Protips & Resources

Protips

I’ve always felt strongly that being open and sharing willingly is the best policy, safeguarding secrets does nobody good but yourself. Sharing and communicating about innovations & ideas only invites collaboration and honestly is the best part of my day working with people to solve problems.

Project Management

How to Create a Project Plan?

Project Management is necessary to bring a project or product to fruition. You may be an industry vet, or maybe an entrepreneur looking to get your good idea out of the shower and out to the masses. In some ways its a necessary evil to creatives, forcing you to reconcile great ideas and realistic execution. Sometimes you don’t know what you don’t know, so how do you exactly scope for everything and get it out the door?

Its not entirely about negatives though, its ultimately about identifying RISKS (elements that might derail delivery) and Untethering your Team. Meaning, free them up by providing them easy to understand information. What might you or your team not fully grasp? Even well thought out designs are generally missing some "edge cases” (fringe elements that aren’t the average users experience). You can’t design and hold everything in your head so its best to get as much as you can on paper so people can freely access the information you need.

Assess the Scope

Write every element that needs to be researched, created, or handed off to others. Put these down in a list as tasks, and write any description you can think of that would help you or others understand exactly what needs to be built. Remember, including the WHY will be extremely helpful for collaborators to make informed decisions using their expertise. At this phase its worth it to identify the largest components of a production, or “Tent Poles”. These are the elements that will make a product stand up, not literally but without them it just wouldn’t be the same experience. Its easy to get lost in the weeds, but remember we’re looking at the forest now. Keep your eye sight on big chunks of work or major features.

Next, we’ll work on identifying what the project ultimately needs, and what’s nice to have.

Identify

  • Think about What does your product need to launch?
    Identify Critical Components or Features. Without these elements the production will fall flat or fail outright.

  • What makes your product fun and stand out?
    These are elements that Enhance the experience and make it memorable. Modifying, implementing or cutting these elements is where most battles between scope and implementation.

  • What are you willing to let go of?
    Identify the Features that are “Nice to Have”. These are elements likely will not be implemented, so prep yourself. But you’re already working on your way to an actionable plan!

Estimates

Once you and your team have finished drafting a list of all the elements in a product(ion), many project managers will do something called “T-shirt Sizing”. This is a phase where we identify tasks as Blockers, Large, Medium, or Small in terms of lift. Helping to clarify and flag potential risks, or tasks that need greater detailing. If something is large, it likely can be broken into smaller tasks. For example; If I flagged a task called “R&D” for myself as Large, it means I can probably break that up into smaller chunks to understand instead of being so nebulous. What do I have to research? From where? what goes into said research?

Priority

Now that thats done, we need to prioritize these elements, again its easy to get too granular too quickly, so try and keep your perspective clear and break them down into maybe 3 tiers. Personally, I like using the following:

  • 1 - Blockers: These elements are always sorted highest in excel sheets, but ultimately this label means that there are people waiting on this information or components.

  • 2 - High: These elements are on the top of my to do list, but aren’t on other peoples radar just yet. Products / Productions need these components answered as soon as possible so we can assess how they integrate with all the other features in a realistic case.

  • 3 - Medium: Important but not critical. Something in this priority needs to get done, but doesn’t have many external integration issues or is something you are really comfortable with on execution. For example in gaming I might create a banner for a “Feature Awarded” banner, to help a player understand what they’ve won at the start of a complicated feature. This banner is probably going to be a template for other components in the game like the “Total Win” that occurs at the end of a feature. Our teams have done that integration many times over, so its not crucial at the beginning of a production, but we do need to see that eventually. So it would get a “Medium” priority rating.

  • 4 - Low: Not super important or necessary. This label indicates that something not going to impact a production but does need to be included. Sometimes we don’t have the resources we want to implement everything and frequently elements here need to be either rescoped, or shelved into our last tier.

  • 5 - Obsolete or Nice To Have: This label means its either a nice to have element, or something we can use a placeholder for and doesn’t require customization. Either way, average user isn’t going to necessarily miss its absence, or it doesn’t enhance the experience in a way that hampers itself. This would be things like common Ui customizations or additional particles to really add the flair and liveliness elements to a production. We have assets we can use, will these elements REALLY need customization? Do we have time? If we do and we really want it, great. If not, its best to focus our efforts on the biggest things.

This may seem like a lot of work, but generally takes a team or yourself maybe a day or two to knock out. At this junction then you have a solid map to create a production! The only thing missing: time estimates.

Estimates

One of the most crucial things is to estimate how long its going to take you to do something. This is less important when its just you, but becomes more and more crucial the longer your production, the bigger your team, or the tighter your timelines. 1 thing is especially important, only estimate tasks for which you are ultimately responsible.

