When most folks think about project management, game design probably isn’t the first thing that comes to mind. But every video game that’s developed needs a project manager at the helm to ensure the final experience is both functional and fun.
In this episode of Time Limit, Brett chats with Tim Leinert about his journey from traditional project manager to managing video game projects for a digital healthcare startup. Listen to their conversation to hear:
Tim has over three years of experience in project management within digital health. He left the field of UX research as he found a passion for bringing structure to projects and empowering designers and technologists to do their best work.
He has a background in Cognition and Communication (MA, University of Copenhagen) as well as Media Studies and Education (Stockholm University & Goethe University Frankfurt) - which gives him a strategic toolbox to apply psychological insights to digital product development.
Tim is currently a Product Owner and Producer at a game company
that focuses on the healthcare space, where he combines his
previous experiences in digital health and UX as he leads a game
development team that focuses on gamification of health behavior
change.
Brett Harned: Hey. Welcome
to Time Limit, a podcast all about project management, leadership,
and productivity. My name is Brett Harned. I'm the lucky guy
who gets to connect you with all of the unique voices in the global
project management community here on Time Limit.
I'm
pretty excited about this episode, because my guest, Tim Leinert, is
a project manager in the digital healthcare space. But, more
specifically, he's at a startup that's creating games in
that space. If you're interested in managing game projects or
even just in the startup space itself, you're going to really
like this conversation. Tim shares his on-the-ground experiences as
a PM in that space where he's doing more than your typical PM,
and it sounds like he's pretty much loving it. Check it out.
Hey, Tim
Leinert. Thank you so much much for joining me on Time Limit today.
How are you doing?
Tim Leinert:
I'm good. How are you?
Brett Harned:
I am doing really well.
Thank you. I'm really looking forward to this conversation.
It's a topic that's been in the back of my head for a
while. As PMs, we know that there are project managers in every
industry, working on every possible type of project out there in the
world. You're working on something that's interesting that
I think a lot of people, at least in my generation and generations
younger are into, and that's games, right? Video games.
Tim
Leinert: Yes.
Brett
Harned: I have to admit
that I actually have a little bit of experience with game design
projects. Maybe not game design as much. I once worked with a really
well-known video game company, and I managed the redesign of their
front end website and their e-commerce experience. I got to work
with the team who was making one of their games. I know and I
understand the culture and the workspace pretty well, but not the
actual projects, which is funny. I have to think that video game
projects are a whole different animal, so I'm excited to get
into that.
Honestly,
based on what you've told me about your project, Tim, it seems
like it's a little bit different from the run-of-the-mill video
game. Can you maybe start by telling us a little bit about your
project?
Tim Leinert:
Yeah, of course. I would love to. Thank you. Yeah. I'm
working as a producer and product owner in a new field of video
games. It's up and coming right now. It's called health
games. We develop games for healthcare, and we try to use the power
of games to change behavior for the better.
Yeah. I'm
working at Mindforce Game Lab. It's a small startup based in
Sweden. If you can hear, I'm from Germany, so I moved up north,
very up north, in Sweden, where we have snow. It's beautiful
nature. It's a beautiful place to be.
We work with a
game project that addresses depression and bipolar disorder.
I'm running a team of maybe 10 people, trying to use the power
of games to make people who are diagnosed with depression or bipolar
disorder not feeling so alone. We're using a lot of game
mechanics in a small space, but hope to make a big impact.
Brett
Harned: That's really
amazing. There's so much to unpack there. I hope you're
ready to dig in. I have so many questions.
Tim Leinert:
Yes, I am.
Brett
Harned: The purpose of that
game is really an interesting one. Is this the only product that
your company works on, or do you manage several projects within the
company?
Tim Leinert:
Yeah. This is a first big product, and we have been working
now since maybe two years on that one. It's really complex,
because there's so many things we want to do right that we
started understanding the whole patient experience. How do people
feel when they get the diagnosis? How can we develop game
experiences that is inclusive to make people be part of something
bigger, not just, I don't know, another addictive game?
It's something that you should really like to play, enjoy to
play, and want to spend time with.
That took a
lot of time to just focus on that, doing a lot of research, and ...
