The silent half of MDCs
October 20th, 2007
In my last post I mentioned briefly the “silent half” of Metaverse Development Companies - the sales, management, and producers that bring the projects in for the creative teams to bring to life. Second Life is a fascinating little change of affairs from a traditional development venue in that the artists are the ones that are generally the most visible to the general public. (It can’t be helped - every prim you create in SL has your name all over it.) But what about these silent people behind the scenes, who don’t have their name all over a build? What do they do, what value do they bring?
I’ll be honest - sometimes it does feel a little like Us vs. Them when it comes to the people that pitch and land the jobs, the people that oversee the projects, and the people that develop them and bring them to fruition (and the people that continue to breathe life into them through events and staffing). But make no mistake - the longer I work in this still emerging industry, the more important and vital to a project’s success the business development and project managers prove themselves to be.
When Makaio and I started our own SL development company at the end of 2005, I had no clue what I was doing. I knew I wanted to work in SL and make it my career, but the thought of selling a client on a project, handling the paperwork, tracking expenses, and good lord the taxes, all made me terrified. Because its not what I’m good at. I can think of very few people personally that are not only adept at handling the business end as well as the creative end, but actually enjoy both. (Giff, aka Forseti Svarog, is truly one of the few who can pull off both creative and management with equal amounts of ease.) Even if you can be happy performing both ends of the equation, the sheer lack of time to perform all these tasks yourself makes it virtually impossible once you want to expand your business past a certain point. Even for SL-based businesses inworld, more and more large-scale designers are hiring inworld customer service reps to help handle the numerous questions and requests that their business brings. If you’re doing work for a real life company, they expect someone to be available to answer their questions, do research for them, just like they would get with any other company they do business with.
The people that bring in the projects are the ones that ensure creatives that they have another job lined up and ready to go when the current one ends. Often these people spend long hours on the road, meeting potential clients, flying from one place to another, greasing the wheels of business to make a potential client into one that is ready to sign the contract. They get clients excited about what the company can do for them. They are often the people who create an initial idea around which to base a project. The best ones are the ones that jump into this new field with relish, eager to learn all the ins and outs of the platform and the culture to combine the possibilities of both more successfully. It takes a special talent for people, for communication, and for getting others excited about what you do to be good in this role. Its part marketing, part salesman, part confidant, part inventor, and part visionary.
The people in the middle - the project managers - are no less important. I have a much greater respect for the position now that I’ve spent some time in the role myself. Its a lot of multitasking, a whole lot of communication, running interference, solving problems on the fly, and an innate skill for coordination across a wide variety of job roles and needs, not to mention unflagging enthusiasm. The project manager is the client contact, the creative team contact, and often continues in that role for many months after the project launch, after the creative team has already moved along. If you’re a creator in SL, imagine never being able to log onto an alt or go on busy mode to get your work done - imagine you always have to be available to answer questions and emails from everyone on all aspects of the project, and now multiply that by anywhere from 2-5 projects at a time. It sounds tiring, doesn’t it?
I think the most important thing to keep in mind when looking at all the different roles involved in a MDC is that communication is paramount, and learning from each other is the only way for everyone to get better. Finding Second Life residents with experience in marketing, client relations or project management can be difficult, at least compared to finding SL residents with creative talent. They often have to learn the ins and outs of the platform very quickly in order to pitch and craft a successful project to a client, and communication with the creative team is vastly important towards that goal. Conversely, I know as a creative team member that the last thing I want to worry about is telling a client something isn’t within budget, or pricing a request, or tracking down and packaging additional requests that the client wants - I can hardly balance my own checkbook, much less perform those kinds of tasks for huge corporations. Business development and project managers give me the space and time to concentrate on what I do best.
For an MDC to be successful, each role within the company has to be recognized and understood for the important part of the puzzle it is. For every MDC designer who’s work you see on a project, there’s a large number of people behind the scenes that helped bring the project to the point that it could be built and scripted - and there’s an even larger number of people that work on events and promotion and assistance to continue to breathe life into it once the grand opening is completed.









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