Learning to Lead a Craft Team: Year One.
summary
An account of concrete first-year lessons: write three bullet points that define the role, prioritize lead first create second, stop being the hero by delegating risky work, and run a disciplined review loop that starts with clear goals and ends with explicit next steps. Use alignment tools — coding standards, design pillars or an art bible — teach juniors instead of fixing for them, check unconscious bias, celebrate team wins, and protect morale during crunch.
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chapters (19)
- 0:00Welcome
- 1:47Why leadership in games
- 8:10Your role as a lead
- 10:20Leadership vs game dev
- 12:25Avoid hero developer trap
- 14:12Forward thinking for leads
- 17:01Trust to reduce micromanagement
- 19:31Review loop and goals
- 25:04Delegating and autonomy
- 26:50Alignment tools
- 29:17Review loop importance
- 29:38Being a decent human
- 30:41Teaching and growing team
- 32:46Checking biases fairly
- 34:30Praise and recognition
- 36:36Regular team check-ins
- 38:02Honesty and transparency
- 39:05Summary
- 39:49Q&A
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