Empower your dev team with these five rules from Double Fine's Kevin Johnson
03.10.2023 - 22:49
/ gamedeveloper.com
Double Fine's director of development Kevin Johnson has spent the best part of two decades working as a producer at major studios including EA and Telltale Games. During that time, he's learned a thing or two about what it takes to support a team working in the perennial pressure cooker that is game development while also undertaking a journey of personal growth.
Taking to the stage to open the second day of Games Connect Asia Pacific (GCAP), Johnson laid out some of the fundamental lessons that inform his production philosophy and explored what it means to both succeed and fail as a developer.
Straight from a rather damp Melbourne, here are five pointers from the keynote that Johnson believes will allow producers, their teams, and developers working across numerous disciplines to reach new heights.
For Johnson, one of the most useful pieces of advice he ever received was imparted during a GDC talk. Simply put, it's this: embrace your FFTs (or fucking first times). Johnson revealed his GCAP keynote is actually an FFT and explained he's never given such a high-profile talk until now, and therein lies the point. It's important to try new things in order to grow, and that means pushing beyond your comfort zone while accepting that failure is a distinct possibility. That, though, doesn't have to be a negative.
"When you do something for the first time it's likely that you're going to fail, and that's okay. Ideally, you can recognize failure quickly and course correct, but ultimately failure is going to be part of the process. So, understand that and grant yourself some grace," says Johnson. "I've been in situations where the idea of messing up can just be paralyzing, and so when you actually understand that the expectation isn't that you're going to immediately get this right, it can be freeing."
In order to bring new voices into the industry, it's critical that studios and publishers provide pathways for internal talent. "You have to take a chance on someone while remembering that someone took a chance on you," says Johnson, who quips that "nobody came out of the womb with a tech demo."
He says that anybody who's ever made progress in the game industry has likely had some form of help along the way, and notes that once you've become established it's important to recognize that fact and start paying it forward. "We have a responsibility to the next generation to bring them up and help them avoid the pitfalls we fell into," he continues. "We need to build talent internally so that our processes get better and we can make better games."
It might be tough, but Johnson believes that conducting an honest assessment of yourself is fundamental to working in games. "It's going to be difficult because we're all