Vulnerability in Game Production
summary
Argues that vulnerability is a production tool that improves team health and retention for marginalized creators, backing that with industry stats (62% men, 30% women, 8% non‑binary; 78% white) and concrete practices: structured one‑on‑ones, a private mirrorboard accomplishments exercise, and a recurring production tarot prompt deck. Gives a real failure: art workload is overscoped mid‑project, scope and timelines are cut and shifted, the team meets the deadline and flags scope for future sprints.
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chapters (14)
- 0:00Vulnerability in game production
- 3:49What a producer does in game development
- 5:55Demographics and barriers
- 8:46Why vulnerability matters
- 10:13Defining vulnerability
- 13:24Vulnerability and belonging
- 16:17Encouraging openness
- 19:51One-on-ones for trust
- 23:03Team-led vulnerability
- 26:56Production tarot for bonding
- 27:40Accountability and mistakes
- 30:12Producers need support too
- 31:15Career learnings
- 33:03Q&A
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