The upper management's discussed game project outline.
To each employee in the department, the expressed meaning might be different.
Even that is a rather idealized state.
In reality, when working, employees have their own demands, desires, state of mind, psychological gaps, and even talk behind each other's backs, among a series of other issues.
After all, people are not machines; everyone has their own emotions and desires.
Take all these into account.
The mere thought of that picture makes Jia Kuigan's scalp tingle.
Without going too far, just take Netcom's attempt a few years back at developing an online game with a production team of 600 people.
It was assumed that with that number of people, everything could be perfect in five or six months.
But the actual result was.
After five or six months, the project plan had been overturned countless times, and the game was still at the starting blocks.