[igc 2016] 넥슨코리아 박종천 - 한국과 미국의 개발 문화에 대하여

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Global Development Culture

10/1/2016

JC ParkVP of Platform Technology

Nexon

Who is JC Park?• Hangul & Computer, Korea- 1993 ~ 1999

– Senior Software Engineer, Team Lead– Worked for HWP 2.1/2.5/3.0/96/97/5.0

• TalkSender, USA - 1999 ~ 2000– Director of Engineering– Voice email solution

• HandStory, USA - 2000 ~ 2003– Director of Engineering– Mobile information browser for Palm OS and Pocket PC

• Blizzard Entertainment, USA - 2004 ~ 2016– Lead Software Engineer– Shared technology and tools for games

• Nexon – 2016 ~ Current– VP of Platform Technology– Making global PC & Mobile gaming platform

Development Culture

Culture

• A way of thinking, behaving, or working that exists in a place or organization, such as a business

• Development Culture– Product– People– Technology– Process

HR System

• Hiring• Performance Reviews• Titles (Engineering)• Rewards• Education• Benefits

Game Developer Titles

• Producers• Artists• Designers• Engineers• Business Managers• QA

HR System - Performance Review

• Example: Software Engineer– Productivity– Professionalism (Reliability)– Teamwork (Communication)– Knowledge– Functionality (No Defect)– Implementation (Good Code)– Design & Architecture

Engineering Titles - Career Level

• Assistant - Newbie• Associate - Do assigned work• Mid level - Find and do work• Senior - Make a work for others• Lead - Superior knowledge or performance• Principal - Lead many projects together

Organization

QAProduction

Engineering A

Engineering B

Art

Design

Organization

• Production Director– Game Director, Art Director, Technical Director

• Team Lead (Engineering) = Technical Lead• Producer = Production Lead– Communication, Requirement,

Backlog Management– Scheduling, Development Tracking,

Handle Blockings

Professionalism

• No Personal Relationship• It’s a Just a Job• Very Opinionated• Easy to Quit• Turnover, Employee Referrals• Working for Long Years in the Industry• Developers from Whole World

Project Management Maturity Model

1. Initial = Common Language2. Repeatable = Common Process3. Defined = Singular Methodology4. Managed = Benchmarking5. Optimized = Continuous Improvement

Game Industry Standard

Global Diversity

Different Cultures

• Direction– Discuss Forever– Boss Driven– Try All Ideas

• Projects– Creative Projects– Focus on Few Projects– Release Many Projects

Types

• Why (Customer)• What (Product)• How (Technology)• What If

• Initiator / Implementer / Finisher

US Development Culture

• Process and System Oriented• Big Market (40x) and Great Resources (15x)• Open Communication• Work/Life Balance• Professionalism• Slow but Steady• Globalization

Korean Development Culture

• High Competition. Optimized for Localization• Fast Moving (Mobile)• Relationship Oriented. Small Community• Work/Life Balance• Top to Bottom• Seek for Stability• High Quality Resource

Going Global

Future of Korea

IT + Contents Creation = Game

Parts of Games

• Components– Client, Server, Tools– Platform

Web, Account, Distribution, Billing, Analytics

• Roles– Artists, Designers, Engineers– Producers

Globalization

• Make it good for whole world• Client/Server/Tools/Platform• Art/Design/Technology• Cloud, CDN

Localization

• Make it good for each markets• Client/Server/Tools/Platform• Art/Design/Technology• Cloud, CDN

Branching

One

• One Source (Branch)• One Build (Release)• One System (Database)

• One Global Platform• Global Launching• AppStore, Google Play

• Open Communication & Alignment• Learn & Grow

• Globalization & Localization

Going Global

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