What is this game?
Madden NFL Mobile returns to bring you the most authentic and exciting mobile NFL experience ever!
Become an NFL GM and take your team to the Super Bowl as you play through dynamic NFL seasons.
Take on Madden’s Masters when you build your team of NFL Superstars and Legends, ultimately facing off with the real NFL MVP himself, Patrick Mahomes.
Compete with friends in Arena H2H or Overdrive and help others along the way with Co-op Assist as you define your NFL journey in the deepest and most competitive Madden NFL Mobile to date.
What did I contribute?
One of my focuses was on keeping the team informed and aligned on our main objectives for the game and what we were aiming to accomplish with each. I kept a living document of an agreed upon list of goals, as well as an agreed upon plan for how to accomplish them so that everyone was on the same page.
I was the balancing force between management and the development team. I was in constant communication with upper management ensuring their goals were understood and they were updated on our progress. Simultaneously I was protecting the team from any harmful micro-managerial oversight and ensuring they had the freedom to do their best work.
Morale was a challenge for the team, and something I improved by having periodic “air your laundry” meetings where we could make sure we always knew what the biggest pain points were and our efforts were being directed toward alleviating them.
One of the biggest setbacks for this team was the lack of good tools for prototyping and iteration. An important practice I instituted was to gather feedback and insight from the team on the tools and workflows they used, and prioritize tool improvements that would best improve team efficiency. The end result was not only an increase in quality, but a reduction in crunch time.
Another large effort I put forth was to always be reviewing and providing feedback on everything the team was doing, and encourage them to do the same for each other. It took some time to shift the culture in this direction, but the team grew to love debating and discussing the design merits of their choices all with the end goal of making a better game for our players.
This practice not only made everyone better designers and allowed them to learn from each other, but it kept us on the same page and informed about how all the pieces of the game fit together. This allowed for a much more cohesive and higher quality end product.
This deserves its own category because one of the most important aspects of leading teams is caring about people. I spent a great deal of time and effort ensuring that our team fostered an environment of psychological safety, where everyone respected each other and could speak their mind without fear of repercussions.
I observed firsthand how this helped team members form better friendships and improve their communication. Differences of opinion were easier to resolve, alignment was achieved more quickly, and the released game is a better game because of this.
Publisher: Electronic Arts
Developer: EA Tiburon
Model: Free-to-play, live service
Modes: PvE, Co-op PvE, PvP, Auction
Team Size: ~ 30
Dev Cycle: ~ 1 year