<p dir&equals;"ltr">The word &OpenCurlyDoubleQuote;corporate” can conjure up some pretty negative imagery&period;  Statistically the majority of people reading this article will have worked or will work for some sort of corporation in their lifetime&period;  &OpenCurlyDoubleQuote;The Man”&comma; &OpenCurlyDoubleQuote;The Establishment” they are all viewed as the bad guy&comma; the overlords who tells us when we can’t take time off&comma; when we aren’t going to get raises&comma; and when it is time to stop having fun and play by the rules&period;  We have dreams of being famous&comma; winning the lottery&comma; or some other windfall that will spare us working as a cog in a giant wheel&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">In many ways&comma; while we may admire games designers&comma; especially the household names that we recognize&comma; they are still beholden to corporations&period;  Over the last two years we have seen a handful of video games designers who have left behind their high-ranking positions in search of smaller endeavors&comma; a simpler set up&period;  These names&comma; which include Bleszinski&comma; Levine&comma; Molyneaux&comma; and Hall&comma; each have their own story&comma; but all add up to people who felt the need to leave their jobs at large&comma; well-known studios to create something that truly mattered to them&period;<&sol;p>&NewLine;<p dir&equals;"ltr">Triple-A development is a grueling world&period;  One where designers answer to executives&comma; who answer to board members&comma; who answer to stockholders&period;  This world of suits and titles has no interest in fostering creativity or providing new experiences&comma; it is far more concerned with the bottom line and justifying large production values&period;  Large studios are unwilling to take risks&comma; far more concerned with treading old paths&comma; and reiterating on proven ideas that sell pre-orders&period; It is a world that is made for few people&comma; and thrives off the kinds of designers who are used to working in very specific roles&period;<&sol;p>&NewLine;<p dir&equals;"ltr">I often wonder if people who have been industry staples for so long&comma; names like Kenji Inafune&comma; developer of Mega Man and countless other commercial successes&comma; or Cliff Bleszinski who created the Quake and the Gears of War series&comma; feel like they were betrayed by their long-term commitments to certain studios&period;  When games like Gears of War were being created&comma; there was no independent scene to speak of&period;  Even when independent games were created&comma; finding a platform to put them on was difficult&comma; getting any sort of promotion was nearly impossible&period;  If you wanted to make a game eight years ago&comma; you went to work at a large studio&comma; put in your long hours&comma; and hoped to rise to the top&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">Today is a totally different story&period;  Video games are born in basements and small offices across the globe&period;  Whether it is small teams of studio veterans&comma; financed by Kickstarter&comma; or a one-man amatuer making a mod for an established shooter&comma; the studio model is becoming more and more obtuse&comma; and people are creating things that blockbuster developers never could&period;  The biggest advantage to being one of these small-time developers is the ability to be creative&comma; not beholden to the tropes of past work&comma; be it your or own or someone elses&period;  This freedom obviously speaks to the one-time rogues who have come to be shackled by studios&period;<&sol;p>&NewLine;<p dir&equals;"ltr">When Cliff Bleszinski left Epic Studios&comma; it was considered a pretty surprising move&period;  The Gears of War series had no end in sight&comma; and many figured that if the personality known as CliffyB was going to build something new&comma; it would be at the same large-scale design level&period;  However&comma; I imagine working on the same series for the better part of decade&comma; each release with its massive expectations both critically and sales-wise&comma; has got to wear on one’s ambition and spirit&period;  When Bleszinski said he needed a break&comma; many assumed it would be from designing altogether&comma; it turns out he just needed to get away from the Triple-A&period;  In a recent <a href&equals;"http&colon;&sol;&sol;www&period;gamasutra&period;com&sol;view&sol;news&sol;210733&sol;With&lowbar;new&lowbar;perspective&lowbar;on&lowbar;life&lowbar;and&lowbar;games&lowbar;Cliff&lowbar;Bleszinski&lowbar;plots&lowbar;next&lowbar;move&period;php">interview with Leigh Alexander<&sol;a>&comma; Bleszinski revealed that the Gears of War series didn’t turn out how he wanted&comma; how he didn’t want it to be his legacy&comma; and how he never wanted to work at a large studio again&period;<&sol;p>&NewLine;<p dir&equals;"ltr">Many of these designers didn’t dream of working for any sort of corporate overlords&comma; in fact&comma; they started making games to escape that very lifestyle&period;  Ken Levine founded Irrational to be a creative team with new ideas&comma; and as BioShock Infinite weighed on him&comma; I’m sure he wondered if staying at Irrational meant making a game where there is always a girl and always a lighthouse&period;  As someone who is a video game luminary&comma; I am sure the prospective of being shackled to a type of game and type of franchise seemed horrifically unappealing&period;<&sol;p>&NewLine;<p dir&equals;"ltr">The list goes on&period;  Dean Hall arose to fame with Day-Z&comma; quickly being shoved into the video game limelight as another small-time eccentric designer who was gifted a large scale development team of his own&comma; as long as he continued to work on his newly bonafide success&period;  It should not surprise anyone that the man who loved risk and loved experimentation found that working for a corporation like Bohemia was not for him&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">Game designers&comma; at least the truly great ones&comma; arise to fame because they are people who seek to do something different&comma; who like to break down barriers&period;  Unfortunately&comma; those same people often end up in shitty situations where the walls have never been thicker&comma; the rules have never been more strict&period;  When expectations are set&comma; when large amounts of money is on the line&comma; 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  1. Your article is wrong… Cliffy B didnt help create QUAKE … he worked on UNREAL… The fact that you dont even mention the unreal engine is disturbing…

Josh Hinke is a part time centaur trainer in Hollywood, while going to school full time to be a professional Goomba. In between those two commitments I write about video games and cool things, like pirates and dragons and dragon pirates.
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