Decision making 101

From concept to execution

When we started generating new game ideas in fall 2013 we decided that every co-founder is to come with at least one game concept. After hearing out and rating all the concepts we voted our favourites and chose one of them onto operating table. Next we had to assign roles for the first project and it happened surprisingly smoothly, all were happy about the given tasks. First challenges were learning to use new software like Xcode and R.U.B.E.

Close the door to open two new ones

After two steady months of working first real problem emerged. Lots of different decisions had to be done every week and all the co-founders wanted to give their opinions. When your company has many creative guys it may get a bit problematic as you always have so many different options to choose from. We couldn’t proceed as fast as we would have wanted but we still had the project fairly well under control. One more month passed until we were sure that we have to change our decision making process. We divided our whole team into few smaller ones who each held responsibilities over certain areas and were able to make decisions without everyone’s opinion. Shortly after the change we already noticed how much easier our daily office life had become because of simplifying the decision procedure. It also affected in our atmosphere and raised the flow back to old levels.

Plan. Plan. Plan.

Why we had to make so many decisions one might ask. The main reason was that the concept we chose wasn’t as complete as we thought it was. Many things came up as we progressed and the concept was like like an evolving organism. We accepted this as something we have to do once to make everything go smoother next time we are thinking up new game ideas and starting the concept phase. Small teams we already mentioned seemed to be a really good idea and we wanted to try the same with concepting as well. Small teams will work independently but they can collect feedback and ideas from other teams and use that information if they want to.

Accept your mistakes like a game developer

We believe that after experiencing challenges like earlier mentioned and finding better solutions will make the company more stronger. Mistakes and failures which lead into new more efficient working methods are needed to grow up as a company and as a team. We highly admire how in Supercell it’s allowed to make failures and even drink champagne after that.

We are once again closer to the launch of our First Game. and we will keep hammering!