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Could you explain the difference of your role in the company to that of Chris? Where do you see the challenges and benefits to work with a close family member on the same project?asked by Doc

TL;DRChris is CEO and pushes the project's direction and ambition, while Erin handles production, prioritising staff and features and building realistic schedules; they have a good working relationship and Chris's direction wins any unresolved disagreement.

[Special Episode with answers from Erin Roberts]Chris and I worked together for a lot of years so I'm... obviously I was working with him for 10 years, while Chris was making films and stuff. Obviously in the early days I worked on Wing Commander with him, Strike Commander, Privateer 2, and then of course at Digital Anvil we did Star Lancer and stuff like that as well. So, we've got a pretty good working relationship. Obviously we have disagreements about stuff, but at the end of the day I feel we both listen to each other and at the end of the day Chris is the CEO. So if we have a discussion and he wants to go in a certain direction and I can't convince him, that's the direction we go, but our relationship in that side of things is really good.In terms of what we divulge of Chris is very much out there pushing the direction of the project. He's basically pushing for the stars, he's really trying to make the best game he can out there. He's thinking about ways of doing that, what technologies to bring and how we can make that sort of stuff happen.My job is really just to make sure as all this stuff is getting moved forward and all the ideas are out there. We're working out which one of these is the priorities, Making sure we're prioritizing the right staff in the right areas to go work on different things and then work out basically what the next features, the next milestone we'll have, whether it's realistic, making sure we get the schedules together so we really can give a good idea to Chris. If he wants a bunch of features in the game and we've basically working on it and say, "Well, actually in this timeline you can get like eighty percent of the features you can't get them all". So I spend a lot of time doing that as well as making sure that globally we have the right people to get the job done, where do we need to hire people? What studio should be concentrating on what? Where does it make sense for things to happen? Which areas with different people in charge and so forth.So I'm very much doing... I love design. I've directed projects before. I get a kick out of it and when I get to get into design conversations, I really enjoy that. I've had a few these last couple of days, but I love my time now. It's just being spent on just production, just making sure that the juggernaut is Cloud Imperium Games and what we are trying to build and some of the dream we are trying to build for ourselves and for everybody is coming along as fast as it can.

10 for the Chairman›Episode 80·
Published on this date.28 Mar 2016