Made of Metaphors

Brian Sharp

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The Push

My job at Bungie these days is about one core piece of technology we use to make our games. It's a system that all the artists, designers and sound designers use to get their work into the game. So, like any technology job where you're building a product other people use, there are two kinds of work: the work of building the technology and the work of supporting the people using it.

Things have been busy enough lately that I was trying to focus just on the coding and not do much support work. It wasn't really working out. All around me the artists, designers, and sound designers were struggling with issues while I was trying just to plow ahead on the coding work we need to get done. When the support work boiled over and I had to stop and attend to it, it took a ton of time and effort. Because I'd been burying my head in the sand trying to get code written, I didn't have any context for what was happening with the users. If I had to help someone, first it took me a good half-hour of asking random people questions just to have enough context to even understand what the problem was and what needed to happen.

I couldn't ignore the support work, though. Eventually I had to turn my attention towards it, and so I did, one week, and it consumed basically my entire week. I got just about nothing else done. It was frustrating seeing the coding work pile up, so my response was to keep trying to minimize my involvement in the support work. I'd do as little as I could get away with, try to hand off problems to someone else. Bu it didn't seem to actually help. It still took a ton of time just to figure out enough about a problem to know how to hand it off to someone else, and if anything that ramp-up time was getting longer.

* * *If you've ever watched the Tour de France, or the road biking events in the Olympics, or ever seen any group of people riding road bikes together, you've probably noticed they tend to cluster together in a compact formation. They're not just riding close together because they like the company (and the increased risk of crashes and injuries.) No, they're riding close together because of drafting.

What Shape are You?

On Tynan

My post before this was a kind of therapy / Buddhism / personal growth kind of deal, but I also spend a lot of time thinking about how to run effective teams and to be a responsible, thoughtful manager of people. It is my work: I am a lead engineer at Bungie, an independent video game developer of about 300 employees (though not for long, we're growing.) There are some unique aspects to making videogames, and I'll use game development terminology here as I refer to, say, texture artists or sound designers or programmers, but when I talk to friends in different creative industries - film, industrial design, other software development - I find these themes are pretty universal.

If you're going to manage people, you're going to have a lot of conversations about employee performance. It's just bound to happen. Sometimes, like during reviews, it might seem excessive. You might wonder if's worth all the time it takes. It is. It's OK that you spend a bunch of time on this. As a manager, that is your job. It's your job to have well-formed opinions about how you evaluate people and how you work with them to help them grow. If you aren't spending time on that, then you may be succeeding as a leader, but probably not as a manager. Apples and oranges.

It is, however, important to spend this time well. During conversations about performance, everything you talk about should boil down to one thing: the value they contribute to the team. What is their value, and how can they become more valuable?

I find a lot of review conversations tend to focus on strengths, weaknesses, and specific work results. These seem like reasonable topics, and there's value there, but I also find this often leads to a review that looks like this:

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