But we are very excited to have also some small projects at the same
time going, for example, with students, doing some healthcare
projects with gaming. We have one big one, but some smaller
innovations things going on as well, so that's pretty cool.
Brett
Harned: Okay. You mainly
get to focus on this one big project, then?
Tim Leinert:
Yes, exactly.
Brett
Harned: Okay.
Tim
Leinert: Yeah.
Brett
Harned: Really interesting.
I have to imagine that there is some kind of project charter or set
of goals that are determining what you're there to do and what
you're building, what your goal is. Is that true?
Tim
Leinert: Yes, of course.
That's really important, especially ... My background is, I
came from, I would say, traditional project management. I came into
game design with this project. I came from a very standardized way
of working with a project, and I got to learn better now with the
game designers sometimes.
Brett Harned:
I bet.
Tim Leinert:
Because it's very different, but
also quite similar in so many ways. It's very interesting to be
part, for me as well, of a learning journey, because you work with
such a creative process. You have so many people who have the talent
in 3D, or game design, or writing the scripts, the dialogues. You
need to make sure that those all align a specific goal. For us
especially, working within healthcare, we need to make sure from the
beginning that we meet the right goals. We do that in a very
empathic way.
For us, for
example, project charter is, how do we want to meet the patients who
will use our game in a more emotional way? What feeling do we want
to evoke? What tools do we want to have to help them along the
journey? That really helps us to define outcomes, so to speak, so
people should feel better.
People should
feel like they are on a journey to understand why ... The good
things about the journey, but also accept that it might not be easy
on a personal level when dealing with a diagnosis. It takes some
time to accept the diagnosis, for example. Our project charter is
really based on trying to emphasize the emotional side of our
players as much as possible so we can align our goals to help them
along the way.
Brett Harned:
Absolutely.
Tim Leinert:
Yeah. It's not as precise, I would say,
as in a normal project, as it used to be before, for example.
It's really trying to keep some things open in order to find it
out on the way, how we do it the best way.
Brett Harned:
Right. You're trying
to invoke an emotion and making people feel supported, more so than,
like you said before, getting them addicted to another game.
Tim
Leinert: Exactly. Yes.
That is quite challenging, right?
Brett Harned:
Yeah.
Tim Leinert:
That is so beautiful, too,
because, for example, the way how we develop is we work very closely
with our target group. We invite them over for testing. We even test
copy, and we test visuals, and so on to really try to understand how
people react to it.
We use the
slogan "you're not alone" in the game, and
that's so strong for some people who are in the target group
that they were like ... This means so much to them, just that
somebody finally says these words, because media makes people so
much focused on, "This is your problem. Get over it."
Mental health is still so new to address in a positive way.
It's so rewarding to work on a project like this, and try to
make it happen with the project management skills, of course.
There's so much more to it. That's very beautiful.
Brett
Harned: I bet. It sounds
like a really interesting project. The subject matter alone, it just
feels so important and impactful. I'm wondering how that might
impact your team culture, or if you see that at all. Does the
subject matter, and the audience, and the tone that you need to
take, is it impacting the way that you work together as a team?
Tim
Leinert: Yeah. I think
that's a very good question, because I would also describe a
little bit, me as the project manager or as the producer, I would
describe my role very much as a strategic role. I'm responsible
to not only write down the project charter or define, "What are
we going to do?" But also bringing in the constant knowledge
and experiences from our audience to make the team aware of what
we're actually building. We are actually not the target group
in the end, right?
It's so
much more than just getting things done. It's about being part
of contributing with a product to wellbeing. We define a team
culture with purpose. People are motivated to think about new ideas
in a empathic way. For example, if you do use testing people, I
invite my team to listen in, to be part of those reactions when
people look at our games, because it's so important to have a
shared understanding. What are we doing? For who are we doing
this?
I think this
defines how we work together and how we define our culture. Yeah.
Building something with a purpose. That gives all of us a
purpose.
Brett Harned:
Yeah. I think your use of the word "empathic" there
is so important. I imagine that's at the center of your
organization's culture, if this is something that you're
working on. Curious about your day to day, though. What's it
like working with a team who are moving on this really big project
that's really centered in empathy, but I imagine you're
still trying to ship something quickly? Things get stressful every
once in a while. What's it like there?
