~/talk

Learning to Lead a Craft Team: Year One.

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slides:none on file

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.

AI-written summary · about

  1. 0:00Welcome
  2. 1:47Why leadership in games
  3. 8:10Your role as a lead
  4. 10:20Leadership vs game dev
  5. 12:25Avoid hero developer trap
  6. 14:12Forward thinking for leads
  7. 17:01Trust to reduce micromanagement
  8. 19:31Review loop and goals
  9. 25:04Delegating and autonomy
  10. 26:50Alignment tools
  11. 29:17Review loop importance
  12. 29:38Being a decent human
  13. 30:41Teaching and growing team
  14. 32:46Checking biases fairly
  15. 34:30Praise and recognition
  16. 36:36Regular team check-ins
  17. 38:02Honesty and transparency
  18. 39:05Summary
  19. 39:49Q&A
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