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# 後疫情時代產業工作管理新趨勢 2021 TGDF 台北遊戲開發者論壇 [共筆筆記索引](/HksczuLpu) [官網連結](https://2021.tgdf.tw/speakers/22) [影片連結](https://www.twitch.tv/videos/1083022055?t=00h29m49s) 講者:Kevin Lai # 講者介紹 Studio Voltz 共同創辦人 擁有 16 年以上遊戲開發的美術背景,經歷過主機與掌上型遊戲時代到近期的網頁遊戲以及手機遊戲開發。早期在任天堂擔任人物美術、Concept 設計以及 RD 研發,後來與前任天堂美術長 Jun Tsujimoto 創立了 Studio Voltz。 Studio Voltz 為許多歐美、日本大廠提供美術支援 。目前也為數間跨國公司做美術總監,規劃以及品質管理相關事務。 # 議程介紹 2020是一個全球性的轉捩點。無論在產業、企業甚至到個人層面上,許多人都改變了以往所熟悉的工作模式。從 Global collaboration 到 working from home、跨越地區以及時區的概念(型態?)和思維也漸漸變成新常態、加上許多新工具的出現、公司和團隊在工作方式上也多了其他選擇、但同時新的問題也相對的產生。 在一個能應對如 PS5 高端技術的需求、資源全球化以及在疫情顛覆以往習慣的時代、如何定位及有效管理專案是每個團隊和個人都必須面對的功課。透過這次主題、將分享與跨國團隊合作進行專案以及管理美術品質的經驗。透過 case study 來分享討論一些常見的問題以及當下應對的方法。 主要聽眾為管理階層人員,尤其是美術製作人員或有考慮要採用 work from home 工作模式的團隊。透過此次實際經驗和案例分享讓大家對於這樣的工作模式有更深入的了解。 # The Shift ## Shift in human behavior - 人與人之間的互動 - 與人群間的互動 ## Shift in personal management - 生活與工作的平衡 ## Shift in workspace - Work from home - 疫情加速這方面的發展 - 分享與跨國公司 (印度) 的經驗 - 而講者主要是作為 final reviewer,作為客戶與美術團隊的橋樑 # Keys in Remote Management ## Set up expectation - 對外讓客戶知道他們會得到什麼,時間表、團隊可能發生的狀況 - 對內讓團隊知道他們需要做什麼內容 ## Create a feasible plan with enough buffer in schedule and resource - 設立短期 (milestone)、長期計畫 ## Monitor the productivity and adapt necessary changes - 觀察工作上的問題與效率,若有狀況發生時及時應對 - 主動: 設定一個框架 (template),讓成員有一個流程可以遵照處理 - 被動: 讓團隊成員主動回報進度 ## Case Study - 外包團隊通常是一個指令一個動作 - 但講者比較不想要這種單線型流程,會在中間再安插其他流程,以減少後續修改的成本 - 針對客戶的反饋作分析,解釋分析反饋的意義,為什麼是這樣以及以後如何進步 - 建立效率成效表格,觀察團隊內或與客戶的合作成效 # Structurize The Process ## Develop a systematic pipeline - 以 FR (Final reviewer)、PM、LEAD (團隊組長) 的三角架構作為核心 ## Anticipate and manage the unexpected - Flexibility (彈性) - Efficiency (效率) - Reliability (信賴度) - Accountability (負責任) - 客戶反饋的審核,修改多少時間 - 決策的後續影響 ## Case Study - 怎麼在不要花太多時間開會的情況下,得到足夠多的資訊 - 要求團隊在開會前先做 kick off meeting,準備客戶需要知道的內容,把 FR 當作客戶先演練需要的內容 ###### tags: `2021TGDF` `台北遊戲開發者論壇` `共筆筆記`

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