In this episode, Adam Boyes shares lessons from decades in the games industry—from QA at EA to leadership roles at Capcom, PlayStation, and Iron Galaxy. We explore why defining “what a game is not” matter, and how trust-driven collaboration leads to stronger teams and better games.

Topics include:

- Building clear creative vision

- Empowering teams vs. director-led development

- Handling conflict and ego

- Involving marketing early

- Remote vs. in-person collaboration

- Leadership frameworks that scale


Chapters:

00:00 Intro – Gamescom, Creativity & Collaboration in Game Development  

01:20 Adam Boyes’ Journey into the Games Industry  

03:45 Breaking In Through QA at Electronic Arts  

07:10 From QA to Production & Startup Studio Life  

09:50 Blitz: The League – Creative Vision Under Constraints  

13:30 Defining a Game: What It Is vs What It Isn’t  

16:05 Rumbleverse Origins – From Bar Talk to Real Pitch  

19:40 Team Alignment, Values & Creative Boundaries  

22:55 Publisher Cancellation & Rebuilding the Vision  

26:15 Director-Driven vs Collective Game Development  

29:40 Trust vs Speed – The Fall Damage Design Lesson  

32:50 What Creative Collaboration Really Means  

35:30 When to Involve Marketing & Commercial Voices  

38:00 Managing Conflict, Ego & Team Disagreements  

41:20 Killing Your Darlings – The Pitch Cemetery  

44:15 Leadership Rituals: Dailies & the 1-3-1 Framework  

47:10 Remote Work vs In-Person Collaboration  

50:00 Conflict Resolution & Emotional Intelligence  

53:30 Cultural Differences in Global Game Teams  

56:20 Advice for New Game Developers & Collaborators  

59:00 Final Thoughts, Community & Where to Find Adam


#GameDevelopment #Leadership #CreativeLeadership #CreativeTeams #Collaboration

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