Wednesday, September 3, 2008

Coke's New Design Direction

http://www.businessweek.com/innovate/content/aug2008/id20080825_105720.htm
"When David Butler joined Coca-Cola (KO) almost five years ago, he was given, as he tells it, "the Post-it Note mandate: We need to do more with design. Go figure it out." Butler, who had come from a gig as director of brand strategy at the interactive marketing and consulting firm Sapient, had soon written up a 30-page manifesto laying out a design strategy for the company. But if Butler, who's now vice-president for design, has made an impact at the beverage giant, it's not because of some heady proclamation. Instead it's because he has learned the most effective way to implement design strategy at a company as large and complex as Coca-Cola: avoid the word "design" as much as possible."

Postmortem Bioshock

http://www.gamasutra.com/view/feature/3774/postmortem_2k_boston2k_.php
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[Gamasutra is proud to be publishing notable Game Developer magazine postmortems online for the first time - starting with project lead Finley revealing the creation of 2K Boston/Australia's seminal BioShock.]

The story of developing BioShock is an epic one and isn't easily expressed in 10 postmortem points. The team and the game changed remarkably over the course of development. A company was acquired. The team size doubled. The product focus changed from RPG hybrid to shooter.

It's easy to talk about the processes we used to develop the game, but it's harder to describe the creative spark that somehow managed to turn the most unlikely of premises (a failed underwater art deco utopia set in the 1960s) into a marketable shooter. It took a visionary to make the creative choices to guide the game, and an incredibly talented and hardworking team to bring that vision to life."