Strike Teams: Cross Discipline Saviors by Starr Long Producer, NCsoft Definition What are Strike Teams? • Small teams • Cross Discipline • Collocated • Focused on Single Area/System • Goal Oriented • Temporary Cross & Collocate Thou shall Cross & Collocate! • Cross discipline: – Inter Dept.: Artist, Programmer, Designer – Intra Dept.: Modeler, Texturer, Animator • Collocation: – Same office / cube area – Or at least nearby / adjacent areas Cross & Collocate Thou shall Cross & Collocate! Why? • Better communication – Communication hard across disciplines • Attention from all disciplines simultaneously vs. sequentially • Proximity speeds up communication • Morale increases • Promotes accountability – Usually equals results Cross & Collocate (or not) Thou shall Cross & Collocate? Why not? • Moving people around hard • Progs don’t like sharing space • Disciplines speak different languages • Confusion of Authority Lines – Who’s in charge? Strike lead or dept. lead? – If Strike lead what does dept. lead do? – If dept. lead which one since cross disc.? Focus! Thou shall focus on single area and iterate! • Focus on single game system/area only – UI, Combat, Mission 1, Mission 2, etc. • Focus on results not processes • Entirely goal & iteration oriented – Regular demonstrable goals (weekly?) – One large goal for end of the milestone Focus! Thou shall focus on single area and iterate! Why? • Results orientation • Focus on game goals vs. dept. goals • Constant iteration to “get it right” • Avoid slogging through process – Nimble and dynamic Focus! (or blinded?) Thou shall focus on single area and iterate? Why not? • Blind to big vision – Macro vision can be lost when focus on micro • Very hard to schedule – Non-sequential tasks, iteration, etc. • Usually more need than resources – More systems than staff Temporary Thou shall make them temporary entities! • Reorganize continually based on needs – Form new ones, dissolve old ones, etc. • Why? Resource bound • Why not? Multi-tasking confusing Organization: How To Organize via traditional dept. model • Art, Design, Programming departments • Dept. leads (Lead Prog., Art Dir., etc.) – Resource allocation, reviews, scheduling – Retained long term Build foundations of game first • Then go to strike teams • Doing it too early will defeat purpose Organization (cont.) • Keep numbers small – As few strike teams as possible at any time – No one on more than 1 active strike team – Each strike should have a lead • Formal vs. Informal – Depends on need – Formal = mailing lists, regular reports, etc. – Informal = ownership, iteration, etc. Why Strike Teams? Payoffs: • Nimble and dynamic • Promote accountability • Results oriented • Focus on game goals vs. dept. goals • Elusive “Getting it right” • Improve cross discipline communication • Tend to improve morale for troops Why not Strike Teams? Challenges: • Very hard to schedule • “Big Picture” can be lost • Confusion of Authority Lines • Usually more need than resources • Can hurt morale Examples Products using similar methods: • Lord of the Rings (EA, Neil Young) • Guild Wars (Arena.net / NCsoft) • Other definitions / similar structures: – – – – Mini Teams Pods Matrix Management Resource Pool Management Strike Teams right for you? • Payoffs large but challenges just as big • Good: – Focus on the game and results – Communication sped up, barriers removed – Morale improved • Bad: – Confusion of authority – Hard to manage / schedule – Usually resource bound
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