Creative Management
“Fun” kills creativity
Fun is a dangerous word to use in a creative environment.
Design your team like you would a game
The same principles that games use to keep players engaged can be applied to structure a team to feel engaged and safe to be creative.
Old Grumpy Designer Syndrome
Experienced creatives and designers can become toxic if poorly managed. Here is how to defuse the situation.
Valve’s flat management structure
Valve’s employee handbook has leaked, revealing a flat organization with no boss.
Breakdown of the Design Disciplines
Game design is often used too broadly. Here is a detailed breakdown of the sub-categories of design and how to best learn them.
Lifting the Designer’s Curse
We need to better understand and support game designers in their work, or the whole project will fall apart.