Earlier this week I chatted with Chuck Hoover, Studio Production Director at Schell Games. Schell is truly a experience creator – building interactive worlds in games, theme parks and toys. Doesn’t sound like a bad gig, huh? A friend of mine who works there has raved about the reasonable hours, great project management and supportive culture — I wanted to see for myself.
Chuck studied architecture at Virginia Tech, before being lured into game design and receiving a graduate degree from Carnegie Mellon’s Entertainment Technology Center (ETC). There he discovered his natural proclivity for organizing people, a perfect fit for a producer. In game design, producers are more than just logistical pros, they are also responsible for managing the dynamics and culture of their team — an insanely diverse group made up of artists, designers, engineers and programmers all working under one roof. In other words, they deserve a medal.
I was struck immediately by how reflective and thoughtful Chuck (in his own work) and the management of Schell have been in creating and reinforcing their culture. They have established the hierarchy needed to run a mid-sized firm, while also tearing down hierarchy in day-to-day studio life. They are aware of how their actions affect their staff, even down to what time they decide to leave for the day. It was inspiring to see the elements of creative management I advocate for being put to work so well.
Thoughts: game design vs. other creative industries
While I want to certainly give huge kudos to Jesse Schell (CEO) and his management staff for the culture they’ve created, I wonder if the industry itself doesn’t play a part. According to Chuck the team management role of the producer is typical across the industry. Their job is make sure cross-disciplinary work is happening smoothly, that people are working together effectively. Here lies a stark difference between game design and other creative industries, whose factions of workers (creatives/suits, designers/account managers, architects/ engineers) work relatively independently and often with somewhat contentious relationships.
Does game design have a leg up because it is a relatively young industry where older management models don’t define how people think about work? With no one telling them how it ‘should’ be done, have they figured out how to work in ways that other design industries say is impossible?