BETA | NEW YEAR, NEW JOB 20 how to run.” Will Luton, Creative Director, Mobile Pie
“Peopleware: Productive Projects and Teams by Tom DeMarco and Timothy Lister.” Michael Burnham,
Head of Production, Rebellion
“Slack: Getting Past Burnout, Busywork, and the Myth of Total Efficiency by Tom DeMarco.”
Neil Alphonso, Lead Designer, Splash Damage
“The Elegant Solution: Toyota’s Formula for Mastering Innovation by Matthew E. May, and Difficult
Conversations: How to Discuss What Matters Most by Douglas Stone, Bruce Patton and Sheila Heen.”
Paulina Bozek, CEO, inensu
“The Flight of the Buffalo by James A. Belasco and Ralph C. Stayer.” David Braben and team, Frontier
“Who Moved My Cheese? by Dr Spencer Johnson helps you understand how you can deal with change in any situation
that can arise.” Ben Royce,
Design Specialist, Datascope
of games.” Chris Mayer, CEO, Night Owl Games
“Kingdomality by Sheldon Bowles, Richard Silvano and Susan Silvano. Not strictly a management book, more
an understanding people book.” Sean Turner,
Technical Director, Hutch
“Howard Schultz and Joanne Gordon’s Onward: How Starbucks Fought for its Life Without Losing its Soul
teaches you how not to lose sight of the very reason you started your company.” Mills,
Co-Founder, UsTwo 5 WAYS TO GET PROMOTED AS A DESIGNER
“You’re only as good as your team. Align yourself with the best in your studio and understand their qualities.” James Sweatman, Game Designer, Jagex
“I don’t expect every wannabe designer to have a final specialisation decided, but I do expect them to understand
what areas are there, and bring demos proving their skills in the areas where they are strongest.”
Imre Jele, Co-Founder, Creator-in Chief, Bossa 22 | FEBRUARY 2012
“To get noticed, know what kind of game – and platform – you want to work on, and build a portfolio
demonstrating your skills in this area.” Peter Leonard,
Recruitment Consultant, Amiqus
“Being loud, fast and confident will mean you get promoted, but undoubtedly you’ll be hated too.”
Mills,
Co-Founder, UsTwo
“Understand that the elements of story telling play an integral role to all game design. Pacing,
conflict, character, setting, etcetera all come into play.”
Patrick Wylie, VP Studios, Big Fish Games
“Most management books can be inhaled by just reading the reviews, so don’t worry too much about them. But do spend ample time with other CEOs and other old hands, and learn from their stories and battle-scars.” David Helgason, CEO, Unity
MANAGEMENT BOOKS EVERY EMPLOYER SHOULD READ
“Drive by Daniel Pink and also a book called Getting Things Done by David Allen.” Julian Widdows,
VP of development, Codemasters
“Rework. Which should be called: The definitive guide to running 37signals. But what a company to know
“Winning by Jack Welch and Suzy Welch and Life Matters by Roger Merrill. Welch is a phenomenal businessman
and I use some of the advice written in this book regularly.”
Trevor Williams, COO, Playground Games
“Patrick Lencioni’s Death by Meeting, Dan Roam’s The Back of the Napkin, Garr Reynolds’ The Naked Presenter, Sandra A.
Crowe’s Since Strangling Isn’t An Option… Dealing with Difficult People and Robert I. Sutton’s The No Asshole Rule: Building a Civilized Workplace and Surviving One That Isn’t.”
Andrea Hartenfeller, HR Manager, Crytek
“Built to Last by Jerry Porras and Jim Collins.” Dave Thomson,
Founder and CEO, Ludometrics
“Even if you are not in social gaming, Jon Radoff’s book Game On is a powerfully insightful look at the business
“The E Myth by Michael Gerber is aimed at all those starting or running a small business of any type –
including a development studio.” Ian Goodall,
Director, Aardvark Swift
“There is no one book with all the right answers. Instead, read the stories of successful companies and founders.” Andy Campbell, CEO, Specialmove
5
PIECES OF ADVICE FOR SETTING UP YOUR OWN STUDIO
“Understand you’re setting up a business that makes games, not a fancy studio where you
stroke your ego.”
Andrew Madden, Lead Artist, nDreams
“Just do it. Borrow money from your parents or friends if you need to and go for it.
Never look back.” Mills, Co-Founder, UsTwo
“Define what you are making and who you are making it for. Then question yourself on
how are you going to get that product to the market.” Andy Campbell, CEO, Specialmove
“Try to keep things simple and agile – that is your biggest strength at the
beginning. You are faster than the big companies. Keep this value for as long as possible.” Hendrik Klindworth,
Co-Founder and Managing Director, InnoGames
“Biz dev guys are paid to say ‘yes’. They will always be interested in your pitch as that is their
job. If they are not talking turkey on contract terms within a month, then they are probably not going to buy your game. Move on.” Trevor Williams,
COO, Playground Games
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