That would be better than getting a Concord 2.0 or 3.0?, I'm losing count with all the upcoming failuresHow long until they announce the game is canceled?
That would be better than getting a Concord 2.0 or 3.0?, I'm losing count with all the upcoming failuresHow long until they announce the game is canceled?
This right here should be the pinned comment. It beings a much needed nuance to the subject and gamers are pulling out their PS3-era hateboner to the "female" developer for not creating the next Assassins Creed. There is a lot of ignorance here is to what a producer / creative director does and once again, attacking her on things out of her scope. By this logic we should blame Mark Cerny for creating the PS5 which cause all these disastrously delayed and poorly received games just because.Seems you have no idea about her long career, her many big achievements and what who worked with her or for her say about her.
Before joining Ubisoft was producer of The Sims Online, which back then was super innovative and very successful. As producer she turned a failed PoP game into Ubisoft's most important and best selling IP, Assassin's Creed. She turned a failed Driver game into Ubisoft best selling new IP (which also broke some records of new IP sales as I remember in Europe) and as I remember Splinter Cell Blacklist.
Then she did stop working as game producer (so did stop working directly in games) and became an executive, was in charge of Ubisoft's new IPs when they started to work on stuff like The Division (broke also the record of best selling IP as I remember or was going to do it but Destiny got released around that time and got the record), The Crew, For Honor (you may not like these two but are very successful) or some of the small ones as I remember Valiant Hearts and that other small one with the little girl.
Was tasked on creating and leading Ubisoft Toronto, quickly grew the studio and became to work in multiple very successful AAA games at the same time both as lead or support team (a few mentioned ones plus other ones I don't remember like some Far Cry games).
Later EA hired her as SVP to create and lead Motive, which was quickly built and where made Star Wars Squadrons and Dead Space remake, a new IP that I think got cancelled after she left, and also when arrived got tasked to help saving the failing (before release) Battlefront II, in particular I don't remember which area of the game (MP maybe?).
Then Google hired her as VP and tasked her to build Stadia's first party games team. Quickly started to build a AAA team, started to publish some 2nd party games but before they were ready to publish their first internal AAA game the team was shut down by Google.
Once it happened, in less than 3 months she founded Haven hiring a good chunk of the AAA team they had at Google plus ex-Motive and ex-Ubisoft and send 3 pitches to Sony. Sony wanted them to make all 3 but Haven to start doing only one of them. Shortly after got praised by Cerny and Hermen because they were progressing ahead of schedule and with a their own development technology they built that was very useful and innovative to help boost gamedev productivity.
Everybody praise her as a great problem solver and team leader, plus her ability to build new, huge and very productive and successful multi-team AAA studios.
She was the producer of the game. That role isn't creative, it's the person that manages the team that develops the game, taking care of the budgets and reaching milestones, making sure everyone has their tasks done, that solves the issues that may appear between the different teams involved and guides the team to complete and release the product, hopefully being a successful one.
One of these many people managed by the producer is the creative director, who is in charge of the creative/game design/narrative part of the game (not tech, not marketing, not production, etc). The creative director of that game was Patrice Desilet, who also was the main source of the lack of direction of the failed Prince of Persia game they were developing and was a mess that was going to be cancelled.
The game had changed too much from Prince of Persia games, so changed the producer putting her there and asked them to try to fix it and to turn it into a shippable new IP. With her not only fixed it to the point to turn it into a shippable game, it became their most successful new IP ever, and the most important IP of the company.
After Assassin's Creed, as I remember all he shipped -as creative director- is a game about monkeys that nobody played. She instead worked as (producer and later studio head or executive producer) in countless super successful AAA games and new IPs, built and leaded different teams and studios, etc.
None of them were the 'creators' of big AAA games. They were just part of huge teams who created them, each person in their role in charge of different things equally important.
P.S.: I didn't work with any of them, but met both personally. Both felt cool and very talented persons each one in their own stuff.
Wait, have you done a full 180 on Hermen? Quite the change in opinion over the months!
They clearly don't have anyone better right now that can work with both the east and west side and knows the company culture.
Might not want to be related to a flop. And she's kinda succeeding on that, she's still talked about as the creator of Assassin's Creed, and that was awhile ago.Why's she always leaving these studios?
Like OF.I think at this point she better just quit game dev. So many wasted years she could've probably spent on something more important in her life or start a new career not related to video games at all.
Has she ever? Assassin's Creed was the one and only time she was, in one way or another, involved in a good AAA title and I still have some doubts she made a difference back in the day.When was the last time she delivered something ?! (without any innuendos, i just read that she is leading X, then she is leading Y and never see any results!)
Her and Amy Hennig just never releasing games for a decade at this point, I have very little confidence in 1943 being close to ready when they delayed it this year WITHOUT EVEN SHOWING IT.
naw, just dont think people really care, whats there to care about? lolThis story has blown up.
Has anyone downplayed or dismissed this?
i was just wondering; back in the day where Xbox was more of a thing and bad news like this came out, it was very common to see people saying things like:naw, just dont think people really care, whats there to care about? lol
Why? She has super successful career. She made tons of money selling grifts to geniuses like hulst&co. Don't see why she should quit if it works.I think at this point she better just quit game dev.
