GCS Professional Programmers Panel is Back

Last year and the year before, we did a panel at GDC's Game Career Seminar for students (and others) to ask questions of professional programmers. We're doing it again this year, and we want your questions!

If you have questions, you please tweet them with the hash tag #gcsppp and we'll select the best to be part of the panel. In addition, I'll be watching that hash tag during the panel and pulling our favorite questions from the audience to ask the panelists.

Our panelists this year are:

  • Mike Acton - Engine Director at Insomniac Games
  • Brett Douville - Formerly Lead Programmer at Bethesda Game Studios, now independent
  • Anna Kipnis - Senior Gameplay Programmer at DoubleFine
  • Sven Bergström - Developer for Celsius game studios and underscorediscovery

If you have questions for them, be sure to get them in early, and we hope to see you at the panel!

GDC 2013 – Programmers Panel

GDC is over, and it was fairly awesome. I'll have a quick "thoughts on GDC" post later, but I wanted to get the information for the GCS panel I participated in up as soon as possible.

GDC did not record this panel this year, but thankfully, we have a fairly good unofficial recording of the panel thanks to Jeremiah Ingham. (sssshhh, don't tell GDC)

You can also just download the file, if you'd like.

The only real resources we recommended this year were at the end, where I asked each of the panelists recommended a book, and here they are:

If you have other questions of the panelists, please feel free to ping us on twitter. We're all pretty approachable (especially if we can respond in 140 characters or less).

Open Environments in a Closed Office

I've been railing against open offices and office meetings (especially micro meetings) on my blog for the last few weeks, and I have one more thing to add to this series. I'd like to talk about creativity in a "meetingless" / "interruptionless" office. Generally, people that believe in open offices believe in the creativity of the micro-meeting, and they believe in the collaborative power of spontaneous large group meetings (hence the open office). There is some truth to the fact that a spontaneous large group meeting, or hallway discussions, can lead to some very interesting and creative decisions. But why? And how can you create a creative environment within a constraint of few to no meetings?

First, let me say that an interruptionless office does not mean that there will be no hallway discussions, discussions over coffee, lunch, donuts, etc. In fact, I've found that even in semi-closed offices, these happen more often, because people feel more at liberty to just walk around. There's no chance of them disturbing anyone directly, so when they feel the need to be creative, they'll wander the halls, go to the cafeteria, or sit in a lounge, and just talk.

Second, as I talked about in the "Meetingless" post, a Meetingless office doesn't have no meetings, it just creates a culture of most group meetings being optional, minimizes interruptions caused by meetings, creates times that are guaranteed to have no meetings, and creates alternatives to split-second, micro meetings and micro decisions that I feel are an overall team detriment.

In general, there are three things that I feel open offices achieve automatically, that a closed office needs to work on:

  1. Removing psychological barriers to communication. As I've stated before, I admit that walls create psychological barriers to communication. To remove these you need to create an atmosphere that people are approachable in and outside of their office. Team building (the next point) helps with this, but managers, and leaders have to take extra steps to make sure that they are approachable. A few suggestions are to implement skip levels, hold frequent one-on-ones (which you should be doing anyway) and to meet outside your office. Coffee shops and established open areas in the office are great for this.
  2. Foster team building.  This doesn't mean everyone has to do trust falls, but it does mean you need to make efforts to bring the team together. This can be anything from catering lunch (which is what Fog Creek does), hosting in office Happy Hours, office Board Game Night (a personal favorite), or other office parties. Just make sure people mingle.
  3. Create open spaces for work and discussion.  This may sound like it goes against everything I've said, but I do still believe in having portions of the office be open spaces. Sometimes, you want to get out of your office, sit on a couch, and relax. Maybe go with a few other team mates to look over a problem. Maybe discuss something in a smaller open environment. Make these comfortable spaces and give employees the means to work in them (laptops or otherwise portable workstations, whiteboards, lots of power and wireless) and people will.  Even more so if they know they won't disturb others by doing so.

Generally, I feel like, cost aside, closed offices create happier, more productive employees, and that the benefits of an open office can be simulated more readily than those of a closed office.

The Interruption-less Office

In a previous post, I talked a bit about why I'm not a fan of open offices, and one of the main reasons is because they are too prone to various types of interruptions that actually keep creative people from being "in the zone." In addition, the types of "meetings" that happen in open offices can actually create a culture where split second decisions and decisions between small groups are the "norm." While this is fine in smaller studios, it can become an issue as teams get larger.

