Friday, May 28, 2010

Hits home a bit

Here's the reality: on a creative project there's the vision that once it's locked, we all must be slaves to. Protect that vision at all costs. And sometimes that means you open the doors a bit to let the vision grow and be improved by the right members of the team who 'get' it. But not everyone on a game will always get it and so it's key to know when an idea improves and when it takes away from the game's core.


And never allow your desire to be nice and liked to get in the way of the vision because the game will suffer.  And the team will suffer as well because a failed game means the studio is at risk.

From David Jaffe 
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