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Here Be Dragons: Production and Uncertainty

I gave a talk at PAX Dev recently on the skill of staying with unpleasant emotion. My basic argument is, if you're not comfortable staying with fear and anger, then they control and influence your actions in bad ways and you make poor decisions.

Here's the video of the talk. It's just under an hour long:

I had more material for the talk than I could fit in an hour, so a bunch of stuff got cut. One of the big things was my thoughts on production - the discipline in game development responsible for schedules, coordination, and logistics - and how a skillful relationship to negative emotion is especially critical for producers.

Before I left Bungie, I had a conversation with a friend there, a producer with whom I had often disagreed. He spent a lot of time working with data to make predictions about the schedule. I was teasing him about how elaborate his spreadsheets were. I told him I didn't use them very much for my team.

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