These are table stakes in tech, but can transform game teams.
And yes, you might take a pay cut. But having done the move, I can say: being happy and excited about what you're building is worth more than another RSU refresh. The industry needs technical leaders who can bridge both worlds.
27.01.2025 17:45 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
The skills games needs most from tech:
* Strong people management (not delegated to HR/Ops)
* Cross-functional thinking (breaking down discipline silos)
* Technical excellence mindset (making games faster/cheaper)
* True product ownership (break the diffusion of responsibilities)
27.01.2025 17:45 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Second insight: In tech, I spent too much time convincing myself to care about what we were building (I talked about this last week) In games, that anxiety disappeared. Even on hard days, I know we're creating experiences that bring real joy to players.
27.01.2025 17:45 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
First surprise: tech leadership skills that feel 'basic' in Silicon Valley are often game-changers in gaming. Example: I once turned around a struggling project just by applying standard tech roadmapping practices. It became foundational to how we worked, though that kind of work is "not my job".
27.01.2025 17:45 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Maybe a spicy take this week: the game industry desperately needs tech leaders - and those who make the switch often end up happier. Here's what I've learned after moving from tech to games... ๐งต
27.01.2025 17:45 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
And yeah, that mission t-shirt is probably still in my drawer somewhere
21.01.2025 17:22 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Tech leaders eyeing games: understand this mindset shift before making the jump. It's not just a different industry - it's a fundamentally different relationship with work.
21.01.2025 17:22 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Leading in games isn't about hitting metrics or optimizing workflows. It's about creating space where passionate people can channel their creativity sustainably, all serving players.
21.01.2025 17:22 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
There's also this reality: gaming's history with corporate leadership is... complicated. Years of crunch and burnout have left scars. Your MBA playbook? Leave it at the door. You'll need a different approach.
21.01.2025 17:22 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Tech folks are masters of compartmentalization - focusing on their piece, crafting their own narrative about why it matters, playing the corporate game. Games require everyone to see and care about the bigger picture.
21.01.2025 17:22 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Here's what changes about leadership: In tech, I spent tons of energy on alignment and buy-in. In games? That energy is already there. The challenge isn't motivation - it's channeling that passion effectively.
21.01.2025 17:22 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Games? Totally different world. People aren't here for the money - hell, most could make more, or work less, elsewhere. They're here because they genuinely care about what they're making. The mission isn't on a t-shirt - it's in their DNA.
21.01.2025 17:22 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
In tech, I worked with brilliant people who delivered great work. But for most of them? It was a job. A good one, sure, but still a job. The annual motivational all-hands with the mission t-shirts? Pure theater.
21.01.2025 17:22 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
In games? The relationship people have with their work is fundamentally different, and was my second big skill gap coming in. Letโs talk about it.
21.01.2025 17:22 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
People in tech companies don't give a f*** about what they're working on. I've had many people tell me as much verbatim. No judgement from me; it's a job, it pays well, and so few people in this world have the luxury of working on something they care about.
21.01.2025 17:22 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
For sure - shiny graphics at least make games (arguably) better, but lots of idiosyncratic (and wasteful) practices donโt
14.01.2025 00:01 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Whether you're a tech veteran eyeing games, or aspiring to join the industry - I'd love to hear your questions about how teams really work. What differences have you wondered about? What surprises you about game development?
13.01.2025 17:10 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
The key insight? Success isn't about throwing away tech experience. It's about understanding when to apply it and when to create new approaches. In games, player experience trumps traditional efficiency metrics.
13.01.2025 17:10 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Then there's pure tech teams (infrastructure, build tools). They can move fast like in tech - but even here, everything needs to support both technical excellence AND creative freedom. Their stakeholders are internal; their iteration loops look different than the rest.
13.01.2025 17:10 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Feature teams? That's another world. Some can move fast and iterate. Others, especially core game features, need longer runways. You can't always "MVP and iterate" when you need to get the feel right before players see it.
13.01.2025 17:10 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Pipeline teams (ex: character pods) work on a waterfall with many internal iteration loops. Scrum and milestone planning isn't as useful as Gantt charts and dependency mapping. This work is big and complex, so less agility at the macro scale is appropriate. Still, iterate internally to get it right.
13.01.2025 17:10 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
First surprise: game teams aren't one homogeneous group. We're a mosaic of different teams that need different things to succeed. One-size-fits-all processes? They just don't work.
