"The emotional journey, for me, looks like a seismograph," says Greg Kasavin of Supergiant Games. Before the success of his game Bastion, on which he was creative director, Kasavin was an associate producer at Electronic Arts on Command & Conquer 3, the producer of Command & Conquer: Red Alert 3, and later a producer on Spec Ops: The Line at 2K Games. "It's not a curve with peaks and valleys; it's a violent jagged series of near-vertical lines. I don't know how emotionally stable I appear to be, but I know I'm less so than I appear to be. My emotional state changes from day to day, if not multiple times a day. I don't have sustained periods of high or low morale. Small imperceptible things affect me in significant ways."
"In every case the precise emotional journey is different," explains Zeschuk, "though there are a few similarities. When you start a game, it seems like anything is possible; the future is bright and the possibilities are limitless. Fast-forward to the actual production phase, and you suddenly realize that if you want to finish on a reasonable schedule, you need to jettison some stuff; it's helpful to be harsh and cold to do this, even if it's painful. Then, when you're finishing, even if you think what you're making is great, I always felt a bit of trepidation around what people would think of the game. You never really know. We'd always try our best, and put forward our best work, but there's always that risk that folks wouldn't like it. The most likely outcome is that you'd end up with some mixed response, though with varying degrees of happy and unhappy people."
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