The Game Dev PMO:
How Scalable Systems
Deliver Outstanding Results
Discover the 9 Ways a Game Dev PMO Delivers
- 10-30% More Feature Development Capacity
- Higher Quality Games with Fewer Defects
- Stronger, Better, More Engaged Teams
The Game Dev Project
Management Office Delivers
The 9 Essential Elements For Operating a Successful Game Development Organization:
- (1) Initiative Management / Green Light Process ensures strategically important work drives your organization's roadmap for delivery
- (2) Responsive Change Control mechanisms enable flexibility to handle dynamic circumstances while preserving reliable, timely delivery
- (3) Execution Framework provides a vehicle for project oversight, ensuring effective planning, management, and review
- (4) Game Development functions support the best methodologies for the team, that deliver performant, quality assets and code
- (5) Operations and Support elements ensure appropriate handling of maintenance, administration, and customer support
- (6) Organizational Structure models facilitate appropriate and effective arrangement of teams, roles, and responsibilities
- (7) Resource Management mechanisms ensure efficient and responsible handling of headcount, budget, and equipment
- (8) Team Performance and Growth functions allow for, support, and deliver healthy, high-achieving teams and leaders
- (9) Operating Model delivers a consistent heartbeat of energy and attention throughout the organization on a healthy cadence

Here's how the Game Dev PMO will help you...
Would you like to know what separates a world-class, successful game development organization that delivers consistently reliable results with such regularity that it seems effortless ...and a struggling organization that seems to be lurching from fire to fire without ever getting ahead of it?
Would you like to know what separates a leader who controls the team's roadmap, manages their priorities, and executes plans smoothly and efficiently ...and one who is reacting constantly to changes flying out of "left field," barely able to keep their team together and focused?
Would you like to know what separates an organization that attracts the best talent, retains its "A" players, and keeps getting better with each challenging assignment ...and one that has to settle for whatever staff it can find, with little power to attract the top performers who could really make a difference?
Well, the thing that separates them is pretty straightforward....
TAKE THE NEW THE GAME DEV PMO COURSE - AND MAKE IMMEDIATE IMPROVEMENTS!
Let me tell you a
quick story that
will illustrate the
difference ...
When I joined Electronic Arts back in 2007, I had already spent 20 years in the software development industry, first as a software engineer, and later as a project and dev team manager. I had participated in countless projects - some good and some bad - and had formed a pretty clear picture of the difference between the two.
In fact, the reason I got into project management in the first place, was I was tired of participating in poorly organized projects. And the project that pushed me over the edge was this one...
I had been working in a company's Management Information Systems department - one of a number of developers assigned to build a financial system to be used in regional offices throughout the United States.
Unfortunately, the project - and the whole organization - was poorly managed.
The requirements were never solidly nailed down. New ideas kept cropping up, and "scope creep" became more like "scope lunge". One Vice President even developed the habit of showing up at developers' desks, demanding his ideas be implemented, - bypassing any semblance of "due process."
To make matters worse, the requirements that were defined were not well understood. Estimates were at best a "hand-wave" and bore little resemblance to reality. The available team capacity was anybody's guess because people kept getting pulled off onto other work.
When the team was finally forced to cut a release, it was thrown over the fence for some arm's-length support group to handle - and they had no clue what to do with any of it.
It was a mess.
The customers at the regional offices were up in arms over this, and who could blame them?
Finally, the MIS director sent me and a colleague on a multi-week trip across the US to the regional offices to fix whatever needed to be fixed, and calm everyone down.
We succeeded, but that whole escapade made an impression on me: never again was I going to be a part of such a poorly-run operation.
That was the day I moved from being a software engineer to being a project manager. Enough was enough. I could do better.
By way of an epilogue, I left that company shortly afterward, as did a number of others. The company itself was bought out by a competitor, gutted, and the MIS group disbanded.
You might be tempted to think this was a low-budget fly-by-night operation, but you'd be wrong. This was a public company, one of Wall Street's "darlings" that had been a high-flying operation just a few years earlier.
If this could happen to them, it could happen to anybody. Poor management is poor management, plain and simple.
So, it was with this cautionary picture of what "poor management' looks like firmly planted in my mind that I joined EA, eager to understand how they were able to deliver world-class games year in and year out.
In Fact, the Game Dev PMO Story Could Be Your Story...