Tim Leinert:
Yeah. That's a very
good question. I think for us it's very important to have some
specific daily schedule. We start always ... We work with sprints,
two-week sprints. Mondays, if we start a sprint, we have a sprint
kickoff where we define what we're going to work on for the
next two weeks. Then we have the typical daily stand-ups every
morning, except for Fridays. We try to have Friday, for example, as
a focus day where people can just focus on getting things done.
Then we try
also to have all the meetings before lunch every day, so the
afternoons are all reserved for focus time. Because it requires a
lot of thinking, and it requires a lot of time to get things the way
how we want it to be. We try to keep as much as possible focus time
for the whole team in the way how we produce the game.
That also
means that my day starts normally with ... I have a little daughter
now, one year exactly.
Brett Harned:
Nice.
Tim Leinert:
I start quite early, just to the current
day. Maybe 7:00 in the morning, sitting down, "What is going to
happen the whole day?" Because my focus time is not really ...
After lunch, I have meetings all day long. I need to really make
sure that I have the time I need to focus, for example, talking with
a patient or preparing interviews with patients in the upcoming
week. I try to take a good coffee and think about what will happen
exactly that day or the next day.
At 9:00, I
meet the team for the daily standup, where we just briefly discuss
what happened yesterday and what happened today. Are there any road
blocks? That's quite important also for the team to meet,
because we are remote. We have one office in Gothenburg, in Sweden,
and one office up north in Skelleftea. It's also an opportunity
just to meet, and just to see the faces.
We meet
actually at 9:00 and five minutes in the morning so people can join
already a bit earlier in and have a coffee together, just to start
the day together. After that, normally some more detailed meetings
will happen where we have a touch base, for example, for the UX
team, or touch base with the creative director to showcase what
happened, or "What are we going to do in the next
week?"
Then after
lunch, right now I'm focusing on what will happen next year
already. I'm trying to plan ahead and try to identify a
pipeline for the team that is manageable and not too stressful,
because we are kind of a startup culture. It has a lot of time
limits we're working with, as your podcast is about. But still,
it's really important to keep the good spirit up, right?
Working on the
game is even more messy, I would say, because there's so many
creative ideas swirling around, flying around in everybody's
head. It's very important to map out, "What we going to
do? What's the outcome we want to achieve," for example,
"at this milestone?" "What kind of behavior do we
want to address?" And so on. It's a lot about ... I would
say my day is 50% team management and 50% strategic work.
Brett
Harned: I like the
structure that you've put in place. I like the idea of a
five-minute meeting in the morning, just for everyone to ...
Especially for remote teams, right? It just feels like it's
really nice to have at least one touchpoint in the day where
everyone can come in and say, "Hello. This is what I'm
working on," or, "This is what I need help with," or,
"what I have an issue with." I like that idea of just a
really quick standup.
I also really
love the idea of having meetings in the morning and saving time for
everyone so that they can actually have focus time and get work
done. So many PMs will just load up schedules with meetings, and
it's so detrimental to the team's productivity.
Tim
Leinert: Yeah, exactly.
Fridays, for example, we try to end the week with a walkthrough, so
what we have created. I'm really working on also making the
team feel proud of what they're working on, and want to
showcase what they're working on. We have, Fridays, a
walkthrough where everybody, if they want, can present what they
have been working on.
Also sometimes
we have inspirational Fridays where one of the team can present what
they are working on as a hobby, or used to work on before. Or we
even invite some external speakers to talk about a specific topic.
Once I invited an artist who joined us by a Google Hangout, and did
a concert for the team as a surprise. That was super cool.
Brett
Harned: That's
cool.
Tim Leinert:
Yeah. Everybody just thought it was just a random meeting, but
then it turned out to be a concert. It was so cool. I think even
though that we are remote, we need to really be together as a team
and have fun as well, especially when you work on a topic that is
not so easy sometimes, right? Depression and bipolar, there are so
many beautiful sides of it, but also sometimes it can be a difficult
topic to talk about.
Brett Harned:
Absolutely.
Tim Leinert:
There are of course some dark sides of
the experiences of our target group. It's also important to
come together, and just see us be together and exchange the purpose,
and then ... Yeah.
Brett Harned:
Absolutely.
