This an argument used that goes as such: "This chart of loosely related and completely unbiased data shows how your idea will never succeed, you'll offend lots of folks, and it's a direction we cannot afford to go in."
This is a technique used by a coder in which said coder refuses to understand the pitched/desired feature until it is requested in the exact specific manner the coder wants to hear it.
The developer who intentionally (or unintentionally) misses the obvious and starves a potentially good feature until it is cut.
"Not My Idea, Not Going to Do It"
This is when a designer takes input from others and claims to want a call for ideas, yet quietly ignores anything he didn't come up with himself.
The Gardener plants the seed of an idea early and then brings it up again many times in meetings and in casual conversations with individuals around the office. Eventually, the idea starts to take root and grows on people until it becomes an actual feature in the game and no one can remember where the idea came from in the first place. This is actually a very useful technique.
"Obvious Bug Guy"
This is when a developer is being shown a work in progress feature and, instead of thinking about where the feature is headed or what it can do, feels the need to point out obviously broken things that will clearly get fixed eventually, like Z-fighting.
This when a person has no clear, obvious boss or chain of command, and is often told by multiple people what he should be working or focusing on. One's design director, executive producer and president may each have varying opinions about what to do, leaving said staff member confused.
This term refers to a spokesperson who pitches or promises a feature to the media, which puts the team on the hook to actually code said feature once they've gone public with it.
This is the term for the creative who wants to add whatever feature he saw in a recent popular game as a way of making the game better instead of trying other ways to innovate.
So, in conclusion, that's the list of personalities and techniques that I've encountered throughout the years. Thanks to some of my peers at Epic, ChAIR, and People Can Fly for contributing to the list. I hope that aspiring developers can recognize these patterns and adjust accordingly, and I hope that established creatives are able to get a chuckle out of this.
Original illustrations by Juan Ramirez