3 ms·
They force people out who have 15+ years. (eg. It was age 37 for me). Thankfully they asked me to write documentation and train a bevy of testers to take my pla
by walru 9y ago
They force people out who have 15+ years. (eg. It was age 37 for me). Thankfully they asked me to write documentation and train a bevy of testers to take my place before letting me go (once the eight race tracks for the game I was creating were completely designed).
The saddest thing (of this story)? This game, from a major mobile publisher, never even made it out of beta because their monetization component had no traction. As an aside, they also ended up scraping my tracks and replacing them with drone simple turn left/right then jump. Repeat. (because of the amount of work it was going to take to implement...)
That is one of too many stories. Truth is, nearly every/maybe all game development studios is poorly managed.
- ehnto 9y agoI wonder why that is. Would you say your company's founder started out with a passion for games or was it more corporate/started for profit? I have wondered if the high failure rate is a mismatch of three key issues; passion and understanding for the medium in the company culture, management not knowing how to manage technical/artistic creators, and then the fickle nature of the target market. Great games made by amazing developers can tank because they don't have the business chops. Management can't get a handle on what they are actually managing, because that has proven notoriously hard even when the software product isn't nearly as complicated as a game. Even in ideal circumstances with a great team, game, and execution, your game can flop because it just wasn't flavor of the month or you released behind a more favored title. I would love to hear what people think a great studio would look like.