So I wanted to talk today about something slightly different; how I manage the project.
Managing a team of people scattered in pretty much every major continent is tricky, taking time zones into consideration, working lives etc.
There's a trick to getting the balance right.
One of the major issues I find myself in, on a day to day basis, is trying to catch up with the other core developers on the mod.
There is no real easy way around this, other than to attempt to coordinate and get things rolling smoothly, but life outside of the project can be so volatile and unpredictable, you never know whether the time someone has dedicated to getting a particular task done is at risk or not.
One thing that I've taken away from Fallout Who as a Producer/Project Manager role, is that team modding is inherently pitted with obstacles. Sure, when it gets into the swing of things, and people pick up on the drive vibe, it cruises along at a nice pace, but let that momentum slip for a second, and your coordination starts to wander.
In my day to day activities as Producer of the mod, I find myself spending a lot of time chasing myself up.
I needed to speak to Spyduck about this... I'll leave him an IM...
I really should task one of the contributors with developing this/that/the other for the next phase...
It's all about proper planning, mitigation and pragmatism.
So there we go.
Now that you've read something slightly out of the ordinary, enjoy a small teaser of what's to come from Team FWV.
We'll be posting some development updates over the coming weeks,
Until then, keep the faith,