Title: Building the Perfect Team
1Building the Perfect Team
- Michael Capps, Ph.D.
- President, Epic Games, Inc.
2Overview
- Audience check
- What gives me the right
- Defining success
- Hiring
- Rewards
- Saying Goodbye
- Critical Positions
3Epic Games
- Founded 16 years ago by CEO Tim Sweeney
- About 90 employees
- Early success with Jill of the Jungle, Epic
Pinball, then Unreal
- Licensing Unreal Engine since 1996
- 2006 shipped Gears of War, 4M units and many GOTY
awards
- This month shipped Unreal Tournament 3 and Gears
of War for Windows
4Leadership expert?
- Not really
- I lead because I hate inefficiency
- Or that which I perceive as inefficiency
- Or really, when its not done how Id do it
- So I guess I lead because I simply hate following
5Mikes fascinating story
- Socialization and Education 1976 - 2000
- Americas Army 2000 - 2002
- Scion Studios 2002 2004
- Epic Games 2004
until Im hit by a bus
6Visualize Success
- Whats our end goal?
- Team dynamics and Culture
- Really, we want
- People to work harder than usual
- People to work hard on the same thing
- Not in scope
- People to work hard on the right thing
7Visualize Success
- In other words, we want a team with
- Unity of purpose
- Willingness to sacrifice for that purpose
- This doesnt mean sacrifice your family
- Rather sacrifice enjoyable inefficiencies
8Enjoyable Inefficiencies
- Petty squabbling
- intolerance for failure
- Territorial behavior
- Random web browsing
- Random research projects
- Tasks that look deceptively like progress but
dont help to ship games
- UT during lunch
- Unless youre working on UT of course
9Team case studies
- Project Lowlife
- get it running on almost anything
- Americas Army
- keep a secret and shock the world
- Scion Studios
- beat Epic at their own game
10Team case studies
- Epic Games
- be the undisputed best in games and tech
- Okay, so we think we did that. So now
- Against the odds, stay on top!
11Team case studies
- Theres a trend in Capps brand cultures
- MISSION (Almost) Impossible
12Believing in leadership
- Your team needs to be confident in you
- You dont have to be perfect
- you cant be
- Earn their trust and theyll support your
decisions
13Believing in leadership
- So if youre going to fuck up
- Please do so with confidence
- Panache even
- You can blame any fuckups on this talk
- Or, even more hip
- Blame your engine middleware
14HiringDisclaimer I am not an artist
15but I can hire them!
16Epics Hiring Process
- Resume review by HR
- Resume review by experts
- Skills Test
- HR phone call
- Experts phone call(s)
- Reference checking
- On-site interview
- Background investigation
17A good resume
- Bad spelling is a pass
- Programmers who dont spell check probably dont
test their code
- Artists who dont spell check probably dont ask
peers to review their work
18A good portfolio
- Should include only great work
- if they send something weak, assume they don't
know the difference
- or they don't ask for advice from peers /
mentors
- Look for crediting, clean presentation, etc.
19Demonstrate Passion
- Good teams require passion
- So we look for this first and foremost
- What projects are they working on at home?
- For junior hires
- Look for game focused internships or
extracurricular activities
- Best tests are outside of the classroom
- Hobby projects, mods, etc. are king
20Skill test
- Make them juggle
- See how they take direction
- No matter how perfect, we always send back for
more
- I dont take tests
- Dont hire this guy
- Hes probably too important to write input code
or clean up LODs
- Or any of the other stuff that ships games
21The on-site interview
- For artists not for skills, just team fit
- For coders technical interview and team fit
- What are we afraid of?
- that they wont work hard
- or that they will bail on us
- or that they are a jerk
- or that they secretly want to be a designer
22Interview psychology
- Look for people who
- Are nice and friendly, pass the elevator test
- Are respectful of your studios work
- Show excitement about working there
- Want to learn from your employees
23Interview psychology
- You want a studio full of people who feel lucky
to be here
- You MUST turn down brilliant people who dont fit
your culture
- Your lead coder will get mad at you for passing
on a brilliant jerk programmer
- Tell him its my fault
24Hiring Strategy
- This industry is startingly small
- There are two degrees of separation between every
game company in the world
- So play nice with offer timing, other companies,
etc.
