Know Your Team
A team that knows each other's strengths and uses them.
See who's strong where, where the gaps are, and who to pair with whom.
Hands-on programs that turn talented engineers into high-performing teams.
A promising design dies in a review nobody enjoyed.
→ Architecture "Yes, And"Ideas stay unspoken because pitching feels risky. Knowledge lives in two people's heads. Hard conversations happen in DMs or not at all. Teams play it safe, ship what's expected, and slowly burn out. None of it shows up on a roadmap until it shows up as missed goals, an outage, or a resignation.
Without trust, people stop taking creative risks. The best idea in the room stays in someone's head, and the team settles for the safe one.
When only one engineer knows how a system works, every vacation and every resignation is a risk to the business.
Teams without connection or joy in the work wear down, and replacing a senior engineer is slow and expensive.
Each engagement targets outcomes you choose up front. We agree on how to measure them before the first session and review them afterward.
People raise problems early, admit what they don't know, and ask for help before it's too late.
Teams practice building on ideas before tearing them down, so more options get explored and the better ones win.
Clear roles, shared knowledge, and fewer single points of failure, so the team doesn't depend on one hero.
Incidents and security events are rehearsed, so the team stays coordinated when it counts.
New hires and reorganized teams learn how each other work in days instead of quarters.
Teams that enjoy working together do better work, raise problems sooner, and stick around longer.
In Accelerate: The Science of Lean Software and DevOps, Nicole Forsgren, Jez Humble, and Gene Kim found that a generative, high-trust culture predicts both software delivery performance and organizational performance. They used sociologist Ron Westrum's model of organizational culture to measure it.
Culture is hard to change with a memo. It changes through practice. The core habits of improv map closely onto Westrum's generative traits, and every DevPlayOps exercise is designed to practice one or more of them.
Forsgren, Humble & Kim, Accelerate (IT Revolution, 2018)
People remember what they did far longer than what they were told. So every session is hands-on, built from your team's real work and challenges, and run with enough energy that people actually want to be there.
The game mechanics are the delivery method. The results show up in how the team works every day.
A call with leadership and a short team survey. We pick two or three target outcomes and how to measure them.
Exercises built from your systems, your team, and your goals. You review them before the session.
The team works through real challenges together, with a structured debrief after each one.
Team agreements, playbooks, decision records, and an action list with owners, written up for your repo or wiki.
A check-in on the measures and the action list, and a recommendation for what to work on next.
Each one builds what great teams share: trust, creativity, ownership, connection, and a healthy relationship with risk. Most engagements combine two or three.
A team that knows each other's strengths and uses them.
See who's strong where, where the gaps are, and who to pair with whom.
More ideas pitched, and better ones built.
Teams pitch real features to a panel of peers. Critique makes ideas stronger, not smaller.
Good ideas that survive long enough to get good.
Borrowed from improv: build on ideas first, critique second, then test against real constraints.
The problems everyone knows about, named and owned.
A facilitated, blameless conversation that ends with owners and first steps.
A team that self-organizes when it counts.
A timed puzzle built from your own systems. The only way out is working together.
The confidence to experiment, because you know how things fail.
Controlled failure in a safe environment, then a shared list of what to fix.
Clear, calm decisions when the stakes are high.
Engineering, legal, comms, and execs play out a security event together.
Mistakes that become lessons instead of blame.
Re-stage a real incident with roles swapped and see it from another seat.
A team that operates like one, and enjoys it.
Exercises combined into a program that ends with a team charter and a 90-day plan.
Best in person. Lunch & learns also run virtually. Every format includes preparation, facilitation, and written deliverables.
One focused exercise. A low-commitment way for leadership to see the approach and for the team to try it.
Two exercises and a full debrief, such as Know Your Team followed by a Pitch Tank on a real roadmap question.
A themed program, such as creativity and design or resilience and risk. Ends with a prioritized backlog the team owns.
The full program: simulations, design work, team mapping, and facilitated discussion, with time to recharge.
Bars show approximate contact hours to scale.
Your team keeps what it builds. Everything is written for your repo or wiki, not left on a whiteboard.
team/Working agreements and a strengths map, so everyone knows how the team works best and who to go to.
ideas/A shortlist of ideas worth building, with the reasoning and owners from design and product sessions.
playbooks/Playbooks and runbooks for design reviews, decisions, escalations, and incidents, written by the people who use them.
growth/A skills-gap and growth plan to guide hiring, pairing, and training.
TODO.mdAn action list with owners and dates, reviewed at the 30- and 90-day check-ins.
platform-team-offsite/ ├── team/ │ ├── working-agreements.md │ ├── strengths-map.md │ └── how-to-work-with-me.md ├── ideas/ │ └── pitch-tank-shortlist.md # top 3, owners set ├── playbooks/ │ ├── design-review.md │ └── incident-command.md ├── growth/ │ └── gaps-and-growth.md ├── outcomes.md # baseline + 90-day review └── TODO.md # owners + dates
Engineers can tell when an activity has nothing to do with their work, and they check out. Every exercise here uses the work your team already does.
I learned that twice. The first time was in engineering. In a thirty-year career that's taken me through Global Crossing, Level 3 Communications, DivX, Inc., AWS, Comic-Con International, and Robinhood, I've worked everywhere from the call center to SRE and management, on teams that rode out Y2K, live-streamed debates, built CDNs and networks, and made it through SOC 2. The teams that pulled off the hard stuff were the ones that could still laugh together at 2 a.m.
The second time was on stage. I've been doing improv since 2001, training with San Diego Theatre Sports, the National Comedy Theatre, and BATS Improv. Today I teach, perform, and serve on the board with Mockingbird Improv. Improv is a team sport with no script and no undo button, and it only works when everyone has each other's back.
Same lesson both times: play builds trust, trust makes it safe to take risks, and risk is where the good ideas live. DevPlayOps brings that to engineering teams, on purpose.
The best teams I've been on weren't the ones with the most talent. They were the ones that trusted each other enough to try something new and fail together.
In discovery we pick two or three outcomes, such as team trust and engagement scores, the Accelerate four key metrics, time to first meaningful contribution, or follow-up actions closed. We record a baseline, and review the same measures at 30 and 90 days. You get those results in writing.
As little as an hour. Most organizations start with a lunch & learn or a half day, then decide whether to go further. Preparation on your side is a one-hour discovery call and a short survey.
No, and we don't want it 🙂 Most exercises run on simulated dashboards, logs, and whiteboards. Game Days can use a staging environment if you want that realism, with your team at the controls.
Yes. Scenarios are built from information you choose to share, and what's said in the room stays there. We're happy to sign your NDA.
No. Role plays mean holding a responsibility, like incident commander, product investor, or customer. Quieter engineers often get the most out of it because the structure gives them a clear place to contribute.
Lunch & learns work well virtually. Half days, full days, and retreats are run in person, because the exercises get their value from people working through a problem in the same room.
A 30-minute conversation about where your team is and where you want it to be. I'll come back with two or three options that fit.