5.6.24
Can facilitating or
managing creative work be an act of creation?
But are we?
This topic is (like most of this sequence) obviously
somewhat on my mind because I am clearly working through my recent roles in the
games business, as a creative, and contemplating how I want to spend the
remaining time I have on this earth. So let’s sketch out the journey from creator
to “Creative Executive” whose primary job is to build environments in which
other people get to create.
I started as a creator; an artist and an animator, a game
designer, a storyteller. My official job titles involved these kinds of things
for the first few years. But quickly it because clear that I could accomplish a
lot more by helping get other people excited about the mission, the game
usually. “Lead Designer” was probably the first role I had where I officially
should have spent more time helping other creators build things than building
them myself. I think many of the worst outcomes that I experienced during this time
was as a result of trying to continue to also work as an individual contributor
to games and not just leading and managing others.
When you make games for a living, if you’re like most of the
people I know in the business, you end up working on far more games that never
go to market than games that do. While getting games killed and killing games
is always a slightly bitter pill, the guidance to “murder your darlings” is
good. It’s good in creative efforts and it is particularly valuable in
commercial creative efforts. It’s easy to come up with an idea, and it is
painfully easy to fall in love with an idea. You can devote (that word again) lots
of time to building the wrong thing; this is time wasted. And so getting good
at killing games and reevaluating what a team is working on is critical. It’s
not actually a bad thing that many games get killed early in their creative
lifecycle; this is the basis of a functional gate-system, which any developer
or publisher needs.
And in time, what becomes clear as a game designer, as a
creator, is that most of the reasons games get killed often have little to do
with the merit of, say, the design or the art style. Market dynamics, lifetime
P&L, cost-of-capital, ROIC, and many far less sexy elements of the business
side of creating consumer products (which is exactly what commercial game development
is) end up deciding which games should live and which should have a small funeral
before too much time or money gets devoted (!) to them.
This leads many creators, as they gain experience and lose a
lot of games, to increasingly shift their focus to the business side of things.
You end up moving from creator to Creative Executive because the B2B deals, securing
financing, making sure teams have the right people, and the dull mechanics of
accounting end up being many of the biggest risks to ever getting the games you
want to make made.
If I were to describe the job of a Creative Executive, or a
CEO, or other leaders of game development studios and publishers, it would be
this: Your role is to ensure a healthy ecosystem which increases the likelihood
that your teams are able to create the most beloved and commercially successful
games possible. You’re a farmer whose job is to think more about water, sunlight,
the Ph balance of the soil, and the talents of the other gardeners who will
work the land than it is to lovingly dig each hole by hand, or even always
select which seedlings should get planted.
This kind of role is inherently the job of the Creative
Executive. It’s harder than actually throwing yourself into creating something.
It’s less rewarding in most ways. But there are some advantages. Let’s think
about them for a moment:
-
There’s great joy in getting to mentor and experience
vicarious pride from the successful creative efforts of others. Watching a
studio GM ship something amazing and their team get rewarded by fans, media,
and financially can be quite satisfying. You know you helped and played a big
role in that success and it feels good.
-
There’s less obligation to be slavishly devoted
(!) to a single project or game. While each of the games you’re trying to help
succeed are important, they often benefit from a more measured level of involvement.
When the team knows what they are doing, has what they need, and the
organization is ready to help them bring it to market effectively, you can
limit the amount of time you spend on that project. Don’t throw people off
balance when they’re in a groove.
-
Many games don’t work. When a game doesn’t work,
the team who is focused on the game often get laid off. Helping lead a
portfolio of projects acts as a hedge against a single failed projects. This is
true for an individual as it is for a company.
-
Because the dollar values you’re responsible for
are (much) higher typically, the compensation is often better at a leadership
level than it is for individual contributors. This may rankle, but it is the
case for most businesses.
So is facilitating or managing creative work an act of
creation?
Yes. What you are creating is something different. You are
building teams, companies, projects. But when it works, you definitely HAVE created
something that did not exist before. Indeed, the act of “value creation” is
likely the primary job of both the entrepreneur and leaders at publicly traded
companies.
And it can be a very satisfying act of creation indeed.
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