{"id":101153,"date":"2019-10-02T18:37:00","date_gmt":"2019-10-02T18:37:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/351546"},"modified":"2019-10-02T18:37:00","modified_gmt":"2019-10-02T18:37:00","slug":"video-a-tech-directors-guide-to-communication-roi-and-triage","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/10\/02\/video-a-tech-directors-guide-to-communication-roi-and-triage\/","title":{"rendered":"Video: A tech director&#8217;s guide to communication, ROI, and triage"},"content":{"rendered":"<p>Game development teams often&nbsp;try to&nbsp;cram more <em>stuff&nbsp;<\/em>into a game than they can reasonably fit in the time and budget they have.<\/p>\n<p>In this 2017 GDC talk, veteran programmer Mike Acton shared&nbsp;his specific processes to ensure that when this happens to you, you prioritize what&#8217;s best for the project.<\/p>\n<p>He offered advice on how to ensure&nbsp;everyone has the best information available to make the best decisions to do their job well,&nbsp;how to validate that&nbsp;what everyone is working on is worth doing,&nbsp;and how to ensure the&nbsp;most important things get done when you&#8217;re programming video games for (hopefully!) fun and profit.<\/p>\n<p>It was a meaty talk that offered some practical advice for game teams large and small, so if you didn&#8217;t have a chance to see it live don&#8217;t miss your shot to watch it now that&#8217;s available for free&nbsp;<a href=\"https:\/\/www.youtube.com\/watch?v=WQlf9UIzF14\">via&nbsp;the official GDC YouTube channel<\/a>!<\/p>\n<p>In addition to this presentation, the&nbsp;<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>&nbsp;and its accompanying&nbsp;<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>&nbsp;offers numerous other free videos, audio recordings, and slides from many of the recent&nbsp;<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or XRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via&nbsp;<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the&nbsp;<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can&nbsp;<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Game development teams often&nbsp;try to&nbsp;cram more stuff&nbsp;into a game than they can reasonably fit in the time and budget they have. In this 2017 GDC talk, veteran programmer Mike Acton shared&nbsp;his specific processes to ensure that when this happens to you, you prioritize what&#8217;s best for the project. He offered advice on how to ensure&nbsp;everyone [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":101154,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-101153","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/101153","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=101153"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/101153\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/101154"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=101153"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=101153"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=101153"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}