When I joined EA, I was soon introduced to the Game Development Framework - EA's stage/gate model that all of its AAA titles have used for much of the past 20 years to deliver consistently outstanding results.
The premise behind it is simple (though the premise behind an automobile is simple too, if you gloss over the 10,000 parts that make it up) - but the premise is this:
Every project is divided into 6 themed stages, bounded by gates that are made up of a number of core requirements or deliverables. Everyone on the team - and indeed the entire company - lives and breathes these stages and gates, and works in alignment to ensure every gate is hit and passed with precision.
What struck me most is how effectively the entire company marched to the beat of that drum. For sure, a lot of effort underpinned every project, but from a distance, it sure looked like a well-oiled machine.
For the 4 years that I oversaw the Game Dev delivery for the FIFA franchise, I came to know that process intimately. Like anything, there are pro's and con's, and there is power in adapting the process over time to reflect the world we live in. But make no mistake: FIFA would never have become the multi-billion-dollar franchise it is today without it.
When I left FIFA to join the Frostbite Engine team, one of my first tasks was to build a process that matched the GDF - but that worked on a central team that ran a scaled Agile model rather than a stage/gate model.
Each year for the next several years, we revamped a different aspect of the organizational process until we had developed a set of systems that handled Frostbite's deliverables and in so doing met their game team customers' needs.
Just like the powerful stage/gate model the product teams used, we had built a powerful scaled Agile model fit for a central or service team.
Both these models - which reflect the values and principles of the Game Dev PMO - were far removed from the image of "poor management" I was wary of when I joined EA.
TAKE THE NEW THE GAME DEV PMO COURSE - AND MAKE IMMEDIATE IMPROVEMENTS!
What's the difference between
these two examples?
What's the difference between an organization with ineffective planning, poor end-to-end processes, and a culture of ignoring any constraint that impedes a personal agenda... and an organization that embraces a model for end-to-end planning, rewards its members for executing it well, and delivers results consistently year in and year out?
Here's the difference...
- The good model - the Game Dev PMO model - has a mechanism for handling new ideas. They have a Green Light process to vet the ideas against the organization's strategic objectives to make sure they make sense to do. Then they have an Initiative Management mechanism that helps them prioritize the initiatives worthy of placement on the team's roadmap.
- The Game Dev PMO model has a well-respected Change Control function designed to consider emergent ideas, evaluate them against the existing plans, scenario-plan different ways to deliver the new idea, comparing the value to the opportunity cost of not doing some other thing presently included on the roadmap. Only then does it make a decision - one that is provably the best decision for the organization.
- The Game Dev PMO has an Execution Framework - along the lines of a stage/gate or scaled Agile model - that provides structure not just for the team and the project, but for the entire company. The oversight function takes advantage of natural points for periodic delivery, review, and plan adjustment - with communication and participation opportunities for interested stakeholders across the organization.
- The Game Dev PMO also dials in the Game Development methodology most suited to the dev teams. Often this is an Agile hybrid, made up of sprints and sprint releases, by which the core requirements of the overall initiative are developed, tested, and delivered in line with the stages defined in the Execution Framework.
- The Game Dev PMO has an Operations system for handling regular updates to the live product or service - whether maintenance or ongoing adminstration - and a Support Model for providing graduated and cost-effective levels of support that match their customers' needs and preferences.
- The Game Dev PMO illuminates and enables an Organizational Structure best suited to the needs of the business - with teams, roles, and responsibilities - and most of all, delivery accountability - identified, defined, and optimized for everyone to see and understand.
- The Game Dev PMO handles Resource Management in a seamless and intelligent way - ensuring that budget, headcount, equipment, and any other scarce resources are allocated appropriately to the teams that need them in order to deliver the approved roadmap of strategic initiatives. Resource Management done properly, responds to changes in situations and priorities, adjusting resource allocations to the groups that need them most.
- The Game Dev PMO model also fits hand-in-glove with the performance management goals of the organization, facilitating and supporting high-performing teams where "A" players can flourish, and are eager to recruit their "A" player friends to join them.
- The Game Dev PMO revolves around an operational cadence of action, communication, and review that directs the attention of leaders and teams to the products and projects that require them for timely and efficient delivery of the company's objectives.
If you were reading closely, you'll now understand the difference between the "poor management" story the and Game Dev PMO story... the story that could soon be yours:
A framework.
An integrated set of routines.
An operating system.
