Original Post
I've been considering writing a rather large article on the leadership it takes to make games. Both non-profit and profit. Also on how to keep a game company active, and willing to work.
The article will mostly focus on how to keep making the game fun, how to motivate your workers, and general leadership techniques and advice. Not to mention general business/worker issues such as the paycheck, and how to deal with those more effectively and make money not so much of a priority.
I'll also be supplying information on things such as time management for those who aren't too fluent in that. Quick memory tips, and motivation. For those of interest, a bit of self-hypnosis will probably be brought into play. But my main focus will to be methods of keeping everyone friendly to each other, reliance, and activity. Remember, it's not rushing out the game to the shelf that will make it do well; it's the quality and ideas that are brought up that makes the details that give the game the perfect feel.
Obviously I don't want to talk about it too much, as I might as well just write the article if I did. But this is to give an idea. I'll probably do it anyway, but any advice or people agreeing this will be useful will probably quicken the process, and be much appreciated. Thank you.
(If you would like a copy but don't frequent these board, try e-mail at archmage@nmt.edu or for future use, brianw@embergamedev.com)
Edited by - DraconicArchmage on January 11, 2002 6:36:19 PM