13.01.2025 17:10 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
In tech, dev orgs are pretty homogeneous: EM/PM, bunch of engineers, maybe design, maybe a dedicated scrum master. All use some flavor of scrum; some teams might use kanban if the work is typically emergent or unpredictable, others might favor post its and daily planning if things need to move fast.
13.01.2025 17:10 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
We recently reorganized our teams on our project, and it drove home a crucial lesson: tech leadership in games requires a completely different playbook. This is the first in a series talking about this hidden skills gap between tech and games - team types, work streams, and how planning goes down.
13.01.2025 17:10 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
๐ฎ โIt's just software development with better graphics, right?โ Wrong. Tech leadership in games looks deceptively familiar - until it breaks everything you thought you knew about how teams work.
13.01.2025 17:10 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
* Human factors - understanding other leaders (and your stakeholders) and their needs, which come from:
* Business context - what external forces are creating the needs, and how can you address them?
I'll ponder on all of this and go deeper in future posts!
07.01.2025 18:32 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
I'm going to throw these topics in the hopper to discuss more deeply in future threads. For now, I'll say I see two consistent themes:
07.01.2025 18:32 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Great thread! I can see several different topics in here I can expand on:
* The changing nature of leadership over the lifecycle of a game/product
* Staying up to date as a leader
* Mentorship and succession planning
* "Ego" in leaders
* Challenges advancing after the early career power spike
07.01.2025 18:32 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
While I may tell stories set in my current project from time to time, I won't be talking *about* the game on this account. We have some very smart and talented folks who are experts in that sort of thing, so please go find them for news about our game. ๐
06.01.2025 19:58 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
What questions do you have about tech leadership in gaming? What would you like to hear more about? Whether you're an industry vet or looking to make the leap to games, I'd love to hear from you ๐ฎ
06.01.2025 19:52 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
GDC returns March 9-13, 2026, in San Francisco!
reporter covering video games and digital culture for Bloomberg News
www.cecianasta.com
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Father to two teenage daughters. Apple tech developer.
Chief Development Officer and Co-Founder @ Second Dinner
Marvel SNAP | Hearthstone | Commander @ Home guest | Rapper
Reporter at Bloomberg | co-host of Triple Click | New York Times bestselling author of Play Nice + Press Reset + Blood, Sweat, and Pixels | jschreier@gmail.com
Senior Game Designer @ Sprocket Games on Project Cosmos. Content-focused systems designer. Formerly Riot Games R&D, LoL game modes, etc. Neurodivergent. ๆไผ่ฏดไธ็นไธญๆ(ๆฎ้่ฏ)ใPNW. ๐ณ๏ธโ๐
Tech Leader, author at DebugBetter, former cofounder of Gasket Games, former Relic Entertainment, DeNA, Mobify engineering leader
debugbetter.com
karlschmidt.net
Game dev working on Slumber Realm ๐ฒ๐ค @chuggagames.bsky.social
Formerly Monster Train, Natural Selection 2, Inkbound
Game Producer by day, Developer by night
Prev. Blizzard, Undead Labs, ArenaNet, Wargaming Seattle, Meta
Localization Producer @ Riot Games for Teamfight Tactics and 2XKO
3D technical artist who loves video games. I mainly share game industry, FGC, and MMA content.
Game Director at Naughty Dog, Intergalactic: The Heretic Prophet, The Last of Us Part II, Uncharted: The Lost Legacy. Kenneled over 16 years. He/him.
Lead Producer on 2XKOs Core Gameplay team @ Riot
Words here are my own and do not reflect Riot's values or opinions
Prev - Spellbreak, WoW, League of Legends
Rock Climber + Runner
I'm a game developerโตworking on "Kernelbay" https://store.steampowered.com/app/3686480
๐ฎDiscord: http://discord.gg/ZQp6kQC3jY
๐คX (Twitter): https://x.com/indiegameswtf
๐น๏ธSteam Curator: https://shorturl.at/UHtSb
I'm the developer of Roguetron, a retro sci-fi roguelite with deep customization. Craft unique builds with modular weapons, armor, and gear. Follow for dev updates, features, and behind-the-scenes content.
PNW FGC | 2XKO gameplay engineer | he/him | EN/FR
CEO of Sprocket Games
(exRiot Games, exGoogle)
Sprocket Games bsky:
@sprocketgames.bsky.social
Building Cosmos:
https://discord.gg/projectcosmos
(come say hi!)
I also know a lot about frogs.
[he/him]