TEAMS 111
to improve in that area, to avoid problems down the line. For example, a lead
designer who is a talented designer but not easily approachable, cannot manage
the design team effectively. The other designers might be reluctant to come
to him with concerns for fear of being yelled at or rudely dismissed. If a lead
designer continues acting this way, even with proper coaching and training, the
producer may consider replacing him with someone who may not be as talented
a designer but has much better people skills.
When choosing leads, there is a tendency to appoint someone who is tal-
ented and has successfully shipped a few games. The benefit of doing this kind
of appointment is that an expert is readily available to offer technical or artistic
guidance to team members. However, this person may not be prepared for the
management and administrative responsibilities of the position. They go from
being a well-respected content creator, to someone who has to start managing
people, schedules, and office politics, and they may have little interest in accept-
ing a lead position because of these types of tasks. They might prefer to remain a
content creator and leading the team in a more unofficial capacity.
In fact, a lead should not be the most artistically talented or technically
gifted person on the team. You want to keep these talents doing what they do
best—creating high-quality assets for the game. If you move these high-quality
content creators to lead positions, they won’t have time to create content, and
the quality of the game will be less than it can be. You may also find the produc-
tion schedule suffers if you remove one of your most prolific asset creators to a
position where they don’t create level building schedule may quickly start to fall
behind.
When picking leads, focus on choosing the best managers for the job, not the
most technically skilled person. The people with strong management abilities
have a tendency to be organized, work well with others, posses strong commu-
nication skills, are knowledgeable in their field, and have earned the respect of
their peers. It is easier to help someone improve their knowledge of artistic and
technical techniques, than it is to train someone to be a better people person, so
keep this in mind when picking leads on the project.
Ineffective leads who do not improve upon their weakness can put a project
at risk. How many times have you heard someone on the development team
complain about how ineffective or useless their lead is? If this complaint is com-
mon and is not addressed immediately, the people under this lead will stop
asking questions, pointing out risks, and making progress on the game. Instead
they will quickly lose interest in their contribution to the game and watch things
on the project slowly erode as communication breaks down between the team
members.
In some cases, a producer might not have the authority to replace an ineffec-
tive lead who did not respond to coaching. In such instances, a liability is created
around which the producer has to work. The producer might decide to take on