As a Game Designer, in meeting with a client
Something I've pickup after having several meetings with a Japanese client.
In meetings with a client,
- Don’t give clients ideas
-In a game development project, its OK if the clients give inputs on features he wants when the project is still in early production stage. But when development reach the middle of production, its best not to ask for ideas for 'improving' the game. The middle of the production stage is the time when you cut down on the features not adding them. - Be decisive
-As the game designer, you must be decisive on the features that can be done. Don't make empty promises that you can't deliver (and even if it can be done, doesn't mean you have the manpower and time to do it). - Print out designs on paper
- If you have several design variation, and you want the client to choose one. Its best to have them printed out and gave it to the client to review them overnight.
If its need to be approve immediately, print them out and paste them of the walls (or place on the floor). Let the client go thru them. This is a good chance to discuss with the client on the design variations, or the client can look thru it for themselves. - Always leave a email/paper trail.
- Put things in black and white, and get the client to sign it. It can be meeting minutes, design specs, design document.
So that the client can't turn the tables on us. Saying that he didn't agreed to things already done.
If the client just gave verbal approval only, they can change their mind and demands something else in the future.
Best if there's a clause in contract stating that if producer/client doesn't sign, the project can't continue forward.
( ._.)Ø
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