Engineering Values ​​Handbook – Make It Fun > News | Bungie.net

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make it fun

Knowledge workers no longer have to accept a work environment that is not excellent. as such singlyWell, that’s a huge privilege that we’re trying to recognize. as such bungeeIt gives us an imperative to actively push our culture to be enjoyable to spend time in. If you are going to spend a large part of your life working, we believe that work should not only involve satisfaction but frequently and truly cheerfulWe believe your work should be structured to support joy elsewhere in your life. How can we tilt the floor towards that in how we behave with each other?

We praise when we are moved and show enthusiasm when we are excited.

  • We treat achievement recognition as a positive bottom line game.

For code reviews, I started leaving only small comments calling out cool things: ‘Great catch! “I love the way you avoid code duplication with this”, “What a clean interface!” etc. Someone messaged me stating that they really appreciate the small picks, and they’ve done that in their code reviews now too. Good to find A little compliment in one of my reviews. Also, sometimes I like to send encouraging feedback to people when I notice that they look frustrated, especially if I work with them and are aware of their abilities.”
Willie Flournoy-Earnshaw, 2018-

We strive to be empathetic and fair with criticism.

  • Whenever we find a flaw in a plan or code review, we gently introduce it, Without compromise, and with awareness of the emotional impact on the recipient.
  • Avoid demagogic scoring—Levels of rhetorical attacks that appear persuasive but are in fact oversimplified, deceptive, or deceptive.
  • Not trying to seem like the smartest person in the room, Especially if it is at the expense of others.
  • We avoid pedantry unless the most detailed point is really important in context—When someone else says something simple, we assume he understands the deeper nuances, rather than defaulting to his challenge not to include it.
  • When something goes wrong, we look for opportunities, not blame.

We prioritize work-life balance over maximum delivery.

  • Avoid regular or recurring crisesA formally needed crisis is a tool we use in moderation to solve unexpected problems, but it indicates a failure of planning and we seek to prevent its recurrence. In addition, we should regularly reinforce our expectations of escalation and mitigation whenever someone feels the implied pressure of the crisis due to the increased workload.
  • We deliberately discourage the emergence of a culture of crisis—Managers must proactively assist their reporting with work-life balance, and leaders must model healthy patterns to prioritize their mental and physical health.
  • We always pay people to take all their earned vacations.

“Before working at Bungie, I didn’t really take time off. I felt like there was always so much to do, and the culture was competitive and focused on achievement. At the end of my first year at Bungie, I was shocked when my boss at the time, Luke Timmins, pulled me up and said, “Hi, You haven’t taken any vacation, are you okay?” Over the course of over a decade as my manager, he’s never let me miss out on vacation due to an extension cap or expiration. When I think about all the life experiences I’ve had and the relationships I’ve been able to nurture with all this time away from work, I am so grateful, and I want to push it forward.”
David Aldridge, 2008-

We don’t take ourselves seriously.

  • Everyone at Bungie should feel friendly and challenging, regardless of their accomplishments or qualifications.
  • We believe making room for a little silliness helps us all be more creative and creates a safer space for everyone to be themselves. How could this look?
    • Memorable code names during small group discussions.
    • Animal, food, etc. error codes instead of raw numbers.
    • Find moments of humor and joy, even (especially) when the stakes are high.
    • Share the strange things in your life with others.
    • For example, for a few years, the Destiny branch management plan was called Plan Flaming Pole Saw, named for being the riskiest variant of Plan Chainsaw.
    • For example, the retail/live branch of Destiny 1 Live has been called. We needed a mirror for this branch for different use cases (mainly double-buffered ship vehicles). What should a living branch mirror be called? Evil of course.
  • We strive to keep the area of ​​acceptable behavior from quietly contracting to a professional but boring and sterile core, while also welcoming everyone.
  • We’re not looking for the monolithic “corporate fun”, we’re looking to show off and celebrate our blissful antics together.
  • “When we moved to remote work with the pandemic, we saw a little bit of each other, so we started facing the second team every day just so we could spend more time with each other. In this second situation, we encourage everyone to take a moment to talk about their lives outside. Work: how things are going, the games they play, pressures, achievements, etc. As a result, we had two games that are sweeping the team – one talking about a new game they are playing, others trying it and then talking about the game in later situations, even more people trying it, etc. Our main situation we also started a stupid and fun swirling imitation of the last person speaking trying to end every situation with au-revoir (everyone has a wonderful Wednesday, eventful evening, exciting dusk, etc.).”
    Willie Flournoy-Earnshaw, 2018-

