cheaper than I could afford so that I
Technical Artist could build up savings for cases of economic hardship. This post is not about such financial choices. This
Airship Syndicate post is also not about how a successful game launch or signing a good publishing deal will alleviate stress.
Mid to Senior Nor is it about raging communities review-bombing your game over a single removed feature or seeing
Programmer company finances being only a few months from bankruptcy. At Ronimo we've experienced all of these
Airship Syndicate things and much more over the past 13 years and while the things I'll discuss in this post have definitely
Senior VFX Artist reduced the stress a lot for me personally, it's been an emotional rollercoaster nevertheless! This post
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however is about coping with the day-to-day, constant pressure of running a business.
Senior Game Designer
Also, one more side note: I wrote most of this post half a year ago and held back on posting it because
innogames
Mobile Software one of my colleagues got a burn-out just before I got around to publishing this article. This post isn't
Engineer - iOS/Android - about that colleague at all, but it seemed rather insensitive to post anything about stress right after that
Core Team so I shelved this one. Now that that's a little bit less recent I feel I can post this. In a way it's even more
reason to post this, since it shows just how stressful things can be!
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16/6/2020 Gamasutra: Joost van Dongen's Blog - 5 tips for reducing stress as a game company owner
I Asked Ian Deane Another example of this way of thinking is more recent. The owner of another studio told me they were
(Interview)
really stressed out over the idea that if their company would go bankrupt, their employees would loose
their jobs. That's a huge responsibility and indeed a horrible thing if it happens! However, even here I
would argue that the worst case still has a silver lining. If you had never started your company, those
Press Releases people wouldn't have had that job in the first place. Even if it ends, you as the studio owner have
June 16, 2020 provided them with an awesome job for years. You'll have given them a chance to gather a lot of
experience that will go on their resume and with which they can get their next job. This may sound crude
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and even though it stinks if it ends, being able to have done that even for a few years is already an
amazing thing to have achieved!
Conscript release a
Demo
and a new Trailer for... 2. Better to make a wrong decision than no decision
Vertigo Arcades An easy trap to fall into when being responsible for big decisions is to analyse them into infinity. "Maybe if
Transitions To New we gather some more information, we can make a better choice." "Maybe if we discuss it a bit longer,
Normal
we'll all agree on the next decision." While it's certainly true that important decisions need to be
With...
researched and discussed thoroughly, it's also important to act. Try things. Experiment. Don't get stuck in
'SOMETHING ATE MY decision paralysis.
ALIEN' STEAM
SUMMER...
As Asimov wrote in his Foundation series (which just so happen to be among my favourite books):
Action Packed UEDI:
Shadow of the Citadel
"To succeed, planning alone is insufficient. One must improvise as well."
Demo...
Comment Guidelines Whatever you're doing, someone is bound to have tried something similar before, especially when it
comes to the business side of running a game studio. Hearing their experiences is an invaluable source of
Blogging Guidelines information for making better decisions yourself.
How We Work
You may think the games industry is pretty closed off, with all those NDAs (Non-Disclosure Agreements),
Download Media Kit press embargoes and secretiveness around new games. However, towards fellow devs many game studios
are a lot more open. I've often emailed other studios, asking them how they approached something, and
often I got really in-depth answers, sometimes even including offers for Skype calls. Of course this is
easiest if you know someone at the studio or know someone who can introduce you, but in some cases
I've even cold-emailed someone I didn't know at all and still got an insightful answer. And if you think that
only goes for indie developers, think again: I know some people at AAA studios and even they were happy
Gama Network to give us advice on topics we struggled with ourselves.
Game Career Guide You may wonder how to do something back for people who share their knowledge. Often that's difficult
because in many cases the person who gives advice is more experienced than you are or might just not
Indie Games be in need of your own knowledge. In my opinion that's fine. Instead of doing something for them, pay it
forward: help someone else when you can and ask nothing in return.
A common pitfall when running your own company is that you feel responsible for everything. After all, it's
your own company, or at least it partially is. While this may work at first, it's also a great way to get a
burn-out, especially as the company grows. Once you employ a dozen people, it's impossible to check all
the details of everything they do. Trying to do so costs too much time and distracts you from your own
work. You'll simply have to trust them to do their work well and only check on some parts of it.
My own approach to this is that when a new programmer joins our team, during the initial period I review
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16/6/2020 Gamasutra: Joost van Dongen's Blog - 5 tips for reducing stress as a game company owner
all their code. Then, as they get more experienced with our way of working and thus the amount of
feedback I give decreases, there comes a point where I rarely check their code anymore at all. The key in
my experience is that while that first period might be time-consuming and maybe even frustrating for
both parties, it sets clear expectations as to what I expect in terms of code quality, working method and
coding style.
Letting go can be really hard. The boss of another studio recently had a nice way of explaining why you
need to do so anyway. He said something along these lines: "Previously I did everything myself. Now I
employ dozens of people and don't have the time to code much myself anymore. This was frustrating,
until I realised that all those people are working for me. Previously I could spent months making one
thing. Now I tell all those people what to work on, and a few months later many things are done. Much
more than I could ever do on my own. In a sense, while I don't do those things myself anymore, I've
gotten more productive than ever."
Most people who start a game company do so with a few co-founders: often there are 2 to 4 founders. In
our case we went a little over-the-top and started the company with no less than 7 founders, all with
equal ownership rights over Ronimo Games. I've often been asked how we managed to make this work:
seven captains on a ship is a whole lot and they're bound to all steer the boat in a different direction.
That's bound to produce a lot of friction.
The reason this has worked for us for over a dozen years now, is that having such a big group of founders
meant that we immediately ran into disagreements but needed to make decisions anyway. So we decided
that if we don't agree on something, we'll just decide by voting. In practice that means that a lot of times
we make decisions that I personally don't agree with. Realising this early on also made me accept this
early on. Once you've accepted that many decisions will not be exactly what you want them to be, it
becomes a lot easier to cope with this.
I expect smaller groups of founders will often have this problem to a lesser degree: it's easier for 3 people
to share the same opinion than for 7. However, that also means that when you don't agree, a group of 3
founders might also be more likely to get into a fight over it, resulting in lots of frustration and stress. So
I think that even for smaller groups of founders, it's crucial to accept early on that even though it's your
own company, it will not always go according to your own plan.
Note that this mindset will also help when dealing with employees. To make talented people shine, you
have to give them some room to express their own creativity and ingenuity. This also means occasionally
letting something happen even though you disagree with it. As a boss you may technically have the right
to force your own decisions on your employees, but sometimes it's better not to.
Regardless of your mindset, there's bound to be stress involved when starting and running your own
(game) company. However, the things I've listed in this post have greatly helped me cope with it all and
have made me relaxed most of the time. What are your tricks to reduce stress and stay chill?
For more blogposts on development of Blightbound, Awesomenauts, Swords & Soldiers, Cello Fortress,
Proun, procedural music, my cello album and any of the other stuff I work on, check my dev blog
at www.joostvandongen.com.
Oh, and we've announced our new game! It's called Blightbound and you can see the gameplay trailer
here!
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