Edwin here, reporting from my personal quarters aboard the Fleet.
I read an article during the semester that not only made me laugh, but also made me think critically about how I've done as the pseudo-leader of this team. This is a picture of a key section:
"By the next morning, your house has become a unicorn with two humps." This almost perfectly reflects the relationship I've had with the artists on the Fleet on this project. I thought that giving them the creative freedom to concept how various things would look at the beginning of the project would be enough. I thought that after that, they would be content with following guidelines and instructions, since they already had the freedom to express themselves in the beginning.
I was very, very wrong.
Creative individuals—actually, individuals in general—like to express themselves and have a major stake in what they are working on throughout the life of the project. Giving freedom during one phase and taking it away the next is not ideal. How can one give enough freedom, however, without sacrificing the near sacred vision one has for the game?
Like the article mentions, as a leader, it was my job to INSPIRE. If I would have inspired the artists, perhaps they would have shared my vision (or at least the majority of it), and we could have worked with less friction. But I did a very poor job on this. We had a vote at the beginning of the semester to decide which game concept to work on, and mine came out on top. I thought that with this binding vote and a minor pep talk, the team would be willing to listen to my guidelines and instructions.
But I realize now that even with the binding vote, it's hard to work on something that you are not creatively invested in. The only way for anyone to be truly invested in a project is through a sense of ownership and impact. This is a lesson I will not soon forget.
That's all, thanks for reading.
Long
Live
The Fleet
Edwin Guerrero (Narrative Designer, Project Manager)