&gt; &quot;When your expertise is limited to, let’s say, art, level design, performances or whatever, you’ll eventually convince yourself that it’s the most important thing in the game.&quot;<p>This is my experience, too. Without autonomy and ownership across a whole project it&#x27;s very easy for people to get tunnel vision about what&#x27;s valuable. This causes general harm to both the team and the outcome of its project.<p>I&#x27;m not sure how to lessen the effect other than perhaps by making projects small enough that they can be worked on by just a few people and using this phase to establish a kernel of good ideas and team cohesion.<p>Perhaps there might be another structure where the tools that are provided to the team are literally so good that the main project can be done by just a few people working on everything together. (Idealistic vision here.)