First, let's look at the common types of meetings that are encouraged in an open office, or one that encourages meetings, and see how we can remove most of them.

  • Quick Questions – You know these meetings because they're always prefaced with the person interrupting you saying, "Hey, quick question…" Frequently these are anything but quick, and almost always it is not imperative that they be answered immediately. However, in an open office, the person will frequently ask you directly, which means you need to give an immediate response. These meeting can be handled in private chat rooms where the question can be either answered by someone else or answered at a more opportune moment.
  • Class A Bugs – These are bugs are actively blocking, and need to be fixed ASAP (and I'm talking actually ASAP, in that people are actively losing work). These things happen. My recommendations for this are, first, make sure that all bugs are documented and tracked. Frequently with class A bugs like this, people just report it to the person they "think" is responsible verbally. If they're wrong, you can get two people working on the same bug at the same time, which can be hugely problematic. Once the bug is documented and tracked then you can interrupt the responsible coder (or producer responsible for assigning it).
  • Micro Meetings – Micro meetings are when (usually) two people decide to discuss an issue quickly to try to come up with a solution. These actually have two forms:
    • Idea bouncing – One person has an idea they want to flesh out, or run past someone, and just wants to talk it out. Frequently, this doesn't actually require the other person, just something to talk to. (I know a designer that keeps a stuffed monkey on his desk for exactly this purpose). I'm actually okay with these types of meetings provided they do not actually interrupt someone's work
    • This Isn't Working – These meetings come about because someone feels something "isn't working" and needs to be reworked. In my experience, these meetings have several drawbacks, besides the interruptions they frequently cause. First is that they rarely involve all of the people that need to be part of the decision making process, which means that  certain people are left out of the loop and surprised by changes they didn't know were going to happen. Second, these meetings frequently cause or require snap decisions without a real good amount of thought, which can be problematic. Lastly, decisions made at these meetings can contradict other decisions that were already made and documented. Now not only do you have a change that isn't documented based on a decision process that isn't documented, but it contradicts documentation that does exist. Again, these are probably better handled in group chat rooms, so that all people invested can see the discussion, the decision, and update the documentation accordingly.
  • Micro Meeting Turned Team Creative Session – This is really what people that want open offices cite as a benefit of open offices. Start with a "This Isn't Working" micro-meeting which becomes a full fledge, whole room creative discussion about how various systems and designs should work, interrupting everyone. The results of these meetings can be great creatively, but because they're always impromptu and records are scant, decisions made can affect entire teams without their knowledge or input. These meetings have the same all the same drawbacks as micro meetings, except with the added benefit of you keep several members of your team from working (including those that aren't in the micro meeting) for several hours. These should be avoided at all costs
  • Actual Meetings – Then there are actual meetings, which I'm not against, but only in certain forms, which I'll talk about in a bit.

In general, you should be always be striving to move to an "interruption-less" and "meeting-less" office. But, there are a few types of meetings that I'm okay with, with one caveat: you should strive to have days with no meetings at all, and as many of them in a row as possible. In addition, if you can schedule meetings to overlap with other times that people are taking breaks (lunch, for example) this means you're not interrupting actual work flow. This gives people lots of time to get into the groove not only on a single day, but multiple consecutive days.

The type of meetings I'm generally okay with:

  • Review Meetings – We have to review our work. Artists need art review, coders need code review, designers need design review and the whole game needs to be reviewed as a whole. It's important, and frequently it's important to do this with groups rather than one on one (depending on the type of review). If you can get these to be outside of meetings with tools (like Review Board) that's great.
  • Creative Meetings – Large group creative meetings can be great, but they have their own place and time, and their own rules. This is the subject of another post.
  • Planning Meetings – Generally I'm okay with planning meetings, provided they're shorter. This is for sure a good candidate for a lunch meeting.

Any other types of meetings I'm missing? Do any of these meetings work better in an open office? Am I right about most of these meetings being avoidable?

On Air Hangout with Mike Acton

In case you haven't heard, this coming Monday, September 10th, I'm doing an On Air Hangout with Mike Acton, talking to him about his thoughts on leadership. If you can't tell from my recent blog posts, leadership, and how to be a good leader, are new interests of mine. So, I'm super excited to talk to Mike about his role not only as a lead at Insomniac, but also about his role as an industry leader, and get his thoughts on how to create better leaders in the game industry.

On Air Hangouts are cool because they are recorded and posted to You Tube immediately after they're done, and as soon as that happens, I'll post the link to the recorded hangout here.

Update: If you missed it, check out the results of the hangout on You Tube, and let me know what you think!

