Former Assassin's Creed director believes constraints are the "secret behind any good art" in game dev: "People can have full freedom to do what they want within the box"
"That forces you to find something different, and mastery and excellence exists in those decisions"
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
Former Assassin's Creed creative director for Revelations and Unity, Alexandre Amancio, says that "mastery and excellence" only exists where there are constraints, and that making your constraints clear allows studios to more successfully work with outside teams.
In an interview with GameIndustry.biz, Amancio explains that he believes the future of big budget games is in keeping small core teams, and supplementing their work with co-studios or outsourcing certain development tasks. However, if not carefully managed this strategy can lead to a game that lacks cohesiveness.
Amancio says that constraints are the key to making this style of development work. "I like being very directive in explaining the constraints: what the shape of the box is, if you will," Amancio says. "And then once that is clear, people can have full freedom to do what they want within the box."
Not only does he claim that constraints are good for helping direct other teams, but for increasing the quality of ideas within your own projects. "I think constraints are the secret behind any good art," he explains. "And whether they're artificial or they're real constraints, they have to be imposed. Our brains are all pretty much structured the same, so given the same inputs, we'll output similar ideas.
"I think ideas are important, don't get me wrong," he continues. "But I think that most people have the same ideas for the same problems. It's constraints that force you not to use that first idea. Sometimes it's financial or it's technical, but that forces you to find something different, and mastery and excellence exists in those decisions."
The sentiment rings true. Think about the 1 bit art style of Obra Dinn, or the excellent puzzles born from the lack of a jump in the criminally underrated Captain Toad's Treasure Tracker. Constraints can lead to truly inspirational games.
Weekly digests, tales from the communities you love, and more

Freelance writer, full-time PlayStation Vita enthusiast, and speaker of some languages. I break up my days by watching people I don't know play Pokemon pretty fast.
You must confirm your public display name before commenting
Please logout and then login again, you will then be prompted to enter your display name.


