Anti-patterns in game production
Slava Lukianenko
- Hall:
- Game Design Track
What the talk is about
Slava Lukianenko walks through common anti-patterns in single-player game production: habits that feel productive but hurt the team. He explains that as a team grows, communication complexity rises much faster than headcount, so short iterations based on the Deming cycle (Scrum or any other framework) are needed. He then groups examples into methodological ones (treating a game-jam prototype as nearly finished, last-minute sprints before deadlines, dropping documentation and outside playtests, fake milestones), creative ones (endless freedom, a rigid vision, fear of admitting ignorance, overly gentle feedback) and leadership ones (approval by silence, imposing estimates on others, conflicting leads, overtime culture). The audience shares counter-ideas along the way. Useful for producers and leads.