![]() ![]() ![]() Gallagher and Neuburger were previously studio head and game director respectively at Crystal Dynamics, and It was hoped that a team familiar with their management methods would work well with them. VGC's sources claim that the culture problem was part of the reason for bringing Crystal Dynamics on board as a collaborator studio. “Making games is hard enough, let alone when you feel like you can’t get through to people making the decisions that affect everyone," one source said. The alleged result of this was a project that developed "painfully" slow and a lack of company culture. Staff apparently felt unheard by their seniors on issues such as development priorities, project planning, and team staffing. It was apparently built as a top-down hierarchy, starting with Neuburger and studio head Darrell Gallagher, who heavily dictated the creative decisions. Reasons given for staff departures predominantly include a feeling that the studio was not a collaborative place to work. VGC's interviews with former Initiative staff suggests that the departures have come "fast and furious", something that has impacted the momentum of the project. Additionally, VGC notes that two senior writers recently left, as well as the technical director, technical art director, lead gameplay engineer, lead animation, quality assurance lead, and more. Game director Dan Neuburger appears to have left the team this year, and previous departures include design director Drew Murray, lead level designer Chris O’Neill, principal world builder Jolyon Myers, and several more from the core team. It notes that around 34 people have quit within the last year, including much of the senior design team. The report from VGC is complied from interviews with unnamed ex-Initiative employees and analysis of the studio's structure. ![]()
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