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Mission Giver: Impossible: How 10 Separate Disciplines Collaborated to Redefine Mission Giving in 'Far Cry 6'
When Far Cry 6's all-new mission-giving featured was designed, it was nicknamed "the Nexus" for the many systems needed to bring it together. Production Manager Venessa Nyarko and Narrative Technical Director Brooke Davies implemented a unique project management approach that went beyond simply harmonizing systems and tools: together, they instilled a collaborative focus that united multiple contributing teams to successfully bring this new game feature to life. This talk tells the story of how devs from 10 teams, including narrative, animation, level design, programming, and UIonly 2 of which had dedicated resourceswere rallied to deliver this high-quality, low-cost feature by combining transparent and high-visibility project management tools with a flat organizational structure that cultivated a sense of ownership, agency, and voice among contributors by inviting each to give equal input on the feature's content, pipelines, and tools.
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