In fact, the Game Dev PMO is so much like an operating system, that once they start implementing these routines, most leaders feel a wonderful sense of freedom. At last, they don't have to devote time and attention to redefining processes, chasing deliverables, or herding cats. They can let the lightweight routines handle the day to day background tasks, while they focus their attention on the strategic aims of the business - you know, the job they were hired to do.

How the Game Dev PMO Model
Delivers So Much Value
You may be eager to understand how a set of operational routines can deliver efficiency gains, quality improvements, and vastly deeper team engagement and retention. Great topics. Let's dig in...
The first thing we'll need to establish is why Game Dev projects are delivered late, overrun budgets, or fail to deliver the quality and engagement they were expected to deliver.
Here are some of the common reasons:
- Poor estimates - results in plans that align poorly with actual development capacity. Underestimating means capacity that isn't fully utilized. Overestimating means commitments that can't be met.
- Scope creep - results in new requirements sneaking into the project, pushing out the original work, and making delivery dates impossible to meet.
- Resources pulled onto other work - results in development capacity available for committed projects diminished, making existing project plans impossible to deliver.
- Dependencies not done in time - results in dependent work unable to continue on time. This means idle developers, or "keep busy work" on non-critical tasks. The impact is late project delivery.
- Requirements change late in project - if managed carefully, this is expensive, but recoverable. If managed poorly, it means late delivery and/or missing deliverables.
- Stakeholders misaligned - this often means someone will be disappointed and/or the project plans need to change in mid-cycle. Either way, wasteful and messy.
- Development team not sufficiently skilled - this typically happens with challenging initiatives where the "A" players on the team are fully booked on higher priority work. The result is poor quality and substantial rework.
- Work not tested properly - results in escaped defects and a lower quality final product. Customers not impressed. If caught before release, may mean late delivery.
- Escaped defects from earlier release distract dev team - results in effective development capacity being reduced, causing late or incomplete project delivery.
- Support demands steal development capacity - this also has the effect of diminished development capacity, though the magnitude of the problem is even larger since support can take many forms.
- Project risks not identified in time - results in the team being blindsided by unexpected events, and having to scramble to recover. The result is usually more work than expected, and late delivery.
- Risks not managed well - this also results in more work than planned, and can mean either late project delivery, or missing deliverables altogether.
- Project fails to meet requirements - this is often the result of failing to validate the features properly earlier in development, and may result in failed deliverables and late project delivery due to mandatory rework.
- User acceptance criteria not met - this is typically the result of failing to involve important stakeholders in progress reviews at key points during development, and results in costly rework and late delivery.
- Easy work crowds out important work - this happens when priorities are unclear or not respected, and results in a less-valuable product delivered on time, or the full-value product delivered later than necessary.
- Roadmap never had a chance of being delivered - this happens when development capacity is substantially lower than the actual work required to deliver the roadmap. Expectations will be missed and reputations damaged.
- Roadmap becomes disconnected from reality on the ground - this happens over time when the feedback loop from the dev team fails to include change propagation to the roadmap. The result is missed expectations.
- Stakeholder expectations not managed - this typically comes about as a result of a poor communication or change control plan, and depending on the stakeholders affected, may result in late rework.
- Requirements change without plan changing - results in the team changing direction with additional costs not reflected in the plan. The plan becomes outdated, and the project runs late, with expectations failing to be met.
- Spending time on initiatives that don't deliver the strategic objectives - results in an end product that may be delivered on time, but fails to provide the required level of value to the business. In other words, waste.
- "Shiny object" features distract from core work that needs to be done - results in time stolen from development capacity, which in turn leads to late delivery or incomplete deliverables.
- Feedback comes too late in the project - results in very-late course adjustment and often substantial amounts of throw-away work. Typically results in late overall delivery, or missed deliverables.
- Maintenance outages disrupt customers - results in poorly-timed service interruptions leading to unhappy customers and poorer numbers than expected.
- KPIs not monitored in a timely manner - results in underperforming features and slow or no remedial actions, leading to overall failure to perform to expected levels.
- Team structure doesn't easily map to the products we deliver - resulting in cumbersome overhead, poor communication, and lack of algnment on key feature implementation. The end result is poor quality and late delivery.
- Team members lacking technical guidance or product leadership - results in underperforming team members, either through technical inadequacy leading to quality issues, or feature issues leading to rework and late delivery.
- Roles on the team are not clearly understood - leading to missed expectations, individual and team underperformance, and general quality issues on the products they deliver.
