Max Krembs
Production
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Creating Healthy Team Cultures in Large, Long-Term Video Game
Production Cycles
With this thesis, I set out to better The four cornerstones of culture that
working with large teams for a long period communication, solid processes,
understand the unique challenges in
of time. I wanted to focus on larger teams
because while we get amazing experience
working together at SMU Guildhall, none
of our teams are over 20 people in size,
and the longest project that we work on
runs for six months.
To build my understanding and contribute
to the relatively sparse amount of
interpersonal relationships, and
leadership. Interestingly, all of these were
also factors on the smaller teams that
we work with over our education here as
well. This work implies that while there are
certainly differences in how the projects
function, many important elements are
constant despite the size.
research into video game team cultures, I’m excited to bring this experience into
interviews with experienced producers a common language about team culture
I conducted a series of open-ended
and discipline leads familiar with large,
long-term video game teams. I then ran
qualitative data analysis on the interviews
in order to extract common categories
and themes that multiple participants
discussed.
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emerged from my research were
PRODUCTION
the video game industry and help build
among video game project managers.