You say managing communication. It's easy to sit here and say you manage communication, but what does that actually entail? Is it just sending 50 emails a day? Is it constantly sending out a slew of Teams messages all day? What's communication like for producers?
TL;DRCommunication management means planning how information flows between teams and departments at a project of this size, which artists and designers aren't trained in, while keeping meetings focused and concise.
Yeah, so I think for me, when you talk about communication management, it can vary from project to project. And that's kind of a disclaimer for this whole conversation, by the way, is that production can mean a lot of different things just depending on where you work. Titles can be different, producer versus project manager or development director or coordinator. There's lots of different words that people throw around for what we do. And every company seems to have a different expectation about what a producer does at their various job. So there's that disclaimer for everybody. But at least for us, when I think of communication management, especially for a project with scale, because this is very different for a small shop where everybody works in the same location or if everyone's remote. There's plenty of different platforms for communication through email and messaging platforms and all that kind of stuff. But for a project of our scale and the different departments that are involved, it helps to have a plan for how you communicate. It's not enough to just say, well, just hit me up whenever something's happening. I was literally having a conversation with QA earlier this week about how we communicate progress and status towards bugs and how production can help give QA the information they need. We have these various channels in our communication platform that we use to send messages, but how often are we sending those messages? Does it make more sense to consolidate all of the information you need into a single meeting or does it make more sense to send little tidbits of questions throughout the day, right? What makes most sense? And how do we keep that from ballooning to where it's just absolutely untenable? So organizing the flow of communication is an important part of a project our size and managing a project our size.
When you come into a business like this, you've got artists. They go to school and they train to be artists. You've got designers. They go and they train in game design. In all of these curriculums, and I've been to a few video game job fairs, there's not really a course in communication. The act of communicating is one of those things that is not generally taught. You're taught to be an artist, but you're not taught how to communicate that work effectively with other teams. And that's one of the big areas where producers come in. They form that membrane between all the different disciplines and make sure information is flowing from one to another as effectively as possible.
Yeah, absolutely. Communication consists of multiple factors that you have to account for. Communication is not something you can learn in a Udemy course. It's something you have to build a skill for and get better at over time. The greatest communicators are succinct, they're clear, they're concise. They get across what they want in the clearest way possible with the fewest words, right? Great orators are always the great communicators that we aspire to be. We want to explain something very complex without going into the nitty-gritty and get people on board. And in game production, communication is very similar. When we coordinate with multiple teams, for instance, to get a feature out the door, or multiple departments, we cannot sit in hour-long meetings and discuss all the kind of things that we'd like to talk about. It has to be specific to that meeting. We have to get to the bottom of what we're trying to achieve and get the job done.