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Former Assassin's Creed Hexe Game Director Compared Working in a Large Team to Trying to Urinate Against the Wind

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Former Ubisoft creative director Clint Hocking, who worked on Far Cry 2, Tom Clancy’s Splinter Cell: Chaos Theory, and Assassin’s Creed Hexe, spoke about the problems the team faced while creating Watch Dogs: Legion. According to him, working on the project with a team of about a thousand people turned out to be extremely inefficient due to the complex bureaucratic structure.

Hocking compared the process of managing Watch Dogs: Legion's development to trying to "urinate against the wind". He explained that during discussions of individual missions or game locations, about 30 people — directors, producers, and project managers — could participate in meetings, while the level designer who created the content being discussed was often not even present.

Instead of direct communication, meeting participants only recorded comments and turned them into a task list. After that, according to the developer, they had to wait about six weeks before the executor could make changes, as they were busy with other work. During this time, the project's context had time to change, and the discussion effectively had to start over.

Hocking noted that the situation was very different from the time of Splinter Cell: Chaos Theory's development, when he could simply approach the right employee and immediately discuss the necessary changes. In his opinion, it was the scale of the team and the large number of intermediate links between managers and executors that significantly slowed down production.