Resources from the Professional Programmer’s Panel

I got an email recently asking about the resources we went over in our GDC 2012 panel this year. I figured it would be useful to have these in one place, so here we go!

Game development sites mentioned



  • Code by Charles Petzold

Mike also recommended (several times) that you get on Twitter (http://www.twitter.com), which is a piece of advice I whole heartedly agree with. Then you can follow all of the panelists.

When we were talking about game jams, we mentioned some longer game jams, including the Experimental Gameplay Project, Ludem Dare, and the competitions held on TIGSource.

If you have other resources for beginning game programmers, let me know and I'll add them to the list.

The Up and Coming

Update: Better late than never, my talk is now on my site.

Happy New Year!

For those that don't know, in May (or so) I moved from Boston to Charlottesville, VA. Thankfully, the awesome people at Fire Hose have allowed me to stay with them and work remotely, so I haven't moved companies. I have, however, moved communities.

Charlottesville isn't a huge center for game development, but I think if could be a great place for game companies in the future. There's a lot of talent to be had from the neighboring universities (UVA, JMU, GMU, Virginia Tech, and William and Mary are all fairly close) and it's just a great place to live. It's not a big city, but that's actually what I like about it.

To try to help this along, I've created the Charlottesville Game Developers meet-up group. We've had a few small meetings so far, with mostly me talking, but coming up over the next few months, we're going to have some great talks about starting companies, working with the city of Charlottesville, and maybe more! (By the way, if you'd like to come visit Charlottesville and give a talk, let me know and we'll work something out).

Tonight, I'm giving a talk on tips for game jams. Since UVA has been nice enough (at my urging) to host a Global Game Jam site this year, I'm making sure everyone comes in prepared. Most of the tips come from my previous post mortems of game jams, but there will be some new stuff in there. I'll try to be sure to post the slides tomorrow as well, so everyone can get the benefit.

Anyway, if you're in the Charlottesville area, come out to our meetings! I'm really looking forward to seeing what the Charlottesville community can produce over the next year.

GDC Career Seminar Talk: 20 Lessons Learned

GDC is over, and my talk "From College To Industry: 20 Lessons Learned for Getting the Most out of Your Early Career" went fairly well I think.  The room was packed, which was no small feat considering how big it was, but I think that was mainly because those attending the Career Seminar had nowhere else to go during that time.  I could be wrong, though.  The title could have been that good.

Regardless, the slides for the talk are now posted and available for anyone.  I've been asked to give this talk a few more times, but I think I'm going to revise it a bit.  I really want to emphasize the two points about knowing business and making sure all the founders of a company are on the same page.  Of all the points in my talk, these two feel like the most important, but also the most belabored by other speakers, and also the most ignored.  They may be lessons that you have to learn the hard way, but want to do everything I can to really hammer those points home.  Hopefully I can accomplish that with revisions.

If you attended the talk, I'd love to hear your opinions and feedback.

Upcoming Talks

Just to keep people in the know, I'm giving two talks in the coming months. The first will be at Games Forum Germany (site is in German, obviously, thought the talk will be in English) on either January 27th or 28th, I don't really know which. The talk is titled "Data Driven is Half the Battle" and will be talking about why just setting up data driven code isn't enough, and how (both from a high level and a low level) you can create a system for giving others on your team the ability to edit your data quickly and easily.

The second talk will be at GDC, as part of the Game Career Seminar, which takes place on the Friday of the conference and is focused at students. That talk is called "From College to Industry: 20 Lessons for Getting the Most out of your Early Career" and is about, well, getting the most out of your early career. It is basically a lessons learned talk about my 10 years attending GDC, and my 6 years in the game industry. While that isn't a really long time in the game industry (anymore), I feel that some of the lessons I've learned over that time will only really be apropos to students for a short time, and thus it is most useful for me to give the talk now, when it will be most useful to them. I will be practicing this talk twice in front of student groups around the Boston area, once at WPI and once at a local SIGGRAPH meeting, to make sure that the talks really hit all the right notes and lessons and are as useful as possible to the GDC student population.

Both talk's slides will be posted on line after the talks, and the GFG talk will probably be cross posted to the Toolsmiths, since it is a tools related talk.

On Motivation

I've been thinking a lot recently about motivation. Specifically, what was my motivation for wanting to get into the game industry? What was it that drew me towards it despite horror stories of crunch, burnout, and under-appreciation? I decided to get into the game industry despite all of that, but why?

I know for many, the answer is simple: they love games. Others love the community of game developers.

