But when I took the lead position I met with the rest of the leads, and we had intense meetings with our publisher to decide just what we wanted and what we didn't want in a game. We ended up with a detailed list, and a schedule was worked out, and I took those lists to the artists and tried to estimate the time it would take to do those tasks. All during this process the tools were also being built as we worked, so it was incredibly difficult to come up with accurate estimates on how easy or hard it would be to do a thing when we didn't know how easy or hard the tool we had to use would be. But we hammered away, getting it all done. It's a very interactive process.
Every opinion is respected.
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