Difference or assembly line: Look at the different styles of the company's research and development

Source: Internet
Author: User
Keywords Differentiation online games assembly line
This reporter Zhang Tian broad Beijing report game development phase of the Division of labor is very clear, in a responsible for the overall global producer (project manager) subordinate team, mainly composed of four types of work, that is, the industry is often said "four carriages": first, the main planning led the planning team, including plot planning, numerical planning and functional planning three aspects  The second is the art team led by the main art, divided into 2D art, 3D art, Scene art and other specific posts; The third is the main program led by the technical team, rough points down, but also can be divided into client programs and server-side program two departments; Finally, the game testing team, responsible for the late game debugging work.  Although the division of labor is not complicated, but the current ranking of several large online gaming companies, research and development of the management style is unique. In accordance with the project to set up a parallel studio or division of the flat management model, is currently the most common online gaming company management methods. To the old online games company Jinshan, for example, each of its games by different studio research and development, a new project, after the addition of a studio, simple and clear. These studios are located in Zhuhai, Beijing, Chengdu, Dalian and other cities, each with independent producers.  The association between the studio is not strong, produced products often vary greatly. The advantage of the independent studio model is that the responsibility to the household, the division of responsibilities Clear, for each studio, the project done well, the benefits will be good. Because the goal is clear, the producer's sense of responsibility is generally strong. But this fragmented research and development model has a short board-the company's internal resource allocation is not smooth, because the team built mainly by the studio to complete their own, even in a company, human, technical achievements, resources are also difficult to share.  Therefore, often there will be a company's several games, advantages and disadvantages are diametrically opposed to the situation.  Starting with 4 friends three years ago, the team that manages nearly 300 people right now, Game Valley also chose the model of independent studio, which makes the company's founder Zhang Fumao management pressure to reduce a lot, but he will inevitably feel distressed, because, "in addition to a few people in the corridor smoking, most of the staff are not met."  Unlike the flat horizontal studio management model, to research and development based on the perfect time and space to use the "longitudinal cutting" of the pipelined management model, will be planning, art, procedures, testing four links cut, set up a large group of management, the game from planning to testing, the implementation of pipelined production, the resources by the company unified deployment. In perfect time and space, a project manager of a game will be in the form of a work order to each large group of resources, by the allocation center of each group for unified planning, deployment. "You submit a work order, I send you a person, the relationship between the two sides is like a short-term contract."  "Zhang Fumao said. Compared with the transverse split studio model, the vertical pipeline model has the greatest advantage of being able to allocate resources better throughout the company, and to control the overall research and development capabilities in the hands of enterprises, reducing the impact of the flow of personnel to the enterprise research and development capabilities. But in the industry, companies that use this type of management are stillA perfect family. "In fact, NetEase at the beginning is to take the perfect time and space, and then feel unworkable, changed to the project group as a unit of the way." "Liang, who has worked in NetEase seven years ago and is now the founder of a gaming company in Guangzhou, said," For example, the project group, in the early days, its programmers came from the technology department, the artist from the art department, and testers from the testing department. In this way, the programmer will be subject to dual management: one is the Dream Working Group, the first is his technical department. The technology department can easily draw the original programmer back and send another programmer over, but this person may not be what the studio wants.  "For this" flexible "deployment of resources management, Liang instead that the management of the company is a major challenge.  In fact, the limitations of the "perfect model" is also obvious: to come, the assembly line production needs the game company in the research and development personnel have long-term accumulation, and strong overall coordination ability, in the habit of the game industry alone, such ability itself is difficult to imitate. In addition, the production mode of the assembly line is embodied in the product level, there is the risk of standardized production, product similarity and innovation. Even in the perfect time and space known as research and development, its introduction of the perfect World, the fairy, martial arts, because of the similarity of play and function, also let the industry appeared "perfect products are in the shell" of the argument, which has been adhering to the "assembly line" mode of perfection also began to loose.  It is understood that the current perfect new introduction of the project, but also try to use the way of independent project group Management, these independent projects and the original team sharing is not small, the reason, the pursuit of product differentiation may be one of them. "Now a lot of companies want to break the original model, do horizontal and vertical interspersed, so that the development of the process more ' matrix '." "Zhang Fumao said. Similar references to each other also occurred in the Zhang Fumao team, at present, the game Valley under the operation and development of 7 projects at the same time, in accordance with Zhang's plan, in addition to planning and procedures are still in accordance with the mode of the studio independent organization, art and testing links will be drawn up by the company to co-ordinate arrangements, incentives from the wages and bonuses reflected, Do not enjoy project feedback.
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