Matthew
Stibbe's Homepage Managing Creativity |
Attract Mode:
This transcript of a GDC speech outlines some lessons in generating and managing creativity. It is based on my experience of trying 'herd cats' and may not apply to other situations.
Creativity is the hub around which this
industry revolves. We need creativity to come up with original game ideas, of
course, but it goes way beyond that. Creativity produces effective programming
solutions, innovative game play, better user interfaces, cool special effects,
efficient optimisations, ever-better graphics and, ultimately, more customer
satisfaction and therefore sales. My
premise is that creative genius is
absolutely vital for successful games but that it doesn't exist in a vacuum.
My talk will be about the balance and boundaries between creativity and
management.
In descending order of utility, this is a
list of the possible sources of creativity in development.
At IG, we believe in the primacy of the
team as the source of creative solutions to their development issues and in
particular we hold to the belief that management should design games. We have learnt this lesson through bitter experience but also by starting
from the principles of empowering individuals and delegating responsibility as
far down the system as possible.
People get into this business because they
want to be creative. It is easier to
kill existing imagination than it is to encourage it. Here are some classic ways to pour cold water on bright sparks:
Above all, though, it is
a question of confidence. It is very
easy to slip into negativity and hard to break out of it. “We can destroy ourselves with cynicism and disillusion just as easily
as with bombs” (Kenneth Clarke).
There are many proven ways for management
to encourage creativity in a team environment.
In managing
creativity, one of the key tasks of a leader is to understand the problem space
and help people define it and then work within it to solve the problem . The list above are all examples of how this works in practice.
The abstraction and objectivity of a partial outsider helps put creative
issues into context and can help the team match the right solutions to the right
problems and avoid false trails.
Management
textbooks and studies show that recognition, ownership, and responsibility are
key psychological motivators. The
role of management here is to build them into your development process and make
sure that your management structure permits and encourages them. One of the most challenging aspect of this for a manager is learning to
let go - being freer with information and delegating precious responsibility.
I want to cover two aspects in more detail: building a creative
environment and build structures that nurture creativity.
Everyone
in the company has a responsibility to build a positive culture within the
company, but generally management takes the lead and senior management often
sets the tone for the whole company. It
is also important to remember that in rapidly growing companies, decisions made
early grow in effect in proportion to the size of the company and are often very
hard to reverse later. This is a
list of some attributes of a creative environment:
The sum of all these
parts is a philosophy we call ‘Team Democracy’. It has all the attributes of real-world democracy - freedom of speech,
freedom of assembly, the right to a vote and (for Americans, at least) the
pursuit of happiness - but it also carries some of the responsibilities and
disciplines. For example, you have
to participate, you have work within its rules and you have to accept and live
by the decisions of a majority. It
is interesting to extend the analogy to the role of management - in a democracy,
people look to leaders not dictators to help them achieve their goals.
A producer is ultimately responsible for
the project’s quality and timeliness as the most senior manager who deals with
the project and team on a daily basis. S/he
deals with project management and personnel issues, provides an objective
viewpoint onto the project, is the main interface for the project to the outside
world and acts as a ‘court of appeal’ for the team.
At IG, an assistant producer is a team
member responsible for scheduling, testing and other project related
administrative issues. They also act
as team archivist and general factotum. It
is important for the team to see these roles as an integral part of the
development process and not as an adversarial, alien imposition and for this
reason we insist on a peer-to-peer relationship between assistant producers and
the rest of the team.
Each project needs a team leader. At IG, where the size of the project and the experience of the individual
merit it; a project has a ‘project director’. They are always team members with a constructive role on the project,
either as an AP, an artist or programmer, and their role is to direct the
creative process and share the projects vision. They are the focus of the team democracy process acting as chairman
rather than president, as befits their ‘first among equals’ status. They are also responsible for team morale, setting standards and being a
figurehead for the project outside the team. It is a demanding, diffuse and challenging role but also one of the most
satisfying when done properly.
Building a team along these lines, in our
experience, can dramatically improve a team’s level of creativity.
We have found that creativity, like a
flame, cannot exist in a vacuum - it needs the oxygen of discipline and the
spark of leadership to exist. Management
has a central role in building a creative company but for it to be effective it
has to work with developers to define the boundaries of responsibility, to build
bridges between disparate functions and to build a team structure and culture
that supports disciplined creativity.