Recent thoughts on product strategies of project teams and small companies
Source: Internet
Author: User
Recently, I was busy launching a new game project. I had no worries about it, and my blog was not updated. These days have finally become normal.
Some Thoughts on the project team: 1. The main responsibility of the project leader is to arrange the development work in the Group and lead the team members to complete the project development tasks. The most important task is to build a game framework, optimize workflows, provide technical solutions and review from a macro and global perspective. Code To ensure that the development team completes the development tasks efficiently and with quality and quantity. Its Personal Development focus is not to write business logic code, nor to take off bugs or wipe your ass for the team (of course, you must have the ability to wipe your ass and be ready to wipe your ass at all times ), to a certain extent, its work needs to be prospective and research-oriented. 2. Current projects are all completed by several Members. Sometimes, the efficiency of a person is not important, and the efficiency of the team is the most important. As a project manager, we need to do our best to optimize the workflow, improve team development efficiency (including other non-development teams ). 3. The Project Manager learns to release and authorize the team. Only in this way can the team grow and take responsibility for it. If you give him the opportunity and responsibility, how bad will he do without seeing him. If you do one thing yourself, you can achieve 90 points. If you do it for your subordinates, you can achieve 70 points. If you can afford 20 points, you can do your best to let him do it. Some managers have to talk about things, so that their subordinates feel depressed, and their own energy is too dispersed to concentrate on their jobs. 4. Managers need to control their mouths and create a good atmosphere for communication. If a team is often a manager, the team must be a "lack of communication" team. People all have their own aspirations, all want others to recognize themselves, and all want others to listen to themselves. When one says more, others in the team must say less, such a team is hard to brainstorm, but it is a malformed team ".
Product strategies of mini game companies: Today, there are countless webgame products on the market. There is a phenomenon: Many webgame development teams have seen that a game on the market is very successful, so they intend to make a similar one, and the art will be listed after a change. After more than half a year of project development, I found that the product I developed does not seem to have any competitiveness. As a result, I adjusted the development direction and delayed the release after several months. As the company's capital is exhausted, it becomes a problem to survive. In the initial stage of project development, there was no clear definition of the product direction, and there was not enough estimation of the difficulties, so I felt that others could do it as well. Lack of team experience and ability, and failure to respond effectively when encountering problems, everything is walking in stone. In the face of a large number of homogeneous game products on the market, the most important thing for small companies and small teams is to find Breakthrough points, which must be unique in the game type and gameplay. You don't need to care too much about the market capacity. As long as the game is popular with players, it is enough. The most taboo thing for small companies is to make mature game products on the market. This is like a "Battle of the ground" and "guerrilla warfare". You are heading for a "Battle of the ground" with the company ", because your R & D capabilities and market capabilities are very weak, there is no doubt that you will have a chance to fight "guerrilla warfare" with a large company. After the clear direction, we can use the small step to quickly attack and try more, so that we can find a way to exit. In the Internet industry, product switching costs are extremely low. Most users only recognize the boss, not the second. Many products must be the first to survive.
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