- Tasks slip through the cracks - resulting in delays, quality issues, and general confusion. Invariably, this results in project delays as missed tasks prompt late rework.
- The last 5% of the project takes forever to finish - this is usually related to poor understanding of the requirements and consequently poor estimates to deliver "Big-D Done" features.
- Not clear which teams are responsible for delivering which pieces - this lack of clear accountability often results in nobody taking owernship of certain areas until very late in the project. The result is project delay.
- Ill-defined roles collide - results in lack of clarity over who owns which responsibilities. People step on each others' toes, or assume someone else will deliver, when in fact nobody does. Projects run late.
- Team can't hire quickly enough when need arises - results in development capacity shortfalls, making project plans late or undeliverable.
- Team doesn't have the budget they need - results in insufficient ability to deliver the committed work, which in turn means incomplete deliverables and/or late projects.
- People don't have the equipment they need - results in sharing existing equipment - or doing without - which slows down development, resulting in project delays and overruns.
- Poor hires slow down the team - happens as a result of careless hiring or in some cases desperation. The result is a lower-caliber team, which produces lower-quality products that are delivered late.
- Attrition is depleting team capacity - leading to a general reduction in team productivity, and a resulting high likelihood of late or incomplete project delivery.
- Onboarding costs are a huge drag on the team - this invariably taps some of the more knowledgeable team members who help to ramp up new hires at the cost of their own capacity to deliver. The result is late project work.
- Return On Investment for outsourcing is unclear - results in inability to get approval to outsource work, which in turn results in insufficient development capacity to deliver projects.
- Attrition affects hiring priority when key people leave - often results in recruiting for less-critical roles ahead of more-critical roles in order to avoid recruitment churn. This leads to reduced effective capacity on the team.
- Teams not performing up to expectations - results in lower quality products, and/or slower delivery time and late projects. Can also lead to loss of key team members.
- Individuals on the team are performing poorly - results in lower overall team performance, and problems with team morale. This in turn leads to a reduction in effective development output.
- Proliferation of management meetings bogging down key leaders - results in skipped meetings or lack of attention due to schedule and cognitive overwhelm
- Team meetings few and far between - results in team feeling disconnected and in the dark about what's going on, which reduces morale and raises the risk of attrition.
- Management attention and support drops - resulting in team feeling overwhelmed and underappreciated. This in turn damages morale and raises the risk of attrition.
- Staff frustrated - resulting in more widespread and intense feelings of burnout, and a loss of pride in the work they are doing. Raises the risk of attrition.
Honestly, this is a bloomin' big list. And, I can say with absolute certainty that I have seen every single one of these happen - often in substantial combinations - at various times over the past 35+ years - and one thing they all have in common when they happen is: it's not pretty. It's expensive, it's messy, and it's embarrassing for the team - and especially for the leaders.
It's no way to run a business.
Fortunately, it doesn't have to be this way.
How the Game Dev PMO
Solves Every One of the Problems We Just Listed, And Improves All 9 of Your Org's Essential Elements:
The Game Dev PMO solves...
- Poor estimates - through a combination of relative estimation from similar work, and technical and project review at key points in the Execution Framework. When inaccurate estimates are uncovered, project plans are updated, and expectations managed appropriately.
- Scope creep - first through the Initiative Management function, which gates feature additions to the Roadmap, and further through responsible Change Control, which paints a realistic picture of costs and benefits.

- Resources pulled onto other work - first through the Resource Allocation function, and subsequently through Change Control, which presents scenario plans illuminating the cost of redeploying those resources.
- Dependencies not done in time - through diligent project review conducted at appropriate points in the Execution Framework, to ensure dependencies are understood and on track for delivery.
- Requirements changing late in project - through effective Change Control, which involves the appropriate stakeholders to make a timely and informed decision about the most valuable way to proceed.
- Stakeholders misaligned - by involving the right people in the Initiative Management process from the outset, and in the Change Control process throughout the operational stages of the projects.
- Development team not sufficiently skilled - by establishing clear accountability on a team by team (leader by leader) basis, and ensuring all teams make use of professional development plans to up-skill their members to the required level.
- Work not tested properly - by including the Quality team in project planning, and requiring comprehensive test plans to be delivered at the appropriate juncture in the Execution Framework.
