Building Better Games Podcast Por Benjamin Carcich arte de portada

Building Better Games

Building Better Games

De: Benjamin Carcich
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Leadership in game dev is hard. I can't make it easy, but I can make it a heck of a lot better. My name is Benjamin Carcich, and this podcast helps leaders in game dev who feel stuck, ignored, and out of options find their path to success. I've spent the last several decades studying and leading in environments ranging from the U.S. Army through to game development. I want to share what I've learned. Better leadership is a huge opportunity in the games industry. Let's make it better together. Better leaders build better games.Building Better Games ©2024 Ciencia Ficción Economía Exito Profesional
Episodios
  • E118: The Truth About "Culture Fit" in Game Dev
    Feb 24 2026

    If you're a leader in game dev who feels stuck, able to spot problems but struggling to make a real difference, there is a path forward that levels up your leadership and accelerates your team, game, and career. Sign up here to learn more: https://forms.gle/nqRTUvgFrtdYuCbr6

    Is your "culture fit" interview actually just a trap for hiring clones?

    We tackle the paradox of culture in game development. While many studios are abandoning "culture fit" to avoid echo chambers and bias, ignoring it entirely can lead to toxic hires that destroy trust and decision-making.

    Ben breaks down the two distinct types of culture—Taste vs. Operating System—so you can hire for high-stakes collaboration without sacrificing diversity of thought.

    In this episode, you'll learn:

    • Why hiring "clones" feels good short-term, but creates blind spots that stall real problem-solving
    • How to separate Taste Culture (optional vibes) from Operating System Culture (non-negotiables that ship work)
    • How different decision-making and feedback models work, and how to choose the right one for your studio

    If you're a lead or founder torn between team diversity and everyone "just getting it," this episode gives you a clear framework to balance both—protecting your team's operating system without creating an echo chamber.

    Connect with us:

    🔗Ben's LinkedIn: https://www.linkedin.com/in/benjamin-carcich/

    🔗BBG's LinkedIn: https://www.linkedin.com/company/building-better-games/

    🔗Instagram: https://www.instagram.com/buildingbettergames/#

    🔗Website: https://www.buildingbettergames.gg

    🔗YouTube: https://www.youtube.com/channel/UCZpMT-dUwQR-R4Mb4uub6Sw

    If you want me to help producers or studios build better games through effective systems and leadership, you can reach me at: info@valarinconsulting.com

    #GameDevLeadership #StudioCulture #GameIndustryHiring #TeamBuilding #BuildingBetterGames

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    38 m
  • E117: The Real Reason Estimates Fail In Game Dev
    Feb 17 2026

    If you're a leader in game dev who feels stuck, able to spot problems but struggling to make a real difference, there is a path forward that levels up your leadership and accelerates your team, game, and career. Sign up here to learn more: https://forms.gle/nqRTUvgFrtdYuCbr6

    Stop treating your game dev estimates like a prophecy; you aren't a prophet.

    If your estimates keep failing, it's not because your team is bad at math; it's because you're using estimation as a fortune-telling machine instead of a decision-making tool.

    In this episode, Ben breaks down why "perfect" plans are a trap in the high-uncertainty world of game dev. He introduces a four-level framework—from "Priorities First" to "Relative Sizing"—to help you gain predictability, set external expectations, and find shared understanding across disciplines without killing your team's soul in meetings.

    What you'll learn in this episode:

    • Why estimation isn't really about being accurate — and why predictability and velocity are only part of the picture.
    • Why estimating work without clear priorities can actually slow teams down and lead to worse decisions
    • How simple throughput tracking can outperform detailed estimates for forecasting — with less friction from the team
    • When fast "blink" estimates are more useful than detailed sizing, and how they help Design, QA, and Engineering spot risk early
    • Why the Fibonacci sequence exists in estimation — and how to avoid wasting time debating tiny differences that don't matter
    • How to recognize when estimation isn't worth the cost, and when time-boxing is the smarter move

    If you're a producer or lead tired of watching your team polish a "beautiful plan" while the actual game feels like it's missing the mark, this episode is for you.

    Connect with us:

    🔗Ben's LinkedIn: https://www.linkedin.com/in/benjamin-carcich/

    🔗BBG's LinkedIn: https://www.linkedin.com/company/building-better-games/

    🔗Instagram: https://www.instagram.com/buildingbettergames/#

    🔗Website: https://www.buildingbettergames.gg

    🔗YouTube: https://www.youtube.com/channel/UCZpMT-dUwQR-R4Mb4uub6Sw

    If you want me to help producers or studios build better games through effective systems and leadership, you can reach me at: info@valarinconsulting.com

    #GameDev #GameProduction #ProjectManagement #BuildingBetterGames #AgileDevelopment

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    31 m
  • E116: The Real Reason Your Game Isn't Fun (It's Not Effort)
    Feb 10 2026

    If you're a leader in game dev who feels stuck, able to spot problems but struggling to make a real difference, there is a path forward that levels up your leadership and accelerates your team, game, and career. Sign up here to learn more: https://forms.gle/nqRTUvgFrtdYuCbr6

    If your team keeps promising that the game will be "fun later," you aren't suffering from a lack of effort—you're suffering from a lack of prioritization.

    Shipping a mountain of features means nothing if you haven't validated the experience with real players. In this episode, we break down why hiding behind a massive backlog or a 100-page GDD is a "red flag" that allows teams to avoid reality for months, or even years. We explore the transition from "plan-based task work" to true "knowledge work," where the goal isn't just to finish a list, but to discover what actually makes your game great.

    In this episode, you'll learn:

    • Why waiting for a "magical moment" is the fastest way to ship nothing
    • How the L-V-N Framework (Learning, Value, Neither) helps you cut dead tasks fast
    • Which game loops matter right now—and how to prioritize proof over polish
    • How to balance learning in pre-production with delivering value later on
    • Why a clear game vision is the best defense against team failure

    If you're a leader in game dev struggling with prioritization and watching your team build features that don't "click," this episode is for you.

    Connect with us:

    🔗Ben's LinkedIn: https://www.linkedin.com/in/benjamin-carcich/

    🔗BBG's LinkedIn: https://www.linkedin.com/company/building-better-games/

    🔗Instagram: https://www.instagram.com/buildingbettergames/#

    🔗Website: https://www.buildingbettergames.gg

    🔗YouTube: https://www.youtube.com/channel/UCZpMT-dUwQR-R4Mb4uub6Sw

    If you want me to help producers or studios build better games through effective systems and leadership, you can reach me at: info@valarinconsulting.com

    #GameDev #GameDesign #BuildingBetterGames #IndieDev #ProjectManagement

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    30 m
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