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Rahul M. Shah
2026-04-20leadership

What DOTA Taught Me About Production

Words: 292Format: Story

I co-founded Team Err0r in 2005. We became India's number one DOTA 1 team. I was maybe nineteen, managing five players with strong opinions, no budget, and a tournament bracket that didn't care whether we were ready.

Nobody handed us a framework. You figured it out or you lost.

Twenty years later, I still pull from those years more than I expected.

You learn who holds under pressure very quickly. In DOTA, you know after the first team fight. In production, you find out the week a major feature is going live. It's not always the person who looked the most capable during calmer stretches.

Communication breaks down exactly when you need it most. Five players shouting call-outs during a critical objective. Or five functions, product, dev, QA, art, and marketing, all trying to coordinate a live event with a ship date three days out and two of them reading the brief differently. The comms habit has to already exist before the pressure arrives. You cannot build it mid-crisis.

Blame is expensive and slow. Your team lost the lane. It happened. Do you rotate now and talk about it in the post-game, or do you spend the next two minutes arguing? In DOTA, the teams that argue in the moment lose the game. In production, the same thing plays out in slower motion. The retrospective is useful. The mid-execution blame meeting is not.

Every plan breaks on contact. Every draft has logic behind it. Every roadmap has dependencies and confidence levels attached. Both fall apart the moment the actual match starts. Planning matters. What matters more is how fast you think when the plan stops being useful.

No MBA here. Just a lot of late nights on a very old RTS.

What did you learn outside of work that actually made you better at it?

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