Human Factor in a Team
posted June 29, 2008 - 6:44amIn a team, all the teammates must work in a harmony. Even a simple glitch with a programmer or an artist may slowdown the whole process dramatically. All the workers must co-operate because they all work in a platform of trading. I mean one catches, one cleans, other one cooks and it goes like that. Artist makes the model, programmer puts it to the game. Artist must know the proper options of the model which will be suitable with the project, and he will learn those options by talking with the programmer.
It all boils down to the human factor. In a team, everyone must give and take because everyone's work depends on the other ones way of working as I mentioned with the catch-cook-clean example. If there is a connection problem between teammates it means no one will ever see that project out of the door.
For example there is "I'll be more important" syndrome especially in the indie scene. I've witnessed and experienced this problem. Let's say there is 5 people in a group, and they are brainstorming for a game genre to work on. Each of them thinks, the best genre is the one they found. The outcome will be absolutely zero plus the group will disband too. There is also "I'll be the producer" syndrome which is worse and there is no need to explain it.
As I said, it all boils down to the human factor. It is more important than any factor in game production, so make sure you get along with your teammates and work in a coordination.

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