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Do
you guys sit in multi-disciplined pods, or do you have meetings? How do you
hash these things out?
CB: Well, it varies. If you ever come to
Bungie, one of the things you'll notice when you walk in the front door is that
it's completely open. We have a big floor. Actually, the last thing this
building was used for before we moved in was a set of batting cages, so it's
just a big, cavernous space. It was a hardware store before then. It's a single
big floor with desks all around, and the desks are all on rollers, so you can
move them around the space and reconfigure as necessary as people move around
and shift jobs and stuff like that.
But we don't sit in multidisciplinary pods,
generally speaking, unless it's very early on in the concepting phase of the
game. When you're concepting something, you've got five or six people sitting
in a room together, just a pressure cooker of ideas. But after that, when it's
time to actually produce the game, we organize people by discipline.
The reason for that is that the things that
fall through the cracks are most often the kind of informal collaboration that
has to happen between engineers, like, "Oh man, I'm having a lot of
trouble with this." "Did you try such-and-such?" "Oh yeah,
that fixed the problem." That kind of informal collaboration is important,
and if you split the disciplines up, that tends to fall through the cracks.
Whereas if you have engineering, design,
and art and they're all together, they can share their own best practices, and
communication between the functional groups is something you can track and make
sure it's happening, because it's something you can quantify. It's very hard to
quantify those informal relationships that make you better programmers, because
you're all just sitting together and sharing experiences.
Do
you rely on producers to act as the go-betweens?
CB: We do have a number of producers at
Bungie, and they do help with adding structure to the development process, but
mostly, the way we do it is there's a bunch of teams dedicated to specific
things.
For example, in the early part of Halo 3, there was a writing team of four
or five people who would get together regularly, and then that turned into the
mission fiction team, who would be a different group of people whose
responsibility is cross-discipline, to make sure each mission reflects its
place in the overall fiction and the story arc and the narrative experience. In
the same way, there would be a group for characters and a group for streaming
and stuff like that. It's a pretty common process.
Yeah,
it is. But I think when people look at a wildly successful game, they want to
know, from a development perspective, "What we could be doing to emulate
that?"
CB: It's all about empowering the
individuals you have. We've always focused on hiring great people, and then
giving them the tools that they have to do their job, and making sure that
everybody is set up in order to make a meaningful contribution to the game.
That doesn't necessarily mean that every artist
is going to be designing a new weapon and putting that weapon in the game
because they think it's cool -- obviously it has to fit with the overall design
vision -- but they should have two things.
One, they should have a clear path
to communicating with people who are tuned to the vision of the game and be
able to have input that way. The other thing is that they always need to have
the tools and the scope of creativity that they need, to do something that they
really care about passionately.
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Again, great interview