Tim Leinert:
It's beautiful.
Brett
Harned: It's cool that
you're doing that work to help shape the culture to maintain
that team culture. It sounds like your process is agile, for the
most part. Are you doing ... You said that you're doing a
show-and-tell type of thing on Fridays. Is that almost a sprint
demo, or is that something that you've added in just to keep
the communication and review and, really, culture alive on a weekly
basis?
Tim Leinert:
Yeah. That's a good question. I think it's more like a
mix. It's, of course, we show what we have worked on, but
it's more used as a cultural thing that we can discuss it on
without inviting the stakeholders or something. It's more like
we, as a team, look at it together.
Brett Harned:
I see.
Tim Leinert:
Yeah. Just share ideas and be
open, and see it more as a coming together. "Hey, how was the
week? Let's look at what we did." "Cool. That looks
great." It's a mix, I would say.
Brett Harned:
Okay. You mentioned that
you schedule some testing. You maybe interact with some of the
users. You also mentioned that you're more in a startup
culture. It sounds to me, and I would expect this of a startup, that
as the project manager, or maybe even product manager on some level,
you are doing some more hands-on work with the team when it comes to
research and documentation. Is that true?
Tim Leinert:
Yeah. It's very
important for us to share the, "Why are we doing this?"
And, "What are they going to do?" And, "What are the
experiences we are going to address?" The real life
experiences.
For example,
for us, it's very helpful to have patient journeys that are not
just within the journey, how to use the product, and so on.
It's more like, what is actually happening in the real world?
Thinking about a diagnosis. What are the feelings people have, and
how can we use that in some way to make the storytelling
meaningful?
For example,
in the beginning, we had the idea that the character inside the
game's trying to go home again, like has crashed on an island
and wants to go home again. But it turned out, through research,
that for the people who experience a diagnosis within bipolar, for
example, they're like, "But I will never go back to the
place I used to be, where it was before."
We had to
change the storytelling then. Like, "Okay, we need to have
something that you get used to something." You build something
up from ... Instead of going back, you need to move forward. Those
things are so important for us to develop on a creative level that
we understand experiences and do those qualitative research that
helps us to develop the very targeted experience.
Brett
Harned: That makes sense.
You're taking part in research. You're doing weekly
meetings where I'm sure lots of ideas are flowing around.
I'm sure you're with a highly creative team. What are your
methods for staying on top of those details and making sure that
you're pushing and pulling the right lever, so to speak, and
really making sure that the team is focused on the right thing in
that moment?
Tim Leinert:
Yeah. I think that's something ... It's not as
easy, honestly.
Brett Harned:
No, I'm sure.
Tim Leinert:
I'm really one of those, I like
just to start my day with a paper and a pen, just write down,
"What are to-dos?" Really have a to-do list for myself.
Like, "I need to follow up on this," or doing a
conversation or meeting. I can write down, "Okay, I need to
remember to ask, what's the status with this?" I have
always my little book with me where I take of notes, but of course
we have the backlog, and we use [Tira] where we define the backlog
as best as possible.
We are also
working with a larger ... It's a huge exit list where we have
user stories defined and acceptance criteria. That also helps me to
keep on track, "Okay. What did we actually imagine here to have
as the delivery? How is it right now?" I think my day to day is
really ... I love whiteboards, and papers, and Post-its. I'm
the typical ...
Brett Harned:
You, sir, are a project manager.
Tim
Leinert: Exactly. Yeah.
I'm working on a better strategy, but that's really the
most useful for me, just to put it down for my head, on the paper.
Have it on my desk so I don't forget it. [crosstalk]
Brett
Harned: That makes sense. I
do the same thing.
Here's a
big question. Where do things go off track most in projects like the
one that you're working on?
Tim Leinert:
Yeah. I think they're all going
well until we enter a critical phase before a milestone. Suddenly
then you see, "Okay, there's a really big dependency that
we haven't really touched." I think it's mainly
really trying to ... I think it goes off if it was not really
defined in, "What do we really want to get out of it?"
For example,
from another agency here in Skelleftea where I'm located, we
adopted a system. It's called functionality, usability,
cosmetics, and [Swedish 00:23:24], like love. These are different
layers of how we talk about the components that we develop, or
features. We approach it like functionality and usability first, so
we make sure it works and it's usable.
