working nowhere and everywhere: the zen of running a virtual studio

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Working Nowhere and Everywhere The Zen of Running a Virtual Studio Christopher Natsuume Creative Director, Boomzap Entertainment

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Christopher Natsuume's talk on running a virtual game development studio - given during the IGDA Leadership Summit, November 2009

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Page 1: Working Nowhere and Everywhere: The Zen of Running A Virtual Studio

Working Nowhere and Everywhere

The Zen of Running a Virtual Studio

Christopher NatsuumeCreative Director, Boomzap Entertainment

Page 2: Working Nowhere and Everywhere: The Zen of Running A Virtual Studio

Who Are You, and Why Should I Care?Chris Natsuume: In game industry since 1991• Over a dozen products shipped• Millions of units sold• In over a dozen languages• From companies around the world

Boomzap: Casual game developer since 2005• Scrappy, profitable little indie studio• 8 games shipped so far• Currently developing for PC, Mac, and Wii• Virtual office, worldwide development• Key developer in Southeast Asia.

Page 3: Working Nowhere and Everywhere: The Zen of Running A Virtual Studio

Quick Boomzap Snapshot

Page 4: Working Nowhere and Everywhere: The Zen of Running A Virtual Studio

USAOutsource Sound

USAAccounting

PhilippinesOutsource Art

Outsourcing PartnersWhere/Who is Boomzap?

PhilippinesDevelopers

JapanDevelopers

MalaysiaDevelopers

SingaporeDevelopers

USALegal

SingaporeOutsource Art

Page 5: Working Nowhere and Everywhere: The Zen of Running A Virtual Studio

Why Run a Virtual Office?

• Access to the Best Developers in the World• Lower Labor Costs + COLA = Happy Developers• Lower Support/Overhead = Higher Salaries• Efficient Use of Time• Work/Life Balance + $ = Loyalty & Dedication• I am a very happy man

Page 6: Working Nowhere and Everywhere: The Zen of Running A Virtual Studio

Tip #1: We Never Track Hours• I don’t care how many hours you worked.

– I care how much you got done.

• I *hope* they are working less than 40 hours.– The “reward for crappy work” paradox

• Reinventing the Employee Agreement– Quality & Quantity = Constants– Time = Variable

Page 7: Working Nowhere and Everywhere: The Zen of Running A Virtual Studio

Tip #2: Daily Builds, Reports, and Testing• We have a new, working daily build. Every day

– Breaking that build is capital crime– Work not in build = Work not done– Our publishers get this build. Every day.

• Our staff submits a daily report. Every day.– Failure to submit a report is a capital crime– Basecamp – Each week is a new message– Reports go to the whole team– Samples are non-optional

• Daily testing of the build. Every Day.– 2-3 times a week, online team testing– MSN, Skype, and ingame chat– Publishers welcome

Page 8: Working Nowhere and Everywhere: The Zen of Running A Virtual Studio

Tip #3: Full Time + Project Specialists• Some work is best left inhouse

– Game programming– Prototyping art and effects– Project management

• Some work is best done by specialists– Sound and Music– Bulk Art Assets– Middleware-friendly code– Concept Art

• Develop a network of outsource partners• Don’t outsource to find cheaper staff

– Outsource to have ‘easy-fire” staff

Page 9: Working Nowhere and Everywhere: The Zen of Running A Virtual Studio

Tip #4: Hire for Virtual Character• Hire for demonstrated self-management

– Small studio experience– *completed* home projects – not just games!

• Interview and test for virtual work character– Online interviews – interview like you work– Involve other staff in online interviews– Testing and Probation periods

• Some great people just can’t work like this– Get used to letting them go.

Page 10: Working Nowhere and Everywhere: The Zen of Running A Virtual Studio

Tip #5: A “confederation” of teams• “How do you get everyone on the team to do

*exactly* what you want?”– I don’t. In fact, I prefer they don’t.

• Freedom + Power = Responsibility– Also = Happy staff and worried managers

• Learn to accept good work you didn’t expect– Now they can actually *exceed* my expectations– And now they are truly empowered

• Delegation is not just delegation of work– It is the delegation of responsibility and power– It is also the delegation of the ability to fail

• “Is this what I wanted” is not the question– “Is this something the customer would love” is.

Page 11: Working Nowhere and Everywhere: The Zen of Running A Virtual Studio

Tip #6: Managers must actually do things• Everyone contributes in an empowered, confederated

development structure:– Asset and code production– Testing and real, actionable feedback– Design people can actually use

• The daily reports and daily builds make it impossible to hide non-contributors.– When you are judged by your output, you produce– Those who don’t do lose influence/power quickly

• Managers in this structure are forced to work– Managers who work understand their workers– They remain in tune with challenges and issues– This is really, really hard on managers

Page 12: Working Nowhere and Everywhere: The Zen of Running A Virtual Studio

Tip #7: PowerPoint, Prototypes & Photoshop• Nobody reads design documents.• Most studios solve w/meetings. Lots of them

– We can’t do that.• Our design docs are PowerPoint walkthroughs

– Lots of Google images and game references– All major screens mocked up– Gameplay described in notes

• We Prototype as soon as possible– Ugly grey boxes and cutouts from PowerPoint– Online working and 10+ daily iterations

• Then we Photoshop what we want it to look like– This is usually enough to get publishers hot and wet– If not, it’s the quickest way to a better demo

Page 13: Working Nowhere and Everywhere: The Zen of Running A Virtual Studio

Tip #8: Producer Programmers• Designers make lousy producers.

– I know, I am one.• Programmers make great Producers

– They actually know how to architect a project– They can make much better estimations of work

• On a daily basis, they are responsible for the build– So they are forced by definition to know who is doing what– When things are going to be early/late/broke… they’ll know first– When things are bad “bang for the buck”… they’ll know first

• Designers are humbled and strengthened in this model– Not being god is good for them – and for the design– They produce more, and better assets– They get technically proficient very fast – Useless designers are “found out” very quickly

• Your artists will love you for this. Trust me.

Page 14: Working Nowhere and Everywhere: The Zen of Running A Virtual Studio

Questions?

Christopher NatsuumeCreative Director

Boomzap [email protected]

Page 15: Working Nowhere and Everywhere: The Zen of Running A Virtual Studio

Bonus Tips – 10 Tools for Virtual Studios

1. Basecamp2. CVS (or another online source control solution)3. MSN Messenger4. Skype In/Out5. Earth Class Mail6. MyFax7. Paypal8. HSBCnet9. Your Mailing List Provider10.Portable Equipment