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  • TA Roles
    • Role, identity are fluid

    • depends on personalities and project needs:

      • ex 1 : Doug and I : 1 % tech and 99% tech
      • ex 2 : Paul: The keeper of secret knowledge
      • ex 3 : Graham, Wes G: commander of the Kamikaze airforce
      • ex 4 : Jamie M: lone genius, off in the ether doing stuff.
    • diplomat

      • Get engineers, artists talking
        • translate requests into actionable items
    • pioneer

      • Figure out how an idea can be achieved
      • prototypes and proofs-of-concepts
      • Often very involved in planning, less so in late stage
    • troubleshooter

      • content debugging
      • tools debugging
      • now we need to fix these 900 files, who’s with me?
    • manager

      • Keeping other TAs working
      • usual schedule / manager stuff
        • interesting because TA work is very fragmented
        • “interrupt driven”
    • planner:

      • how do we make this?
      • how do we make this efficiently
      • What’s going to bite us in the ass?
    • Tools dev:

      • fight for more creativity and less bs
      • fight for focusing on important stuff
        • saving button clicks is useful
        • saving wasted days is critical
    • Nanny

      • Explaining the mysteries
      • reassuring nervous artists
      • Engineers are right - its often user error
        • but if they make a system where errors are easy its their fault, not the artists’
    • Butler

      • Be there when called
      • biggest difference between engineers and tas!

Getting the most out of your TAD:

  • Wargaming
    • Going to engineers with requests gives them all the power to approve or disapprove
    • Going in with a plan lets you set the agenda
    • Get TAD in on the artistic side of the plan, pick technologies that support that
    • Then pad your request list a bit :)
    • There will still be pushback
    • but if you start with a plan, you’re negotiating, not begging. —
  • Use your TAs to improve the process
    • constantly look for bullshit
      • what wastes time?
      • what wastes effort?
    • Be on the lookout for stockholm syndrome
      • Arena example
      • Bungie example
      • When artists are too beaten down they don’t even see the pain any more
    • Invest in fixing the process, not bandaids
      • Zipper polygon example
    • Invest in automation, not human wave attacks
      • State of Decay vs Halo
      • Wes anecdote
      • You’ll lose good people if you give them awful work to do
        • true for artists too!
      • There will still alway be situations that need human judgement and eyeballs
        • Like Normandy beach -sometimes you have to make a frontal assault
        • But if you do it every time you’ll be defeated
  • Groom your tech-art department
    • TA’s can be insecure:
      • Renaissance man? Or just bad programmer — bad artist?
    • Help them by setting high standards
      • Expect:
        • Good process vision
        • Reliable tools
        • High quality service
    • Don't ghettoize
      • if you treat TA as a silo it's not able to do its job
    • look for people you can trust, then trust them
      • Don't use it as a dumping ground!
  • Some companies don’t know what to do with TAs’
    • programmers don’t like people who know a little programming
    • Artists don’t like people with lesser art skills
    • If those prejudices lead to 343-style human wave tactics you’re in trouble.
      • Talented applicants will stay away
      • You’ll get more sad-sacks
      • self-fulfilling prophecy
    • You have a hand in building that group, and you should always be looking for quality
      • And keeping an eye on artists in house who would benefit from specializing
        • Scott story