Creative process in distributed teams
summary
Remote work and wartime conditions fragment shared context and create repeated chaotic rework across large game teams, especially on long-running projects like World of Tanks, STALKER and experimental VR/NFT builds. Describes a pragmatic fix: enforce visual boards with clear references, set formalized feedback loops and a single reference build so teams stop reinventing the same features. Reports applying this at Wargaming during a rework phase and seeing clearer priorities, fewer surprise pivots and steadier creative output.
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chapters (11)
- 0:00Creative process intro
- 1:18Observations on creative process
- 3:05Dark Souls and creative chaos
- 4:20Breaking creative box
- 6:17Communication challenges
- 7:21Five stages of team development
- 8:09Storming and expectations
- 9:27Maintaining focus and big picture
- 10:09Forming and skill development
- 11:42Conclusion
- 12:40Q&A
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