This helps us
to overcome those big surprises, because we know, "Okay, this
component needs to be functional and usability at this point in
time." Then we can add beautiful graphics, like cosmetics. Or
if you want to push it to the horizon, then we can add the extra
level of love to it.
I think this
is weird. Normally it sounds perfect in theory, but in reality, last
things are like, "Yeah, okay. We developed it now.
Functionality and usability, it works, but somehow it's not
really fun to play, so we need to go back." That's the
thing about games. You really also want to make it some kind of good
experience. It's really hard to have it just in your head, and
you need to have it in your hands to really find out if it's
really fun to do, and this is the experience that we want to
have.
Brett Harned:
Absolutely.
Tim Leinert:
I think those are the things that sometimes don't
go as planned. But then these are also moments of opportunity, of
course, to look at it and define it better. But coming from a
traditional project management perspective, that's the moment
where you're like, "Okay. Dammit, we need more
time."
Brett Harned:
Right. I imagine too, it's like, you do the testing.
Things don't come back maybe the way that you wanted, or
reactions weren't what you expected. You go back to the drawing
board. But then what you're talking about could even lead to,
"It works, but it doesn't look as cool as we wanted it
to," which could then send you down a whole other rabbit hole
around design, and animation, and stuff that costs a lot of money
and takes a lot of time.
Tim Leinert:
Yes.
Brett Harned:
Yeah. Okay.
Tim Leinert:
It takes a long time. Yeah.
Brett
Harned: Then-
Tim
Leinert: Really those
kinds of things.
Brett Harned:
How do you determine if the project's actually
done, then?
Tim Leinert:
Yeah. Right now we are still in the development phase, of
course. We work towards milestones. Those milestones, we have
specifications that we want to have in that game. For example, the
character has this seven days content, or something like that. We
define, we write a script for that, and map out what we want to have
for the content. Then we develop those kind of things and test it
out on the way. When we have that in place, then, okay, we can sign
off things and move forward.
But I think,
with a game, it feels like it's never done. It's really,
you always see, "This we could do better," or, "This
is an opportunity to implement some kind of, maybe, messages,"
educational messages, especially in our case.
Or from the
use of testing, we thought, "Okay, yeah, this is something we
really nailed." Then you do the testing, and "Okay, maybe
we did not nail it."
Brett Harned:
Maybe not so much.
Tim Leinert:
Yeah. Exactly. It's
really like, we try to sign off things, and, "Okay, this is
good enough," right? That helps us also when we have to find,
"Okay, what level are we looking at?" Is it functionality,
usability, cosmetics, or the love layer? This helps us to sign off
different layers, because they are dependencies, of course.
Brett
Harned: Sure.
Tim
Leinert: Because when
everything works as it should, and it's usable, then we can
hand it over to the art team. Then they can dress the level, or
something like this. But it's rarely the case that it works so
streamlined, because then suddenly there are changes happening from
the UX perspective. I would say, we know when we're done when
we really have good testing results, and feel like, "Okay, this
is good enough for now. Let's move on." Yeah.
Brett
Harned: Yeah. How was that
for you, coming from more of a traditional project management role
where you're working on something that really can change shape
and really continue longer than a typical project? Is that difficult
for you to manage and really feel like you're making an
impact?
Tim Leinert:
Yeah. I think so. I think when you come from a traditional ...
I was working at an agency before where we had short projects or
longer projects, but it was always very clear what you're
working on and, what is the end delivery, right? Managing
expectations was super important to have a good client relationship,
and so on.
Here, in my
project, I think managing expectations and communication is the most
important things I'm working on every day. Really to have the
team working on the goals that we want to achieve, and also having
the communication between the team members, especially when
they're remote, to identify roadblocks as early as possible, or
even foresee them.
Yeah.
Sometimes you have the feeling, "Yeah, I want to move forward
with this now," this part, but then you need to be patient.
Say, "No, maybe we are not there yet with this part. Let's
give it some time more." That could be, of course, sometimes a
little bit frustrating, but I think that's exactly where also
the beauty is, to work on something that is more challenging, a
little bit.
