By Dylan Brummell
It’s safe to say most of us just aren’t team players. I mean, if you think like me, then collaboration can lead to two horribly depressing outcomes, either you carry the team and end up doing other people’s jobs while trying to please said people in a kafkaesque cycle that leaves you crying into your laptop as you sign off the 32nd email with: ‘Does that suit you?’
The other option is a bit bleaker. You let the team down by not keeping your end of the bargain and know that you’re being silently judged while they make up for your shortcomings. Yes, group work is a daunting experience for me, ironic considering I want to get into filmmaking, perhaps one of the few mediums that rely on collaboration between departments to make something worthwhile; try to go it alone, you really run the risk of being a jack of all trades and master of none, which is a fun way of saying: being bad at everything. Want an example? First, watch a Neil Breen movie, then see the credits of any Neil Breen movie ever.
Ironically, the last few times I’ve collaborated with people, I’ve really enjoyed it. Perhaps the fears I associate with this kind of work stem from high school. The dastardly public education system strikes again.
My most recent collaborative effort was one of the most fun experiences I’d had in a group setting. The task was difficult at first glance: prototype and pitch an original (we’ll get to that in the video) board game.
I highly suggest checking it out here.
We broke the work into sections: The presentation itself, the board, the rules & mechanics, and the game’s marketing. Suppose you’d humour me with the movie allegory again. In that case, I think I found a nice balance in allowing others to express themselves when doing their own section but was also able to slip into the role of a director when someone was stuck and guide them to the point that reminded them to keep the ‘heart’ of the game intact when working on an individual level. Each of us had a role, and we executed it to great effect, coming out of the project with a product I think we are all proud of and wouldn’t mind exploring further.
Below is an in-depth video outlining my exact role in the group, what is involved and how I might do things differently next time around. I cannot express how glad I was to be able to create this game with such talented people, and to see what they thought of the project, follow the links below!
To Max, Brooklyn and Richard, thank you for making this such a fun experience!