One of the more interesting patterns I have observed throughout my career is that people rarely talk about support functions until something has gone wrong. Designers discuss game mechanics, producers debate schedules, engineers focus
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From Prototype to Production: Why Most Good Ideas Break When Scaling Up
There are few moments in game development that are more exciting than when a prototype finally starts to work. After weeks or months of experimentation, the mechanics begin to feel satisfying, the controls become intuitive, and players
What NOT to Do When Trying to Inspire Your Game Studio: Leadership Mistakes That Destroy Trust Instead of Rebuilding It
Every game studio goes through difficult periods.
Networking with Purpose: How to Network as a Leader in the Video Game Industry by Helping Others First
There are few words in our industry that make people more uncomfortable than networking.
The Five Most Powerful Words You Can Say as a Leader in the Video Game Industry: “How Can I Help You?”
One of the biggest misconceptions people have about leadership is that becoming a leader means becoming the person with all the answers. It is an easy assumption to make because many organizations unintentionally reinforce it.
Lowering Your Expectations Without Lowering Your Passion: Leading Through a Slower Game Industry
Over the past few years, I have found myself having the same conversation with studio founders, creative directors, producers, and independent developers across multiple countries and at countless industry events. Whether the discussion
Motivating Teams Through Rough Times: Being Honest Without Killing the Spirit of Your Game Studio
One of the easiest things to do in game development is come up with exciting ideas. Most teams are not short on creativity. Designers, creative directors, engineers, artists, and even stakeholders regularly generate mechanics,
Designing for Production Reality: Why Great Ideas Fail Without Execution Awareness
One of the easiest things to do in game development is come up with exciting ideas. Most teams are not short on creativity. Designers, creative directors, engineers, artists, and even stakeholders regularly generate mechanics,
Leadership Through Constraints: Why Limits Create Better Games
One of the most common misconceptions in the video game industry is the belief that unlimited resources naturally lead to better games. More budget, more developers, more time, and fewer restrictions are often viewed as ideal
The Cost of Misalignment: How Small Communication Gaps Become Big Production Problems
One of the most expensive problems in game development is also one of the least visible when it first appears. Misalignment rarely announces itself in a dramatic way. It does not usually begin with a major failure or a clear breakdown
Creative Iteration Versus Production Deadlines: Finding the Balance That Actually Works
One of the most persistent and difficult tensions in the video game industry is the relationship between creative iteration and production deadlines. It is not a problem limited to a specific type of studio or project. It exists in indie teams,
Production Is Not Project Management: The Real Role of a Producer in Game Development
One of the most persistent misunderstandings in the video game industry is the idea that production is simply another word for project management. It is a convenient assumption because there is visible overlap. Producers manage schedules.











