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Tom Halligan's avatar

The point about making sure you bake a hard deadline into the options a publisher may hold over you is very astute. People tend to forget how long contractual negotiations and agreements can actually take, and it's not fun burning through all your runway while conversations happen at a snail's pace! This is also critical during *initial* negotiations with publishers, and lead time on agreements is something I think often gets forgotten about. It's expensive simply to stay in the game!

Rob Sandberg's avatar

The gold master moment used to be a hard stop. You shipped the disc, you were done, and however bruised the team was, there was at least a clean line where the work ended and the recovery could begin. That's largely gone now. Day one patches, DLC, live service obligations, platform compliance updates mean the people who know your engine deepest, who can squeeze the most out of your studio's hard-won kit, are often the ones who never actually get to stop.

Which makes your point about post-launch depression land even harder. It's not just that rest needs to be scheduled. It's that for a lot of veterans, the signals are harder to read because they've learned to push through. That's where active listening and genuine emotional intelligence become part of the producer's job. Not the all-hands "how's everyone doing" but the one-on-ones, the reading of what's not being said. The person quietly putting in the hours who has clearly left the building mentally. You don't find that in a retrospective.

A sequel staffed by people who wanted out will show. I've seen it. The trick is catching it before the greenlight, not after the first milestone review.

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