For the love of god Sony, please just can Fairgame$ already. It's just gonna be another complete failure. Nobody wants that shit.
Old AND gay, are you also from france by any chance?
Sorry but that's not a very appropriate way of speaking about a person...Old AND gay, are you also from france by any chance?
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Bitch was pretty hot when she was young.
Yeah. One just doesn't go around asking people if they are French.Sorry but that's not a very appropriate way of speaking about a person...
Seems you have no idea about her long career, her many big achievements and what who worked with her or for her say about her.
Before joining Ubisoft was producer of The Sims Online, which back then was super innovative and very successful. As producer she turned a failed PoP game into Ubisoft's most important and best selling IP, Assassin's Creed. She turned a failed Driver game into Ubisoft best selling new IP (which also broke some records of new IP sales as I remember in Europe) and as I remember Splinter Cell Blacklist.
Then she did stop working as game producer (so did stop working directly in games) and became an executive, was in charge of Ubisoft's new IPs when they started to work on stuff like The Division (broke also the record of best selling IP as I remember or was going to do it but Destiny got released around that time and got the record), The Crew, For Honor (you may not like these two but are very successful) or some of the small ones as I remember Valiant Hearts and that other small one with the little girl.
Was tasked on creating and leading Ubisoft Toronto, quickly grew the studio and became to work in multiple very successful AAA games at the same time both as lead or support team (a few mentioned ones plus other ones I don't remember like some Far Cry games).
Later EA hired her as SVP to create and lead Motive, which was quickly built and where made Star Wars Squadrons and Dead Space remake, a new IP that I think got cancelled after she left, and also when arrived got tasked to help saving the failing (before release) Battlefront II, in particular I don't remember which area of the game (MP maybe?).
Then Google hired her as VP and tasked her to build Stadia's first party games team. Quickly started to build a AAA team, started to publish some 2nd party games but before they were ready to publish their first internal AAA game the team was shut down by Google.
Once it happened, in less than 3 months she founded Haven hiring a good chunk of the AAA team they had at Google plus ex-Motive and ex-Ubisoft and send 3 pitches to Sony. Sony wanted them to make all 3 but Haven to start doing only one of them. Shortly after got praised by Cerny and Hermen because they were progressing ahead of schedule and with a their own development technology they built that was very useful and innovative to help boost gamedev productivity.
Everybody praise her as a great problem solver and team leader, plus her ability to build new, huge and very productive and successful multi-team AAA studios.
She was the producer of the game. That role isn't creative, it's the person that manages the team that develops the game, taking care of the budgets and reaching milestones, making sure everyone has their tasks done, that solves the issues that may appear between the different teams involved and guides the team to complete and release the product, hopefully being a successful one.
One of these many people managed by the producer is the creative director, who is in charge of the creative/game design/narrative part of the game (not tech, not marketing, not production, etc). The creative director of that game was Patrice Desilet, who also was the main source of the lack of direction of the failed Prince of Persia game they were developing and was a mess that was going to be cancelled.
The game had changed too much from Prince of Persia games, so changed the producer putting her there and asked them to try to fix it and to turn it into a shippable new IP. With her not only fixed it to the point to turn it into a shippable game, it became their most successful new IP ever, and the most important IP of the company.
After Assassin's Creed, as I remember all he shipped -as creative director- is a game about monkeys that nobody played. She instead worked as (producer and later studio head or executive producer) in countless super successful AAA games and new IPs, built and leaded different teams and studios, etc.
None of them were the 'creators' of big AAA games. They were just part of huge teams who created them, each person in their role in charge of different things equally important.
P.S.: I didn't work with any of them, but met both personally. Both felt cool and very talented persons each one in their own stuff.
Can't imagine them lasting much long.
Yeah. One just doesn't go around asking people if they are French.
Nothing is inherently bad - but if you put a group of high-performing egocentric people in a room and expect results (let alone good results) - I... have this bridge in Manhattan you'd be really interested in.So let's start with ego, ego sounds bad on the face of it, but ego isn't inherently bad.
The auteur led projects work(some of them) because one ego unifies people behind them, there's no room for multiple such forces (and they get quickly eliminated if they think otherwise - see what happened in Id software multiple times over when JC was still there).It drives thinks like perfection and belief in a vision.
I call BS on that - the best project I've ever shipped was also the one with by far the least personal drama on it. Not saying 0 - because there's never 0, but the notion that quality requires conflict and bullying from the top is quite frankly nonsense.If there is no friction within a creative project, it's probably not going to be good.
Probably - but we really don't know the reasons for it. Lots of projects that are in continuous death-march mode (so little to no work-life balance at all) also fail the same way(by having nothing to show for years on end) - so assuming lack of deadline enforcement as 'the' cause with how little we know, is reaching quite a bit.They've shown one cgi trailer in over 4 years... that's not good production.
Jimbo was trying to find someone even worse than him, it was a mission impossible but somehow he succedeed.The entire creative leadrship at Sony needs a shakeup. Hulst needs to get shoved back into managing Guerrilla games and stay there. That guy was an ill chosen candidate from the get-go. GG's games mostly rode on the coattails of PS brand name recognition.
I still can't fathom what the fuck Ryan was thinking with that appointment.