"There are no producers, there's no management, it's really just us working as a team. I can walk up to anybody and say, 'Hey man, I've got a really cool idea, what do you think of this?' and then we talk about it and then we like it and we sit down and try it. Two days later we have it in the game and realise, 'Oh, that was a terrible idea, what a waste of time!' But at other studios that sort of experimental process is not allowed and they try to really run it like a contained business... I see that a lot of studios that have producers in-house from the publisher, their creativity is very, very stifled.
"Having that middle management it definitely tones down the level of excitement, as a developer, as an artist, when I'm working on something, it's not mine anymore. But it also really slows down the iteration process, and that's one of the biggest strengths of Naughty Dog, we are just fly-by-the-seat-of-your-pants. We move really, really, really fast so we can quickly look at something and say, 'You know what, this sucks, let's cut it' or 'Oh, this is kind of awesome, how about if we do this as well?'