- Escaped defects from earlier release distract dev team - first by ensuring the Quality team has comprehensive test plans going forward, and then by establishing a Support Model to deliver the required level of support to customers without undue distraction.
- Support demands steal development capacity - by establishing a Support Model that delivers graduated levels of support - from inexpensive self-service, to community support, to more-expensive multi-tier support.
- Project risks not identified in time - through the Execution Framework, by ensuring that timely reviews are conducted where risks are interrogated, and appropriate mitigation plans enacted.
- Risks not managed well - by following up on actions assigned during Execution reviews, and ensuring plans are updated to reflect the likely costs of contingency and mitigation plans.
- Project fails to meet requirements - by ensuring that project requirements are clearly spelled out as a pass requirement in the Execution Framework, and verifying at each review point that the project is on track to deliver the requirements.
- User acceptance criteria not met - by ensuring that appropriate stakeholders are involved at key points throughout the process. This gives them the opportunity to provide timely feedback and course-correct as needed.
- Easy work crowds out important work - by establishing clear priorities through the Initiative Management function, and ensuring at each Execution review that attention is paid to the highest priority work first and foremost.
- Roadmap never had a chance of being delivered - first through formation of the Roadmap which ensures the accountable teams have sufficient capacity, and that that capacity is safeguarded through the Change Control system.
- Roadmap becomes disconnected from reality on the ground - through the Change Control system, which validates the costs and opportunity costs of any change to the plan, and propagates any approved changes back to the Roadmap.
- Stakeholder expectations not managed - partly by the Change Control process which involves stakeholders and communicates changes broadly, and through regular Status Updates and reviews via the Execution Framework.
- Requirements change without plan changing - through the Change Control system which provides a feedback loop back to the plan.
- Spending time on initiatives that don't deliver the strategic objectives - through the Green Light process which requires any initiatives to be aligned with the strategic objectives before they are approved for action.
- "Shiny object" features distract from core work that needs to be done - by requiring all changes to pass through the Change Control system, which evaluates the costs of the proposed "shiny object" change, before deciding whether to proceed.
- Feedback comes too late in the project - through the Execution Framework, which stages key requests for feedback at the optimal times in the cycle where work is sufficiently far along to evaluate, but not so far along that rework is prohibitively expensive.
- KPIs not monitored in a timely manner - by implementing a metrics monitoring system of dashboards and reports that keeps important indicators top of mind and alerts when significant thresholds are reached.
- Team structure doesn't easily map to the products we deliver - by establishing a more clear functional organization with a matrix to the reporting organization, where development capacity is clear.
- Team members lacking technical guidance or product leadership - by establishing clear solid-line and dotted-line responsibilities to ensure product, craft, and technical needs are met.
- Roles on the team are not clearly understood - by establishing a roles and responsibilities profile for each position and ensuring these are modeled in individual objectives across the team.
- Tasks slip through the cracks - by making sure that responsibilities are clear for each role, and that assignments are explicit in each team where roles might have room to differ.
- The last 5% of the project takes forever to finish - by ensuring that the project plans reflect the full definition of "Done" and that progress is reviewed reguarly through the Execution Framework.
- Not clear which teams are responsible for delivering which pieces - by introducing team-level objectives that clearly lay out delivery accountability, and ensurng this is clear during Execution reviews.
- Ill-defined roles collide - by ensuring roles and responsibilities are clearly laid out, with swim lanes established to eliminate confusion.
- Team can't hire quickly enough when need arises - by ensuring positions and job descriptions are well-defined, and long-lead roles have pre-established pipelines.
- Team doesn't have the budget they need - by ensuring every team has a growth plan aligned with the strategic objectives and Roadmap for the year.
- People don't have the equipment they need - by maintaining an effective inventory of available equipment, mapping the equipment to the needs on a project basis, and managing proactively at each Review point during execution.
- Poor hires slow down the team - by ensuring that every role is well defined, and that robust interview panels handle each candidate in a structured way to reveal the best person for each position.
- Attrition is depleting team capacity - by bringing order and focus to each team, reducing reactive fire-fighting, enabling each individual to do what they do best, and derive maximum satisfaction from their role.
- Onboarding costs are a huge drag on the team - by improving the culture of the team, keeping attrition as low as possible, and providing a structured onboarding process that accelerates ramp-up for new members.
- Return On Investment for outsourcing is unclear - by tracking engagements by team, by vendor, and by initiative, so that benefit traceability is enabled.