Talk to the team, and choose what level of granularity you need. Months? Weeks? Days? Hours? Minutes? Depends on the nature of your work and the scope of production. A production that will take years doesn’t need to worry about hours or minutes. Management or stakeholders will usually like something outlined in one tier above what you think it is, and people contributing usually want something more granular (but not too granular). So for example, if weeks of effort is important to me, investors will care about Months on our timeline, but individual artists will want to know days something will take.

Organize into a Timeline

Finally, an actionable plan. At this junction its then organizing the above information to puzzle piece together to make sure people have what they need, and when they need it by. This step unfortunately highlights the reality of your situation. Your budget and your timeline likely do not allign. That’s okay, but it is the next problem to sort out. Creating an optimistic timeline creates frustration and increases the likelihood of failure. Creating a pessimistic timeline is usually actionable, but creates waste. Sitting on your thumbs as an individual contributor is almost equally as frustrating to having a tight timeline.
Autonomy and “lack of leadership” can be the same thing.

This timeline as a first draft gets iterated on until all the stakeholders can agree.

Make it Useful

The best advice is obvious advice. As designers frequently we want to be overly accommodating to best share what’s in our brain with the rest of the team. But not all information is helpful.

  1. Focus on WHY - Why is this important to the game / production.

  2. Focus on AUDIENCE - Who is this for? Be technical where its technically needed. Be simple when speaking to broader audiences.

  3. Tooltips - Help people get to where they need to be quickly! Do I need to know this now or is this for archival purposes?

  4. Modify - Documents should be fluid, they need organization, re-organization, rewriting, modification, etc. Do not be afraid to reorganize and make it better, but get feedback FIRST. What’s working? What information do you need and when? Where are people frequently visiting?

  5. TLDR - Stands for “Too Long, didn’t read” and reflects a reality of our world. People do not want to have to browse through text walls to get the point, do not be afraid to summarize critical details for relevant parties at the top of a section. For Example: “TLDR - Animators shouldn’t modify asset exports”. Its simple and to the point, but lets the reader know you’re trying to make their life better and sometimes saves a lot of fishing.

Make it Obvious

Start with templates, Templates don’t just save time with your documentation and recreating things to look and read professionally. But they help your team PARSE INFORMATION so much quicker. Consistency is key though, which makes managing documentation such a bear. Once you add new features to things it becomes exponentially complicated to iterate and update information.

Recommended Reading

There’s worlds of information out there, but I have found the following people to be really easy to read and understand when trying to explore and master other domains.

Leadership

  1. 5 Dysfunctions of a Team / Patrice Lencioni - Helps to understand working in a larger dynamic and when major redflags exist about your organization.

  2. Emotional Intelligence 2.0 / Travis Bradberry & Jean Greaves - the best thing my generation has added to the world, especially corporate. Emotional intelligence is crucial to a team leader functioning well, and I had to learn that the hard way.

  3. Daring Greatly / Brené Brown, an absolute must read for many people. Brené is an expert on emotions, captivating speaker (recommend her podcasts too) and its so insightful to realize that the world of emotion is so much deeper than your own bubble. There are many feelings you have mastered, but that pattern of feelings isn’t inherent to everyone else.

Design & Usability

  1. The Monsters Know What They’re Doing / Keith Ammann- D&D designers resource but great for encouraging designers to treat the audience and the components of a world as intelligent rather than cannon fodder. The title does it great justice, I found great application to my life and work as a designer and manager.

  2. Don’t make Me Think / Daniel Krug - Like the title suggest, frames the issue of immersive user experience by understanding users and how they process information

  3. Seductive Interaction Design / Stephen Anderson - Small book, easy to digest and great entry level reframing on intelligent design pillars.

  4. Hooked: How to Build Habit-Forming Products / Nir Eyal - Slot and mobile games capitalize on addictive behavior, even when I think its maybe a bit too immoral, but making that distinguish is easier when you understand where the lines are drawn. When something becomes intentionally addictive as opposed to compelling, then I think there’s a morality issue at stake.

Branding & Graphic Design

I’m an illustrator by nature, and we follow the “More is more” philosophy… generally. Add more detail to a scene to make it believable, etc. So the opposite is by nature harder for me, pruning, efficiency, and the philosophy of “Least is MOST”, is difficult visually.

  1. Branding in 5 and a half Steps / Michael Johnson - Excellent book about the nitty gritty of creating a product identity, can be applied personally as well.

Always adding more to this list, so feel free to come back for more recommendations.

Information & Documentation