Brett Harned:
Yeah. It sounds like your role is a little more strategic
in that sense as well. It's that you really have a bigger
picture view of the product, not just the project, right?
Tim
Leinert: Yeah.
Brett
Harned: You're
managing the project and the mechanics of the process and getting it
done, but you really have your finger on the pulse of what's
working well, what could be shipped, what might have to be
revisited. I think that's really interesting. It sounds like a
really cool place to be within the PM space.
I'm sure
there are a lot of folks out there who would love to get into the
gaming industry. I'm wondering if you have any advice for folks
who might be looking into getting into project management in that
industry.
Tim Leinert:
Yeah. For me, it was ... Definitely. I think ... I'm
working with a very special field of game development. It's in
the field of serious games, so games that actually want to make an
impact in a positive way. I would love to see more people from
project management coming there, because there are so many project
managers like I was before.
I was working
a lot with pharma projects and digital healthcare. I was a little
bit looking for, "Okay, how can we turn something in an app
into more like an engaging experience?" To use gamification or
something like that in a good way. There's so many
opportunities to actually bring that knowledge that you have from
your previous projects into a new area or in a new field that really
needs people with this knowledge.
That was the
case for me, that I had the luck that I'm able to work with
such a fantastic team and bring my previous experiences from working
as a traditional PM into a new field. I think my suggestion would be
to really look out, what are you interested in? What really would
drive your motivation to bring your skills into the gaming industry?
Is it a big game, or is it maybe some smaller startups that can
really use some hands-on help?
For me it was
the entrance through a startup and then grow with the startup,
because you can shape so much things. You can shape the day flow of
the whole team. You can define the goal. You can talk with the
management, and you can really have an impact.
My personal
advice would be, if it's hard to land a job in a bigger
company, there are lots of great small studios that want to make an
impact and who need help from project managers. It's a great
place to learn as well.
Brett Harned:
Yeah. It sounds like a great way to level up
your skills, if you can start with your base experience as a PM and
jump into an organization like the one that you're in. Really
expand on your skillset and get your hands dirty a little bit on the
project, right? Do a little bit of the work, so to speak.
Tim
Leinert: Yes, exactly. I
think for me it was very good to start an agency, because I think
you had the same experience, that you work on very different
projects, and you get a lot of insights how to ... You make a lot of
mistakes, but you have the chance to do it better next time for the
next project, of course.
Brett Harned:
True.
Tim Leinert:
Within working in a game, it's so
interesting to ... When I worked in the agency, I felt I was far
away from, actually, the creators. I was just making ... The box
checker, a little bit, that you don't want to be. You want to
be part of the vision. You want to shape things, and try to create
an environment to help the people on your team to make the best
work, to feel passionate about what they're doing.
I really felt
like coming to a smaller studio who really hungry to do something
good was the best decision. Because I can really use my talents or
my passion as well and inspire people, and they inspire me. For me
it was the best decision.
Brett Harned:
That's great. I cannot wait to see this
game.
Tim, thank you
so much for taking the time to talk to me today, and for joining me
on Time Limit. It's been really interesting talking about this.
Your perspective on PM, how you got into this role, and some really
good advice for people who are interested in getting into video game
projects or even healthcare design. That space is wide open for
change, and what you're doing is pretty exciting. Keep me
posted on when things go live. If we can share it with our audience,
I'd love to do that.
Tim Leinert:
Yeah. Thank you so much for having me. It
was such a pleasure to be here.
Brett Harned:
Absolutely. Thanks.
All right,
folks, I hope you enjoyed the chat with Tim. I have to say, I
personally feel so lucky to be able to connect with the people
around the world to talk about our common challenges and approaches
to our work as project managers. I also really appreciate Tim's
approach to his work and even to his career. I'm hoping that
someone out there is inspired by Tim's story, and really takes
the opportunity to become a more strategic PM. I think it's
pretty cool stuff, what he's doing.
Hey, thanks
again for checking out Time Limit. Do me a favor. Subscribe to the
show wherever you listen to your podcasts. If you've got a
minute, give us a review. I'd really appreciate that. While
you're online or even on social media, check us out at
TeamGantt. We're sharing tons of new content, resources, and
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you'll follow along. That's where I'm going to be
until our next episode. Thanks.