- Attrition affects hiring priority when key people leave - by ensuring the team overall has a prioritized list of roles, incorporating both funded and unfunded positions - so that attrition headcount go to the highest need, not just a direct backfill by default.
- Teams not performing up to expectations - by evaluating performance at key Review points during execution, and by providing operational and project-based feedback so improvements can be made.
- Individuals on the team are performing poorly - by capturing real-time feedback, providing coaching and opportunities to improve, or by helping the individual to exit or find a more suitable role.
- Proliferation of management meetings bogging down key leaders - by combining projects into fewer discrete review points, or where possible delegating preliminary review responsibilities further into the organization.
- Team meetings few and far between - by operating a healthy cadence and combination of communications and meetings where all teams are kept in the loop.
- Management attention and support drops - by ensuring leaders have sufficient bandwidth to address the needs of the team by delegating and equipping more junior members of the team to operate at a more responsible level.
- Staff frustrated - by reducing the reactive need for firefighting by planning more comprehensively, executing more reliably, and ensuring that all members of the organization are performing at an appropriate level.
- Maintenance outages disrupt customers - by planning a maintenance and service update schedule that protects prime usage time, and restricts down time to manageable levels.
And those are just some of the common problems the Game Dev PMO model addresses
TAKE THE NEW THE GAME DEV PMO COURSE - AND MAKE IMMEDIATE IMPROVEMENTS!
So how much does fixing a list of problems like this actually save?
How much does fixing a list of problems like this actually save?
(And How Do I know, Anyway?)
The honest answer is: it depends.
It depends on your situation. It depends on how well the different parts of your organization are presently running. It depends on where you are currently experiencing the most pain and dysfunction.
I can say that from 17 years leading teams and business units at EA and Epic Games, and 20 years before that at software and tech companies in a variety of industries...
Every organization is different - and this is why I advise beginning most consulting engagements with an assessment of where to focus first.
However, there are a few generalized ways to think about this. (These are anecdotal examples from projects over the past number of years.)
- Unclear estimates require large buffers - up to 30% of capacity
- Scope creep can put 10-20% of expected features at risk
- Staff pulled onto other work can reduce capacity 15-30%
- Late delivery of dependencies can cause delays of 5-15%
- Late directional feedback causes up to 40% rework
- Support demands consume 20-40% of available dev capacity
- Unmanaged risks can cause delays or work-arounds of 10-30%
- Lost productivity from attrition could hit 5-10% until backfilled
- Recruitment and ramp-up could reduce capacity 10-20% for months

Now, the truth is, you are no doubt better at some of these areas than you are at others. So, you won't be able to realize as much savings by "cleaning up" the areas you already do pretty well.
But, if you're like every other development organization I've ever encountered, there will be some areas you simply haven't paid much attention to. There's opportunity there.
Of course the reality is, there's always going to be some amount of productivity loss; that's just a cost of doing business. But if you could just cut that loss in half (and with a proper Game Dev PMO, you should be able to do much more than that), imagine how much more productive your team would be.

Let's run some numbers: How Much Would It Be Worth To Make These Improvements?
It's tricky to make blanket predictions about how worthwhile something could be to a certain organization, because as I've already pointed out, every organization is in a different situation.
But, there are a few useful (and very conservative) ways to approach this question.
Method 1 - Cost Savings
A good Game Dev PMO implementation is going to drive down your development cost. Improvements in planning and execution will lead to greater efficiency, less-rework, and fewer surprises. In this vein, imagine that you were able to make your team just 1% more productive.
In a scenario where you have a team of 100 developers and creators making $150k annual salary (and yes, I know your fully-loaded costs are likely much higher - but as I said, I'm being conservative), your annual payroll spend is $15 million.
A 1% improvement represents a savings of $150,000 per year. That's savings that can either be put back into the corporate coffers, or deployed into other productive projects.
But remember, that's with just a 1% improvement. Your objectives will be a lot higher than that. A better way to think about it is: for every 1% improvement in productivity, you save $150,000. So a savings of 10% represents $1.5M in benefit.
Now, you might be thinking - wait a second. I only have a team of 10, not a team of 100. Okay, fair enough. Of course, the percentages scale up and down, so the same proportional benefit applies. But smaller teams have the advantage of simpler communication and coordination, and thus it's actually easier to make larger-impact improvements. So, it's more likely your benefits will skew higher.
