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Paragon
Hi william, gonna say big fan of your work on Darksiders. I may not have any burning questions. So just wanna say thanks for your contributions and keep doing the good work.
There are many challenges in management and operations—a deep and complex conversation that varies depending on what you aim to accomplish. However, the most common challenge I’ve found is finding the right people who share the passion, have the skills, and are willing to dedicate their time and efforts to a cause. This tends to be the hardest part of building and expanding most organizations.Based on your journey of founding a game studio, what were the biggest challenges you faced in management and operations?
At Proof of Play, what does a typical day look like for you as the head of the studio? Do you spend more time on game design, or is your role focused more on managing the team and project logistics?
Do you have any top book recommendations to learn about Game Development or in general. Or communities to be apart of or follow to learn/mentorship from?
Have you read Cradle by Will Wight? I just finished it and thought it was a great fantasy series.
Platforms change over time, but the constant across all platforms is that there are enjoyable games, and people want to spend their time playing them.Are onchain video games really that popular? Although I don't see an appeal to them, the amount of funding studios receive for crypto-related video games is insane and makes me think there is a massive audience for it..
Supporting developers directly can be challenging if they haven't set themselves up to allow it. Companies that can build, self-publish, and market on their own are best supported by players buying directly from them, rather than through a physical store like Target or a digital store like Steam. However, many developers don’t pursue this route due to liability and accounting complexities.The sad state of this industry really makes me wish we could support the devs directly instead of the greedy corporations they have to work under. I know its a silly question but how would you say we can do that? Another unrelated question, what was your favorite title to work on?
Please refer to the previous response to “Capital914” regarding the on-chain games as I believe it covers this topic.Are onchain video games really that popular? Although I don't see an appeal to them, the amount of funding studios receive for crypto-related video games is insane and makes me think there is a massive audience for it..
In my opinion, there’s an illusion that big companies offer more “secure” positions. Yes, they have deeper pockets, but they also have shareholders, and they often make spreadsheet-driven decisions to improve their bottom line. Disney Interactive, for instance, cut profitable studios simply because they “didn’t want to be in the business of developing games anymore.” I suppose what I’m trying to say is that job security isn’t necessarily better at big companies, more often than not.Would you recommend qualified and talented people to start out as independent game devs or seek opportunities in bigger studios (despite the lack of job security)?
As for the inspiration behind Darksiders 3, unfortunately, I couldn’t say. I was the Creative Director at THQ when we created Darksiders 2, and I’d give all the credit to the team at Vigil for those games. People like David Adams truly made that series great. I contributed to the first 10 minutes of the game (the retail hook) and provided a fair amount of feedback throughout, but the Vigil team made those games the gems they are.What would you say were the major inspirations behind Darksiders 3
I think coexistence is the most likely route, and the ideals of ownership and expanded benefits for ownership will be the aspects most adopted by future AAA titles.Seeing that you are a head of blockchain based game dev studio do you think more and more publishers will transition towards this stuff or will it co exist with classic AAA/indie games
My role as Director of Production was similar to a GM for a multi-project franchise, with additional responsibilities related to reporting at the corporate leadership level. At Disney, this role also included managing personnel reviews and career paths for over 70 people through a series of managers. I’d say I spent most of my time in that role working with various leads to set targets, review results, and plan personnel and project growth.I was going through your credits list and saw you credited as a Director of Productions? Can you elaborate more on what this means
Ya the Cradle Series. Its a nice long series but the books go quick as they are so short. I loved the world building and magic system that is in place.There are many challenges in management and operations—a deep and complex conversation that varies depending on what you aim to accomplish. However, the most common challenge I’ve found is finding the right people who share the passion, have the skills, and are willing to dedicate their time and efforts to a cause. This tends to be the hardest part of building and expanding most organizations.
My daily tasks can vary significantly based on our focus, but generally, the beginning of the week is about clarifying team goals and defining what success should look like by week’s end. Once team targets are set, there’s usually time for individual work—design, data analysis, testing, and iteration. Midweek, as we start seeing progress, the focus shifts to reviewing work and providing feedback to keep the team unblocked and moving forward. By the end of the week, we’re signing off on features, sharing highlights of our work with the entire company, celebrating internal team victories, and then planning the next tasks for the weeks ahead.
Book Recommendations:
I haven’t read Cradle by Will Wright. I see a Cardle Series of SciFi books, is that what you’re referring to?
- The High-Velocity Edge by Steven J. Spear
- Essentialism: The Disciplined Pursuit of Less by Greg McKeown
AAA games are high-risk, high-reward ventures, and there’s limited space in the market for these types of titles. I remember when we launched UFC Undisputed 2 with huge fanfare and high expectations. The game was a major improvement over the first UFC Undisputed, which had set records for THQ by selling over 4 million units in its first six months. Reviews for the new version were excellent, and presales were strong, but we launched against Red Dead Redemption in May 2010, and suddenly there wasn’t enough room in the market for both. Although our game performed well, its sales were actually lower than the first release due to the other AAA title launching at the same time.Recently shawn Layden made a comment on how the industry needs more AA. While its known that the vaccum is there to be filled do you think there is a demand for AA games. People do like to emphasize on its importance but not alot of them show up to buy AA and instead opt of AAA games. With budgets spirling out of control, what solution would you propose.
How do you think this AAA games and cost crises can be solved
In the video game industry, I find that Creative Directors tend to focus on delivering the best player experience. Some emphasize game art, others UX/UI or story, but they are all creative individuals who can establish and communicate a vision to the development team, then guide the team in bringing that vision to life.Do creative directors and directors play the same role?
My favorite PC game of this decade might be 7 Days to Die, though I also enjoyed Baldur's Gate 3 and Helldivers II a lot.What's your favorite game of this decade and is are there any you are eagerly looking forward to.
Hard Mode: No GTA 6 in anticipated
Thank you, and thanks to Vigil for creating such a fantastic franchise and allowing me to contribute to it in some small way.Hi william, gonna say big fan of your work on Darksiders. I may not have any burning questions. So just wanna say thanks for your contributions and keep doing the good work.
Wow, I could easily give an hour-long answer to this question. In summary, game development is the same, but different. Developers are still pushing the envelope and innovating, though perhaps a bit less overall today compared to the past.Seeing you have been in this industry for 30 years. How would you compare your early career in the industry to today. Advancement in tech. Increased budgets. The current layoff situation. Competition etc
I haven’t played any of the recent Spider-Man games, but Spider-Man: Miles Morales looks incredible, and I’m sure I would enjoy it. I might need to try the game trial for Spider-Man 2 now that I’m reminded it was something I wanted to play when the first one came out a while back.Seeing that you worked on Spider-man 3, have you tried the Marvel's Spider-man games. What are your thoughts on them .
Anything they implemented in the game that you wish you could've done in yours?
Anything you wish they should've implemented but didnt?
I can say that I’m prepared because I approached Proof of Play with the same level of skepticism. When I first considered joining, I tried several blockchain games, and what I found was very off-putting. The number of hoops I had to jump through just to join created too much friction for most players to endure.This might be a bit confronting but since you are working on blockchain related project, have you mentally prepared yourself for any potential backlashes since many traditional gamers arent welcoming of crypto/web3 related tech yet. Do you think this will find an audience despite this