Hell on Earth, and How to Get There
Quickly
Okay, imagine this: Company X has just
hired you as a producer. The head of studio hands you a complete,
detailed design document and says that the project is expected to go
into production in two months. The lead designer and lead programmer,
highly qualified and easygoing people you know well, are already working
on a prototype full-time and it looks like you have something special on
your hands. You spend your two months carefully planning the project,
the company approves the resource allocation plan you submit, and by the
time the rest of the team is ready to rock and roll, you’re well on
your way to a blockbuster.
If that’s the situation you find
yourself in, you’re luckier than me, and there are numerous how-to
books and articles that can tell you how to proceed. (Heck, you might
even be able to apply some of those nifty concepts they showered you
with at graduate business school. Never happened to me, but it might
happen to you.)
Now, if you don’t mind, we’ll stop
fantasizing, and talk about something a lot more likely. Let’s say you
are hired to replace some poor schmuck who was recently disintegrated
into subatomic particles by an irate CFO because his project (now yours)
was going absolutely nowhere. The team tried to get by without a
producer for a month or three while the company recuperated your
predecessor’s severance package, so by now nobody (least of all the
client) knows exactly what has been done or how well. Half the team has
quit the company in disgust, and the rest is thoroughly demoralized.
Back when I was young and innocent, I was
thrust into a similar situation. I thought I was prepared. Now
that I am a grizzled veteran pushing 30, I know better. The project I
took over, a rather simple Macromedia Director-based multi-platform
trivia game with a database of 16,000 questions, had already slipped its
ship date by the time I got involved, and the hidden issues I soon
uncovered were staggering. If I had known then what I know now, we
probably could have finished the game 2 months earlier and with a lot
less damage to our personal relationships. When appropriate, I will
refer to this game in the text, but please bear in mind that this
article is an aggregate of situations I encountered in a variety of
contexts; no one project could ever have this many problems (I hope).
Earn the Team’s Trust
Let’s face it: when you take over as
producer on a project that is already underway, you start out completely
powerless. If your staff liked your predecessor, they resent you for
"stealing" his or her job. If they didn’t, they assume you
are no better until proven otherwise. Either way, productivity will be
infinitesimal until you establish some sort of positive relationship
with them. Time is of the essence here: if you don’t make inroads
within two days, you are probably never going to, so get busy. In my
case, I wanted to let the trauma of the situation (my predecessor had
been fired while pregnant) recede before getting too involved; big
mistake.
How do you earn the trust of a team in
trouble? First, talk to them, one at a time, for however long it takes
to identify the problems (real or perceived) which dragged the project
to the brink of disaster. They know more about the situation (and each
other) than you do. Make each staff member feel safe about talking to
you, explain that whatever is being said will stay in the room, and that
you are there to make the situation better for everyone, not to find a
culprit. Make small talk for a while if a person needs time to loosen
up. It’s a fact of life that if you demonstrate a willingness to
listen, people will quickly open up to you. You may learn that:
-
A junior programmer has been left
without supervision when his mentor left the company. He feels
cheated, because he did not receive the help he needed from more
experienced colleagues and got a poor performance review as a
result.
-
Some people have been field-promoted
because the departed had to be replaced in a hurry, and salaries
have not increased with responsibilities.
-
One of the guys can’t work overtime
any more, because his spouse has threatened to leave him if he does
not spend more time at home. Others have to pick up the extra
workload and he feels resented.
These are all very difficult situations
where no one is to blame. And remember that when dealing with people,
appearances are as important as reality: if your lead programmer thinks
that the artists hate him, you have a problem whether the artists
actually do or do not hate the lead programmer.
Once you know what is wrong in the team
dynamics, you will be in a much better position to find answers.
Sometimes, all that is needed is a shuffling of responsibilities; it is
human nature to be easily motivated doing stuff you like. Other times,
you might need to trade an employee or two with another project to bring
in fresh minds and resolve personality conflicts, or to negotiate on a
shy team member’s behalf with a project lead or management. Whatever
the solution you pick, you win, because you have shown to your team that
you are willing to work hard to make their lives more enjoyable.
Restore Morale
Now that the team is ready to believe in
you, it is time to make them believe in each other again. By now, your
people are probably sick of the project, of its problems, and of each
other. When bug reports pile in, rumors of cutbacks fly all over the
studio, and the project becomes a laughingstock in the press (yes, it
happens), hidden conflicts surface in a hurry. By the time you come in,
some people may have left the company and open warfare may have broken
out within the remains of your team.