Method 2 - Retention Savings
A good Game Dev PMO implementation is going to bring order and sanity to what can sometimes be a frantic development environment. This will enable better planning, more focused development time, and better quality games that your customers will love.
This comes with another benefit: your "A" players will love it too.
They crave a smoothly-running professional environment where they can exercise their craft without constant fire-fighting and course-changes. This makes them happy to work for you, proud of what they produce, and more likely to refer their "A" player friends to come work here too.
As of this writing, the average turnover in tech companies is 13.2% (article), but rises as high as 21.7% for software engineers. Being conservative, let's work with an assumed turnover rate of 15% on the above-mentioned scenario of 100 developers and creators.
- Lost productivity during 2 months' recruitment = 15 x 2 months / 12 months x $150k = $375k
- Lost 25% productivity for 3 months from 1 team member onboarding each new hire = 15 x 3/12 x 25% x $150k = $140k
- Lost 50% productivity for 3 months from each new hire ramping up = 15 x 3/12 x 50% x $150k = $281k
Total cost of 15% attrition and backfill is $796,000 per year on this team of 100. If you reduced your attrition rate by just 3 percentage points, from 15% to 12%, you would save $159,200 per year in lost productivity. With your organization running as smoothly and professionally as you want it to, you could likely reduce it quite a bit further. (Cutting attrition by 7 percentage points would represent $464k per year in savings.)
Method 3 - Revenue Rise
This is a restatement of Method 1, but instead of banking the cost savings, it focuses on the potential revenue upside that comes about from redeploying saved productivity either into new opportunities, or improvements to existing products that drive increased sales.
If you could generate in sales 10x the development cost to produce your game, then every 1% increase in productivity - whether deployed into improved features that drives more sales, or wholly new games - in our scenario of 100 developers and creators at $150k salary... that means an extra $1.5M in sales per year.
It's hard to measure the true potential of new product or business opportunities. Often, the potential upside far exceeds the cost to produce such that any formula would be utterly irrelevant. The inspiring story of how the Battle Royale game mode came out of a tiny tag-team of engineers over a number of weeks, and went on to generate billions of dollars for the Fortnite franchise is just such a case. There's a certain amount of good fortune involved in any success story, but without carving out the capacity to explore it, it never would have happened.
TAKE THE NEW THE GAME DEV PMO COURSE - AND MAKE IMMEDIATE IMPROVEMENTS!How Much Would You Spend To Bank An Extra $1 Million Per Year?
(No seriously. It's worth thinking this through.)
Logically, one might think that paying any amount less than $1 million would be worth considering, because you'd make at least $1 more by taking that deal. Of course, that fails to consider two important factors:
- The cost of your time to implement it
- The opportunity cost of the money you spend on it
Very true. Paying $999,999 to make or save $1 million makes no sense if tying up that capital prevents you from investing it in some other venture that could net more than $1.
That's why most companies have a "hurdle rate" for investments in projects. As in, no project will be approved that doesn't return at least x%. What x is equal to varies from company to company. Sometimes the hurdle rate is set at 8%. In other cases, 15%.
However when it comes to investing in an organizational infrastructure improvement like implementing a Game Dev PMO, it's useful to raise the bar a lot higher - like in terms of multiples, not just double-digit percentages.
Many consulting firms aim for an ROI of 3-7x and sometimes as high as 10x when offering services to their clients. I think that's a sensible way to approach this.
Here is a table that walks through a few examples:
Investment Calculation Examples
A = Size of Team, B = Average Salary, C = Desired Percent Improvement, D = Required ROI
E = Maximum Investment
Formula: E = (A x B x C) / (D + 1)
So, if you have a team of 100, each costing $150k/year, and you expect to make a 3% productivity improvement, and require a 7x ROI, the maximum you should spend to achieve this is:
E = (100 x $150k x 3%) / (7 + 1) = $56k
On the other hand if you have a team of 10 at the same rate, and expect a 10% productivity improvement at a 5x ROI, the maximum you should spend is:
E = (10 x $150k x 10%) / (5 + 1) = $25k
If you prefer to calculate based on some of the other methods we outlined earlier, just replace the (A x B x C) with whatever revenue or savings target you desire, and continue with the same formula, dividing by (D + 1).
For instance, if you combine 3% productivity savings ($450k) with 3% retention savings ($159k), your calculation would be:
E = (450k + 159k) / (7 + 1) = $76k
Do you feel like you're back in math class? Sorry about that. But, this is an important thing to get right...
