"We level designers — you would come and explain what it is that the goal would be. This level should look like Piranesi, the famous architect. We’d go and look at books and try to come up with a level that looked like Piranesi. You’d come by and shake your head and we’d go back to look at books again. I used to wonder, why is Amy mad? And it wasn’t until I became a creative director myself that I understood the curse of being a creative director, which is this: you have the vision for the game. You know what it is you want to be making. You explain it to someone. If they get it instantly, you’ll never see that person again on the project, because you don’t need to communicate. The brilliant people on the project who are — realistically you’ll see them three times in the course of the game. If you have a masterful UI designer and you can explain the vision, you’re done. You spend your time almost exclusively with the people who don’t understand what you’re trying to do. That’s the load you bear. And so we just didn’t get it."
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Sources
Mark Cerny in “Mark Cerny and Amy Hennig: A fireside chat with master game makers” by Dean Takahashi, VentureBeat, (July 8, 2018).
https://en.wikiquote.org/wiki/Video_game
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