    “I mean…I watched two guys do parkour inside the office in my first week there…I never knew what it was all about!”
    Julie Kelly, 2018-

    “In 2013, I was working on a Destiny ‘bootflow’ with a producer on the team. Bootflow includes all the logic between starting the game and before you actually choose your guardian. It’s things like checking if a console exists, looking at player permissions on that particular console. them, connecting to the backend, downloading needed patches, etc, so a lot of things can go wrong, and we need a high level way to also identify bugs as something easy to report (either in a bug or online via player support).
    We talked about the difficulty of remembering and miscommunicating numeric error codes, so we brainstormed other options. We were joking, “Well what if it was something like fruit” and we started laughing, and then we said, “Wait, why not?”
    We got quite a few error codes, and a few days later I heard Leland Dantzler (IIRC?) telling someone something like, “I can’t log in, and there’s a new popup saying #Buffalo?” I jumped in with, “Buffalo! I know exactly what’s wrong.” !” And we started laughing. I think we probably have hundreds of different fruit and animal tokens in Destiny right now! “

    Luke Timmins, 2001-

    “During the last five-a-side game before the pandemic, I was on the Puzzle Hunt team and we went to solve the last puzzle. The puzzle was in our mocap studio, but it was completely dark and there was a group of what looked like Cold War era machines flashing and beeping. It sounded like a control room from An old James Bond movie or something.The best part is that they were really effective with the puzzle and you had to enter sequences and flip the keys in order to solve the final puzzle (which my team did.First!).I was really amazed at the care and details that went into In this part of a fun company event.”
    Adam Pino, 2013-

    “Back when the designers were coming up with Ruinous Effigy, we had a meeting to discuss the technical application of the gun. As the designer described the effect of the gun (turning enemies into balls that can be thrown), I had the horrible picture that came to mind of the xney being magically crushed/compressed into A ball gurgled and then fell to the floor with a sickening sound somewhere between crunch, squish, and roll, before rolling away…like a meat marble. I shared these pictures at the meeting and thus gave birth to the nickname. Since then we’ve referred to it on the Sandbox team as Marble Hexagon. the meat “.
    Willie Flournoy-Earnshaw, 2018-

    “As we got closer to releasing Destiny 2’s Splicer season in May 2021, we realized we had a problem. Some important data for some players was in a state it shouldn’t be in, and will cause serious issues when the release comes out unless we can fix it first. It was the root cause. It is a bug in an earlier version that sometimes slightly corrupted the data. We applied a fix, but in local testing, we realized that it only fixed part of the problem, leaving the data incorrect in a new way. We held a sorting group to discuss our options. People in the meeting stressed – Data issues are too big of a problem, our fix wasn’t on track. A major deadline was getting closer. Whatever we tried next, he had a good chance of demanding weekend work from several teams. We needed to lay out the options clearly, and the room needed To some joy, so together we adopted this framework:

    • Plan Fly: Live with the original version – although it’s bad, it won’t cause any player data to be lost, so it was survivable.
    • Plan Spider: Apply the partial fix we built and live with its consequences.
    • Plan Bird: Apply Spider and follow with a new fix to clean up the remaining issue a few days after launch.
    • Plan Mutant Spider: Fix the spider and use a detailed and meticulous process to execute it on our production data much more quickly than we normally can, in time for the launch of the season.

    We agreed to go with the Mutant Spider – and the fly successfully ate and destroyed itself as planned! When seven-figure financial impact meetings quietly use terms like “Plan Mutant Spider,” and everyone involved smiles—that’s the part of Bungie I love. “
    David Aldridge, 2008-

See you next time for Value #7 – Put a Dent in the Universe!

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