... because it's the key to getting funding to improve your organization.
However, despite all the potential improvements we've listed and all the benefits we've talked through, implementing a Game Dev PMO is not the right choice for everyone. Some organizations simply are not in the right position to take advantage of these capabilities, and for them, this is not a good idea.
Who Should NOT Invest in a Game Dev PMO?
Really, this comes down to size and potential upside. In fact, you don't really have to look much past the calculation model I provided earlier, because it gives a good recipe for a high-level cost/benefit picture.
If you have a super-small organization, the calculation may reveal that you simply cannot afford to implement a Game Dev PMO at this time. And, if you're just starting out, you may not be in a position to really need one just yet. A good way to know if this is the case, is if the "maximum investment" amount revealed in the calculation just feels too large to be comfortable to spend at this time.
Honestly, it's better to wait until you can afford to do this properly, than to feel strapped and implement a PMO when your business isn't ready to support it. I've run a small business before. I've seen this movie. Getting the timing right matters.
The other situation that's a poor fit...
There is one other situation where implementing a Game Dev PMO is a poor fit. I almost hate to bring this up, because it sometimes acts as a lightning-rod for strong feelings that can upset certain people.
But, that's life. I gotta call it like I see it.
Some companies are culturally not ready for (or not interested in) operating in a structured, organized manner. They have the idea that "fast and loose" is a virtue, and any attempt to bring order to the madness is unwelcome. There aren't many examples of this, but there are some.
If that describes your organization, then tread carefully. You (individually) might want to bring order, but if the body rejects the organ, the transplant fails. It becomes a messy situation. Trying to implement an organization-wide improvement when most of the organization is dead-set against it, is an exhausting ordeal. Just saying.
However, other than these two situations, I firmly believe that every Game Dev organization would benefit from a PMO. After all, I've spent the better part of the last 17 years implementing one system after another into one Game Dev organization after another. It's pretty much a universal need.
Either you have a system that makes it easy, or you run twice as fast doing the same work manually, over and over.
You know which option I prefer...
TAKE THE NEW THE GAME DEV PMO COURSE - AND MAKE IMMEDIATE IMPROVEMENTS!Frequently Asked Questions About The Game Dev PMO
Is This a Software System?
The Game Dev PMO is an integrated set of processes for managing various aspects of your Game Dev organization, however it is not specifically software. As part of a consulting implementation, we may partner together to develop spreadsheets, templates, and other tools that are bespoke for your organization. We may also work together to connect these tools to your already-existing software systems for streamlined flows of information.
Will We Implement All 9 Areas?
That's up to you. Most often, we start with an Assessment that looks at what you're already doing well, and where you're most likely to experience the largest benefit from Game Dev PMO processes. We then suggest focusing on those areas first. We suggest tackling each area as an independent engagement so you start to gain immediate ROI. This also gives you the flexibility to pause or skip implementation in areas where you have little need for improvement.
How long will it take to see results?
Some benefits start to accrue immediately - like having a more orderly cadence of operational meetings and activities. Other benefits require a more substantial implementation - such as standing up a lightweight stage/gate or scaled Agile model, or rolling out an Initiative Management or Green Light process. In these cases, there is a definition stage, an optional pilot project, and an organization-wide roll-out. The timeline will depend on the nature of the implementation and the size of the organization.
How does an Engagement work?
An engagement typically starts with a free Zoom call to see if there's a good fit. From there, we often suggest an Assessment (discussed below) after which we begin a consulting engagement. We partner with an individual on your team, who owns the responsibility for implementing and operating your Game Dev PMO on an ongoing basis. Together, we define the processes, tools, templates, and documents you will need, and together we prepare and execute a roll-out plan.
How does an Assessment work?
An Assessment usually takes the form of a series of group and individual meetings, and reviews of existing tools and processes. Often this is done over Zoom, but can also be done in person. We then write up the results of the assessment, along with a series of recommendations about how best to proceed, and in what order. We then meet with you to discuss the results, and decide together how to proceed with the implementation.
Do you offer ongoing operational advisory?
Once an implementation is finished, it moves into the operational stage. Many people find it useful - especially for the first few months after roll-out - to meet on a regular basis to discuss how the operation is going, bring up questions and challenges, and discuss how best to approach them. We have a limited number of advisory slots available on a month-by-month basis. This is certainly something we can discuss as part of our engagement.