GAMES GATHERING 2021 KYIV

Anti-patterns in game production

Talk recording: 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.