There is little you can do in the worst
cases, except get rid of a bona fide rotten apple or separate
(physically and organizationally) good people who just can’t get
along. However, most of the time, surprisingly little effort is required
to get people to believe in each other. Find out who likes to talk to
the gaming media, and who just wants to be left alone to do their work
in peace. Find out who likes what kind of beer, and buy a round on
Friday. Take them to a ball game, go shoot pool, have a pool-side
barbecue at your place, anything to get them out of the office and give
them a chance to enjoy each other’s company. Set aside at least 4
hours, because the first 2 will be spent breaking the ice, and the real
bonding will only occur later. Here is the ideal scenario: leave at noon
on a workday (this "small victory" accelerates the bonding),
do something active in the afternoon, and talk over beer and sodas until
8-9 PM. You can repair months of damage in one day.
Assume Nothing
Now, get ready to settle down and perform
a thorough review of everything related to the project: design
documents, code, artwork, everything. It’s quite possible to let
shoddy work creep into a project (consciously or not) when you don’t
feel involved or believe that it might be canceled, so review all assets
carefully.
Make it clear that you are not doing this
to point fingers, but to resume the project with a clean slate. Explain
that you must have a clear picture of the real state of the project
before you can prepare a sensible plan for the future and restore
confidence between the team and the client.
In my project, I failed to do this,
because my team was already sick of the game and the senior staff who
had written the most intricate code wasn’t with the company anymore.
We assumed that since we had not met any serious problems, everything
would be fine. Heh. It turned out that the "thematic search"
through the question database ran fine on PC but required over 20
minutes on Macintosh once the 16,000 questions were integrated. I found
out to my ever-lasting horror that the Mac version of the third-party
tool we were using was written in Hypercard, and therefore totally
unsuited to a project of this size. By then, it was too late to look for
an alternative, and this major feature had to be scrapped. Imagine how
happy that made the programmer who had spent several weekends making it
work in the first place. Not to mention the client.
Earn the Client’s Trust
By the time you come in, the client,
whether a publisher or your own company’s upper management, has been
burned by the project’s past failures. However, they haven’t
completely given up; otherwise, they would have canceled the project
instead of bringing you in.
How do you regain their confidence?
-
Be honest. Make realistic
estimates of what has been done, what must be re-worked, what you
can finish and what should be dropped from the project. Do not try
to hide any of the project’s problems; on the other hand, do not
pad your estimates excessively to make yourself look good. The
client may not like everything you have to tell him, but better face
the bad news now than to end up with another slip later. It may be
the case that the project is in trouble (and the client ticked off)
because unrealistic estimates haven’t been met in the past.
-
Communicate. Talk to the
customer daily, and don’t wait for them to make the phone call,
either. If you come off as a forthcoming, straight shooter, the
client will give you the benefit of the doubt and you may get more
freedom than you think.
-
Be firm. Do not try to wing it
with a skeleton crew in half the time you really need, it won’t
work. Refuse demands for excessive overtime to "make up for
past mistakes". Explain the situation clearly and truthfully,
and if the client doesn’t want to understand, get out, you can’t
save this project. One of the reasons why my game took so long to
finish was that both of my programmers had to spend 50-75% of their
time on another project, which had been scheduled to begin once mine
was finished but had not been pushed back or re-staffed once trouble
began. In the end, both clients wanted our heads on a picket fence.
-
Small victories. Make the
first few milestones of your new project plan simple ones, which can
be met in at most a few days. (In case a CEO is reading: "Fix
all the reported bugs" is not a good choice for a first
milestone.) Once you have hit 3-4 of those (which shouldn’t take
more than 2 weeks), both your team and your client will believe that
the project is back on track, and pressure will drop faster than the
Atlanta Falcons.
And If They Say No?
Run. If the client insists on cutting
your best estimates in half and reserves the right to add a feature or
two at any time, you simply can’t win. No matter how hard and how well
you work, you will never be able to meet their unrealistic expectations,
you will get blamed for it, and the project will leave you drained,
bitter and quite possibly unemployed. Save yourself the aggravation:
leave now. It may shake them back into reality.
Conclusion
Successfully saving a project from the
brink of disaster can be an extremely rewarding experience. Other
producers will whisper your name in awe and sacrifice many goats on your
sacred altar. Companies will be shoveling money at you for the rest of
your life. Oh yeah, and you’ll feel pretty good about yourself, too.
However, before signing on, make sure
that you are prepared, and that there is something to save to begin
with. Be honest in your job interview: ask for a couple of weeks to
evaluate the situation before committing to the job on a permanent
basis. Then, give it your all. If you succeed, you’ll have a heck of a
story to tell.
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