PUBLIC VIEWPOINTS

Maya Hoffree

Interview participant ·

1 interviews · 1 viewpoints · 1 topics

Content updated:

Translations are for reading; original excerpts remain the evidence.

Viewpoints by topic

Attributed viewpoints, ordered by interview date. A snapshot of these conversations, not a definitive statement of someone’s beliefs.

Building companies

View this topic

Creative authority in game development

Maya Hoffree compares game development with artists at a record label and questions why managers should dictate creative decisions to the people making games.

Supporting evidence

Original excerpt

So how do we make sure that the people who are actually working on the game are the one who have this full creative decision-making?
Supercell ft Ilkka Paananen - How an Early Pivot Led to ‘Clash of Clans’ and ‘Brawl Stars’
Context

I think kinda like what we like to look at it is just, um, like a record label. Like, in a record label, the managers are not gonna tell the artist what to play and what to do—so why should it be different in the gaming industry?

Start time comes from the supplied transcript. Playback alignment is awaiting review.

Open the episode and seek to 6:44.

Statements by interview date1

Statements are ordered by the original interview publication date; differences in wording do not establish a change of position.