Creative-Rational Tensions in Game Development

In this paper, we discuss an ethnographic field study conducted with a single 8-person development team operating within an established indie game company located in Copenhagen, Denmark, to explore how members of a development team – in this case mainly programmers and designers – coordinate their design ideas and development processes. In a view that accepts “the heterogeneity of production logics within the games industry” (Kerr 2017, 76), our study of a single company in Denmark contributes new insights on organized and managed team creativity by adding to this pool of varying forms of development. The paper inquires and develops a perspective to analyse collaborative game-making within a studio workplace. We explore two formats of game development team meetings, Sprint Reviews and Sprint Retrospectives, to understand the ways in which teams work together to balance ‘creative-rational tensions’ (Tschang 2007) between given expectations and deadlines as well as personal expressive interests.

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Publication Details

Journal
Transactions of the Digital Games Research Association
Published
2024-08-23
DOI
https://doi.org/10.26503/todigra.v7i1.2184
Citations
2
Primary Topic
Creativity in Education and Neuroscience
Type
article
Field-Weighted Citation Impact
1.02
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article

Creative-Rational Tensions in Game Development

Hanna Wirman, Mark Staun Poulsen
2 citations
Transactions of the Digital Games Research Association
Creativity in Education and Neuroscience
1.02
article

Creative-Rational Tensions in Game Development

Hanna Wirman, Mark Staun Poulsen
article en
2 citations

Abstract

In this paper, we discuss an ethnographic field study conducted with a single 8-person development team operating within an established indie game company located in Copenhagen, Denmark, to explore how members of a development team – in this case mainly programmers and designers – coordinate their design ideas and development processes. In a view that accepts “the heterogeneity of production logics within the games industry” (Kerr 2017, 76), our study of a single company in Denmark contributes new insights on organized and managed team creativity by adding to this pool of varying forms of development. The paper inquires and develops a perspective to analyse collaborative game-making within a studio workplace. We explore two formats of game development team meetings, Sprint Reviews and Sprint Retrospectives, to understand the ways in which teams work together to balance ‘creative-rational tensions’ (Tschang 2007) between given expectations and deadlines as well as personal expressive interests.

Transactions of the Digital Games Research AssociationVol. 7(1)
IT University of Copenhagen (DK)
Openalex Percentile: Top 22%
Creativity in Education and Neuroscience
1.02
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