11 - 13 May 2016

thestudio, Manchester, UK

The value of values

Lee Winder Inspired Gaming Group

Session type: Case Study
Session duration: 60 minutes

Slides from session

The slides used for this session are available to download from here.

About this Case Study

This session will begin with an overview of culture and how positive and negative culture can drastically impact the direction of a team and the quality of its work. It will show how culture can form implicitly through negative actions or explicitly through focused and positive direction.

From there, it will focus on how values can start to be defined using key words that describe both current and future behaviour, organising them into specific groups and discarding those that don’t describe either where we are or where we want to be.

Allowing independent groups to then define their own behavioural values, and collaborating with other groups to narrow them down, allows the behaviours to be defined for a whole organisation.

We then look at defining stories around those values, describing how we embody those we have now and how we want to embody those in the future. These stories are then refined within teams and eventually communicated outwards within the company and the organisation.

Finally, we look at how those values allow us to shape the culture we want and need.

After the case study, the floor will be opened up for discussion and Q&A sessions.

About the Speaker

A seasoned developer, manager and leader, Lee has worked in digital entertainment industries for over 15 years. Leading teams of all sizes, he has a deep understanding of the impact of engagement, culture and community when it comes to developing teams and products over the course of weeks, months and years.

A frequent author on "Managing Game Development", he writes about the impact management can have on existing and future leaders and on the creation of culture within organisations of all sizes.

lee_winder

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Session Types

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Case Study/Experience Report

A presentation and discussion of real-life (not theoretical) experiences of the application (or mis-application) of Agile and Lean practices. Case studies and experience reports include some discussion of lessons learned and an indication of how novel the work is.

Hands-On

Participants learn a new approach, tool or technology through using it to solve one or more practical exercises. Any software/hardware requirements are disclosed in the session description.

Tutorial

A session focused around some specific tool, technique or issue. Primarily led by the speaker, tutorials usually include some elements of interactivity or individual / group exercise.

Workshop

An in-depth working session on a specific topic. May include paper presentations.

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