- You dont get lots of chances to screw up, so use
them wisely
25Environment is important
26Environment
- Read Peopleware
- Physical environment
- Environment foments collaboration
- Or more frequently, prevents it
- Manage interruptions
- Interruptions are surprisingly costly
27Environment
- Team environment
- Epic is game teams and engine team
- Game teams
- Producer
- Lead designer
- Level designers and lead
- Gameplay coders and lead
- Artists and lead
28Rewarding Performance
- Rewards are very dangerous
- People will do what you reward them for
- So much can go wrong
- Infinite defect methodology
- Doing that which is noticed
- Working when its noticed
- Reward based on performance reviews!
29Reviewing Performance
- Details of the epic process
- Twice yearly
- Leads and random peers
- The Big Conversation
- Epics review points
- Quality and Attention to Detail
- Creativity and Problem Solving
- Communication and Teamwork
- Work Ethic
30Reviewing Your Performance
- 360-degree feedback
- Climate surveys
- HR one-on-ones
- Compliments, Concerns, Criticism meetings
- Lots of informal discussions, lunches, etc!
- Managing by walking around isnt just a cliché
31Saying Goodbye
- Employee reviews arent always positive
- Punishment and firing is critical to maintaining
team trust
- Nothing demotivates like working next to someone
who isnt working hard
- Act carefully
- Treat them like youd want to be treated
- Employees need to be confident that you wont
fire on a whim
- Maybe theyre just on the wrong task?
32Saying Goodbye
- Epics process
- Disclaimer rules on doing this legally are quite
complex
- Epics contracts are at-will
- Having reviews is helpful
- Initial informal discussion
- Formal discussion with a performance plan
33Saying Goodbye
- Epic Performance Plan
- Written statement they must sign
- Producer, discipline lead, and HR
- Immediate, significant, and ongoing improvement
- Short lifetime for review, usually 2 weeks
- If it goes poorly, terminate
- Otherwise repeat, increase interval, finish
34Saying Goodbye
- I have roughly a 60 success rate
- But Ive felt better 100 of the time
- And I dont work next to the guy
- Be open and honest about termination
- Tell the team immediately
- His team shouldnt be surprised!
- Reassure team it was a long discussion
35Critical positions
- The Hit by a bus bus is coming
- What do you do?
36Critical positions
- Find the most critical position
- Figure how to make it (more) bus-proof
- Repeat throughout the organization
- Warning if anyone is actually hit by a bus on
your team, you will be the logical suspect
37Leadership and promotion
- We usually have the luxury of time at Epic
- So we test extensively under fire
- Responsibility without authority
- To lead this way, they must earn respect
- Also makes promotions nice and smooth
- Oh yeah? Its about time
38Critical positions
- You could be hit by a bus, too
- Make yourself replaceable
- Who are you grooming for your job?
- You are be paid to create a sustainable
organization
- Not to keep yourself in a job for life
39Critical positions
- Not all employers appreciate this, sadly
- You usually must prep a replacement before you
can be promoted
- And you should prep a replacement before you move
out
- So prep now before either opportunity knocks
40There is no trick
- Many necessary conditions for team gel
- But no sufficient conditions
- Make a lot of teams
- Experiment with sub teams and ad hoc teams
- Build a toolchest
- Learn from others, its less painful
- In the end, youre training your gut
41There is no trick
- Read everything
- There is no perfect book for game production
- Managing engineers is an art form with hundreds
of books
- Producers must manage artists at the same time
- Steal from books Good to Great, Drucker,
Peopleware, Slack, Flow, Wisdom of Teams, etc.
42In conclusion
- Success comes from motivated teams
- Teams can come from good luck
- But theyre more likely to come from diligent
culture planning
- Hire the right people
- Reward them
- Firmly remove wrong people
- Watch your critical positions
- And youll have the team you need
43Questions?