Collaboration across disciplines.
WHO IS INVOLVED
Designers Programmers Artists Audio Writers Producers Testers
WHAT CAUSES FRICTION
Disciplines not understanding each other's constraints Changes made without informing dependents Ambiguous ownership Feedback given as instruction
WHAT HELPS
Shared vocabulary Clear ownership per area Early involvement of those affected Feedback describing the problem, not the solution
WHY THAT LAST POINT MATTERS
The person who owns the area usually has a better solution.
WHAT PROGRAMMERS SHOULD PROVIDE DESIGNERS
Values exposed and adjustable Fast iteration Tools rather than requests
WHAT DESIGNERS SHOULD PROVIDE PROGRAMMERS
Clarity about what the experience should be Willingness to accept a different implementation achieving it
WHAT ARTISTS NEED
Technical constraints, early and clearly Consistent direction Pipelines that work
WHAT EVERYONE NEEDS
A build they can play, regularly.
WHY
Discussion about a game is far less useful than playing it.
WHAT TO ESTABLISH
Regular playthroughs, by everyone.