More Reviews
REVIEWS The Witcher 3: WIld Hunt (PC) Review
The way it's meant to be played.

Stretchmo Review
Pushmo, Crashmo, Stretchmo... what's next, Twistmo? Vanilla Swirlmo? And why am I already excited for it?
More Previews
PREVIEWS Trine 3: The Artifacts of Power Preview
The popular puzzle-platforming series moves from 2D to 3D, but will it be a flawless jump or a headlong dive into a bottomless crevasse?
Release Dates
NEW RELEASES LEGO Jurassic World
Release date: 06/12/15

Deception IV: The Nightmare Princess
Release date: 06/14/15

RIDE
Release date: 06/23/15


LEADERBOARD
Read More Member Blogs
FEATURED VOXPOP oblivion437     In all the talk of graphical downgrades no one seems much preoccupied with 'why?'.  Why build something and then proceed to tear it down, piece by piece, in the hope that ever more diminished expectations about the final product won't be severe enough to...

GAMING NEWS

Bowling Reflects On His Time At Activision: “You Can’t Let Business Objectives Guide Your Creative Decisions"

Posted on Friday, June 15 @ 12:15:47 Eastern by Alex_Osborn

Robert Bowling, formerly of Activision, recently parted ways with the mega-publisher to start up his own development studio dedicated to preserving the artistic integrity of the industry. It's clear that after spending years at Activision working on Call of Duty day after day, Bowling is eager to approach game development from a very different angle, namely one that isn't driven by the business side of things.

“I worked on Call of Duty for seven years, one of the biggest publishers in the industry,” he told GameFront in a recent interview. “With some of that experience behind me, you learn a lot about what you don’t want. You learn a lot about what works well, like what makes a successful franchise, you learn a lot of great lessons. And part of that is learning ‘ok, this doesn’t work. This is not how you do it.’

Bowling went on to express his belief in the importance of creativity and nurturing that kind of talent throughout the entire development process. “I think as an industry as a whole, we have a lot to learn about how we treat creative talent. At the end of the day, what you learn is we’re in a creative field, just like film and television. Anything that you create, it’s not black and white. It requires emotion, it requires passion, and it requires people to be happy–because if you’re not happy with what you’re doing, it’s going to show in the quality of your work.

"You can’t let business objectives guide your creative decisions, no matter what."

While he doesn't say it directly, I'm getting the sense that he was pretty fed up with the corporate model at Activision. At the end of the day, developing and publishing games is very much a business, so it will be interesting to see how successful Bowling and his team at Robotoki are at defying that notion with their first game, Human Element.
Related Games:   Human Element
FOLLOW ME ON TWITTER. YOU KNOW YOU WANT TO.


More from the Game Revolution Network




comments powered by Disqus

More On GameRevolution