114 THE GAME PRODUCTION HANDBOOK, 2/E
Getting to Know Each Other
How well do you really know your teammates? Even though you might have
worked on one or two projects with them, do you know exactly what they con-
tribute to the project, or better yet, do you even know their first and last names?
Small development teams of ten people or less may know this information,
mainly because everyone on the team fulfills multiple roles and is dependent on
the work of several others on the team.
However, as development teams get larger, it is not uncommon for someone
not to know everyone’s full names or even who is on his team. This basic infor-
mation is important for people to know. This might seem elementary, but there
are instances every day of someone asking their friend in a loud whisper, “Hey,
who’s that guy? Is he on my project? What does he do?” Providing answers to
these simple questions can go a long way in building a strong team.
One of the first things to do when a new team is assembled is to have every-
one introduce themselves and briefly describe what they will be doing on the
project. They only need to spend a minute or less doing this; most people will not
remember everyone’s names after this initial meeting anyway, but this exercise
starts the “getting to know you process.”
If anyone new is added to the team, send an introductory email to the team
a few days before the person starts working there, and then on his first day make
personal introductions to everyone on the team. There is nothing more awkward
than for someone to come into the office on Monday morning and see a stranger
sitting at a nearby desk. This awkwardness increases if the new person and his
teammate are never introduced to each other, especially if neither party can
overcome shyness and make their own introductions; they could end up working
side by side for weeks and still have no idea whom each other is.
If there is money in the budget, consider having a project kick-off event at
a local bowling alley or restaurant to give people the time to socialize with each
other in a nonworking environment. People might feel more comfortable inter-
acting with each other in this casual setting, and it allows them to get a better feel
for what the other people’s personalities are like.
In addition, create nameplates with the person’s name and department. For
example, “John Doe, Character Artist.” These are displayed on people’s desks
and provide an unobtrusive way to reinforce everyone’s name and what they do
on the team. As people put faces to names and see who is responsible for which
cool features in the game, they might start talking with people they’ve never
interacted with on a personal level. Nameplates also make it easier for a new
person to become familiar with his teammates and their job roles.
Set aside a few minutes at each weekly team meeting for one or two peo-
ple to give a five-minute presentation on their game development background,
favorite development techniques, hobbies, or anything else they want to tell the