AwesomeButton
Proud owner of BG 3: Day of Swen's Tentacle
In my humble experience, past a certain point it's more important what kind of people you've gathered than the kind of organisational hierarchy you have in place. As I read your plan I keep coming up with ways this organisation can be abused, both by a stubborn "underling" who sours his relationships with his direct superior by going to the top floor too often, or by a manager who interferes too much with stuff he shouldn't.That is misguided, and I don't agree with it at all, I do want "underlings"* (and sub-leads) to do their thing - and unfortunately, in my hierarchy, every superior above you in fact has the right (but arguably shouldn't do it too much otherwise you undermine the people below you) to override anyone beneath them but they should check with the lead first before requesting a change (if only to make sure they understand the whole situation - there may be a reason something they disapprove of is done a certain way).
And even people on the lowest rings of the totem pole who are told "no" by their direct boss but still consider their opinion important to make the game better, can still go above their direct boss and bring it up the chain - provided you talk to your immediate boss first about the issue clearly, otherwise you're kind of throwing them under the bus by going to their boss. I did a presentation on hierarchies (at Digital Dragons, I think?) about why I felt hierarchies were important and what I thought was to be gained by them, but it wasn't to stop people from being active or to protect underlings/create fiefdoms - it was to make responsibilities clearer across the team and empower people in all roles. Also, I felt the higher up the chain, the more focused you should be on your own ability to make things happen for the betterment of the project which a junior designer may not feel able to do.
My hierarchy is also done partially so everyone knows who to go to when there's a problem, and that people in sub-lead and lead roles know they are empowered to solve problems in their discipline by default (for example, a Lead Level Designer would know by default they should be the one setting optimization guidelines for their level designers, checking their work, and so on) if that makes sense. If roles aren't appointed, it's true that some people will simply do things, but it's much better (imo) if you give people responsibilities, goals, and then step back. If you've hired the right people, you're good to go. I know this may sound naive, but I think it's very important for momentum and saving time, especially when time is always at a premium.
* I'm using this quote only in reference to the original post for clarity - in my opinion, everyone should be contributing to the project at every level, and you need everyone to make the game happen - I prefer "developer" regardless of rank.
It's obvious there will always be edge cases, that's not what I mean. What I mean is, firstly, that it's up to the people who have agreed on a set of rules to watch for these rules' enforcement. That should be part of the culture, ideally, but as I said this is up to the individuals. Secondly, for people both high and up the command chain to be bold enough to speak up when the rules have to be enforced, you should avoid creating conditions where someone feels/is in a dependent position. It's what you earlier described as "cowardly" - I think in large part the "keep my head down and they'll sort it out" attitude stems from people having too much on the line and trying to minimise the risk to such a degree where they become passive to the point of being useless when it comes to making decisions, including decisions which are entirely their prerogative.
How can you encourage independence both in managers and employees? IMO employees' confidence and sense of independence comes from being well paid so they have ample savings and are not wage slaves. It also comes from professional experience and pride in their own craftsmanship, which comes with the time of service. For managers, confidence comes from realistic setting of targets (whatever those targets may be with regards to the project). Instead of trying to squeeze out a promise they will cover something that will only get covered by inhuman strain, try to meet them halfway. But then again we come to the human factor - because you need well-intentioned managers who won't try to bargain too easy targets... It's an endless cycle.