I got into the game industry for a different reason. Sure I loved games. Sure I loved the community of game developers, but I wanted more.

In his recent retirement letter, J Allard talks about his initial decision to work at Microsoft:

During every interview, I'd challenge, "'A computer on every desk and in every home' is quaint, but why stop there?" and the typical response would be along the lines of, "That's just our ante." I liked that... +1 Microsoft.

I couldn't believe it, but it was impossible to dismiss the similarity and authenticity I felt in every conversation. On the flight home, I contemplated these discussions, the passion and IQ of the people I had encountered and their invitation to create my own space to drive a bigger agenda alongside them. It clicked. The "computer on every desk..." rhetoric was a ruse, the real purpose and ambition of these people was much, much broader:

"Make the world a better place through technology."

Like every idealistic college hire, this was the unicorn I was looking for. I wanted to do something bigger than me – "change the world!" – with a bunch of people who respected and could augment my superpowers. I had visited the Justice League of Geeks and they had invited me in and had shown me the secret handshake.

When I wanted to join the game industry, I had a similar thought process. I wanted to make the world a better place through games. That bears repeating.

I wanted to make the world a better place through games.

I think my problem now is that I was also very specific on how I wanted to do this. Certainly, there are ways to make the world better through educational games, games for health, or so called "serious games," but this wasn't particularly what I was thinking.

Growing up enjoying adventure games (specifically Sierra adventure games, many of which had more serious tones than other games in the genre) as well as many really good books, I wanted to see games reach a level of literary expression that rivaled our best works of literature. I wanted to see games deal with more mature themes, not in terms of sex and violence, but in terms of how we, as people, interact. I wanted games to take a hard look at subjects like ethics, racism, political freedoms, war, peace, trust, and betrayal among others. I felt games were in a unique place to do this because, if they allowed you to make hard decisions and see the impacts of those decisions, the lessons would necessarily be more poignant. And I believed it was all possible through story, given enough talent and enough thought.

Interestingly, for my first 7 years of GDC, every GDC only made me more convinced that this was possible, and that there were others out there thinking the same things. I would leave every year more invigorated at the possibilities of our medium, and that it was only a matter of time before we started seeing really good literary quality games.

2010 was year 8, and I came out of it a little less hopeful, for a few reasons.

First, I've realized GDC is a self-selecting group of individuals who want to discuss the "hard problems" of making games. These are the types of people that, even if they don't want the same things I do from games, they do want to discuss it. They are excited by the possibilities, even if they don't believe it to be interesting or possible. And with that said, there were fewer people talking about the hard problems this year. It's hard to explain, but GDC this year (for me at least) felt like the industry had exhaled, so to speak. Some of the spark was gone.

Second, I haven't seen games moving toward that direction in a long time. Investigations into actual ethics in games, and real consequential action I think hit its peek with Ultima 4, and with the exception of a few bright spots here and there (Ultima 6, Deus Ex), it hasn't resurfaced. And I feel both the game industry and the gaming culture moving away from such games.

Third, even if I was able to write such a game, I don't think the audience is there for it. Not enough people would buy the game for anyone to justify the effort needed to make it happen. Such a game doesn't work as a small, simple game, or in bite-size chunks. It's an undertaking that seems to provide very little reward. Generally, I think this is true for culture across the board, not just for games. Our media consumption is leaning towards pop-fiction in all forms. Don't-make-me-think media, or (more likely) tell-me-what-to-think media.

Lastly, even if the market were there, I cannot point to a company who shares this ideal. I can point to people (some indie developers, some of the art game crowd, some IF writers), but no groups. There are no Microsoft's. Even Microsoft isn't Microsoft anymore, in the game industry or out of the game industry.

I wanted to make the world a better place through games.

So my question is, given that I've found that my original motivation for entering the industry fading, how do I keep myself motivated? I don't want to leave the industry, but without this initial motivating factor being made manifest….. perhaps there are better ways to make the world a better place? Through technology? Through other ways?

I know this whole blog post sounds ridiculously whiney and / or pompous. And I'd like to be clear that I'm not leaving the industry any time soon, but I still feel my old motivations hanging over me. Maybe I'm getting older, and getting excited over little steps isn't cutting it for me anymore. Now, I'm sure someone can point out games or movements that I'm missing, but from where I'm sitting, I feel like real innovation and evolution, especially in the story department of games, is hard to come by, which is making it hard for me to see a place where I'd be comfortable. Maybe I'm just wearing blinders and ignoring signs that this is taking place? Here's hoping.