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I think that's true even within teams. There seems to be a lack of
traditional management, in which someone can actually be chastised for doing
poor work.
DR: Well, let me tell you... (laughs) Well yes, actually. Knowing
most of the guys for years gave me an advantage: they were all friends. And
when it came to the drama-cam, we could be pretty open with "Hey, you
screwed that up." Actually, we use more colorful terms, but yeah, we say
things like that.
As the team has gotten bigger, I've had to be cooler, when it came
to relaying critical information internally. But I think in the industry as a
whole, because we're constrained by talent, you have to be nicer to people than
would normally feel like you have to. And I don't mean "nicer" as in
treating them unprofessionally, I just mean giving people chance after chance
to get it right.
It seems like the industry is growing so large, that it's just
getting more and more people, so even if someone is really not that good at
their job, they can always find one, and they can stay in the industry forever.
DR: Yeah. There are enough puppy mills to keep the people who
aren't as talented as they should be well off. There are enough, now,
industries pilfering our super-talent to cause a problem, I think.
Yeah, it's a little frightening.
DR: It's really frightening, actually. But that's created a waking
effect, where a lot of guys get a lot of opportunities; get like a walk-on
shot, you know? That's a dream, to get a walk-on shot and do well. I've seen
the ratio of success is like 30%. Thirty percent of the guys we took a chance
on never worked out.
Interesting. It's always that double-edged sword of "needing
experience, but how do you get it?"
DR: Yes. But I think a lot of the kids who sign up -- who we would
check the points in which they're training up to make it, and the kids who got
kicked out of their mom's house because all they want to do is art, and they've
got tons of their own freakin' art.
Some of it is like really weird art, right?
I've seen some weird art. But it's the guys who literally would rather draw
than hang out with a girl, so they don't have a girl; those are the guys you
want.
Yeah. Like the people making entire games by themselves during
college; that kind of stuff. So how is the collaboration with the property's
creators going? Since it's the same company, technically, right? It's a
co-production.
DR: It was really awesome. I came from Universal, and we were
doing Crash, and I did Battlestar Galactica, and there are
licensors who can be a lot of drama; they don't understand the process, and
they can really muck it up, when they don't even have to. And Gonzo was just
amazing, in that they understood what they didn't know.
They were struggling, with two guys on their own when we met them,
and the initial meeting was like, "Look, we've got this great idea! No one
believes in it! Do you want to help us try to change the world?" And we're
like, "YEAH!" It was pretty awesome.
And that's what it was:
Everybody was broke, everybody was trying to keep their jobs and do something
cool, and then boom, it caught on fire, and now we've got this huge thing.
It's better to do that by taking a chance on something, instead of
going, like, "Alright, we're gonna have to make something that's exactly
like Evangelion, because everybody's going to buy it."
CR: Yes. Right. Yes. And all the props really go to Namco's
management, because Namco really had a checkered past -- just really bad luck
in the past five to seven years -- and this cat named Makoto Iwai came in and
really literally changed the company.
And it was hard, you know? Imagine a general dropping down and
cleaning guns: that's the kind of guy he was. And for them to take a chance on
a property that wasn't even greenlit for the series, and no one knew what it
looked like, and a freshman team inside the studio managing everything, and
then us guys who had a lot of game experience but there was no remaining
internal institutionalized memory of making a game.
So it was really difficult for them to swallow -- but they did,
and they believed in us, and they gave me a lot of freedom. Criminal freedom!
To just get it done, and I broke a lot of rules out of ignorance, you know? I'm
just like: "I'm not gonna miss that milestone!" And I'd find out,
through all kinds of means, that I broke rules. That I won't do again -- but at
least they understood.
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In this artcle I said that the my team didnt use any additional 3rd party middleware, thats simply incorrect. Forgotten was that fact that in the two years we were just 15 guys we turned to David Miles (a trusted oldschool Crystal Dynamics alum & friend) to help us solve our AI path-planning problems. We have since aquired a longterm use licence from his company Babelflux. It's path-planning technology has saved our beacon 12-times from sunday since. Thx again Prof Miles!!