Valve is known for its odd studio structure
they have a flat studio structure where there is no "big boss", or defined hierarchy
a workers' co-op is a structure where the business is owned by the employees collectively, rather than having a boss or CEO.
a boss is generally interested in profit where the workers are more interested in keeping people employed
an example of a studio like this is Motion Twin
flat structures only work up to a point - hierarchy is better for bigger projects, because if there is one person who "owns" the idea/product, it makes it easier to answer questions and solve problems
example of a hierarchy like this: the producer, the level designer, the lead programmer etc.
important studio leadership roles include:
the product owner/director - defines what the product is and what it requires (needs to be willing to give up aspects of their vision)
the producer/scrum master - responsible for keeping the team on track (needs to be somewhat dispassionate/can't get bogged down in the details too early)
the technical lead - defines technical limitations and tools (can't get stuck in "be cool if...")
the art director - leads the art and visuals (must be prepared to work within technical limits)
the thing that connects all of these people is that they all have a vision
the product owner wants the game to be the best it can be, but the producer wants to get it out the door
situational leadership is where the style of leadership is changed according to the needs of the individual
candour is essentially constructive criticism - honesty is only beneficial if it's used consistently and respectfully.
brutal honesty is not helpful
Each dot represents a person, and each line represents a personal relationship/line of communication. The more people in a team, the more relationships that have to be maintained and it becomes difficult.
Don't accept criticism from someone you wouldn't take advice from.