This class will be held in English
Building original games is really hard. Multiple obstacles will challenge a team striving to create, design, plan and develop an entirely new game property. There are just too many unknowns often combined with inadequate resourcing and conflicting priorities. All this often leads to external distrust, internal uncertainty and team stress. At the same time, new ideas are very difficult to evaluate and implication of decisions taken hard to foresee. All this said, for the few teams succeeding in the process, this is still the most rewarding type of game projects with the potential to bring something new to the customers and to advance the industry.
This class aims to provide foundations, tools and techniques that will aid production and domain leads to be effective at leading and managing new IP projects. The class will focus on creativity management, effective decision making in the presence of uncertainties, establishing and managing creative teams at different phases of development and on tools and techniques aiding different stages and aspects of production from mind mapping tools, scope outline posters to strategic and tactical planning and tasking tools.
More specifically the following areas will be covered: Creativity and creative processes. Tools to help with idea inception. Influence techniques for communicating new ideas. Organizing and managing creative teams. Theory of motivation and conflict resolution techniques. Decision making under uncertainty and cognitive biases. Planning new game IPs. Software tools for effective strategic and tactical planning and tasking.
Audience: This class is for production and domain leads already working or wishing to work on new game IPs.
Goals: To learn key concepts and techniques of new game IP creativity management, creative team organization and effective decision making under uncertainty.
Other goals: Overview of processes and software tools aiding different stages and aspects of new game IP development such as idea inception, communication and influence, planning and forecasting.
Pre requisites: None.
Takeaways: The class will provide the attendees with an in-depth look at the key concepts of creativity management when developing new game IPs. Specific industry examples will be given along with the overview of relevant existing software tools that can aid producer to lead and manage their teams and achieve better results.
Teaching materials: Presentation deck. Handouts will be given for individual and group exercises.