Taking Responsibility As A Lead

Abstract

Problem: What does it really mean to "take responsibility" as a lead, and why do so many people avoid doing it?

Approach: Tim Cain draws on decades of experience as lead programmer and game director β€” including shipping Fallout and running a flat hierarchy experiment at Troika β€” to explain the mechanics and pitfalls of responsibility in game development.

Findings: Taking responsibility means owning problems even when you didn't directly cause them, finding the root cause, and assigning someone to fix it. Problems naturally flow uphill through the hierarchy until someone claims ownership. However, the person who steps up often gets blamed for the problem itself, which discourages people from volunteering. This blame can come from managers above or from gamers and reviewers after release.

Key insight: The best teams are ones where people roll up their sleeves and take responsibility without finger-pointing β€” find those people, be one of those people, and stay at that workplace.

Source: https://www.youtube.com/watch?v=3YYdwnOzdig

References