One thing to watch out for in a large game design company is: never let people not care about the project and just let them focus on "their" part of the work. This leads to UI artists over-emphasizing their part, the programmers making the game overcomplicated, the modellers over model their art. This may seem good, but when game put together, all the components will try to over-compete with each other. It makes the game seem very noisy. Going back would be hard, since the artists would likely be like: oh but.. that's fine. If I make it more grey, it looks bad.
When the parts of a project are good examined individually and then put together, the project is likely worse. (100% of the time) It is like how when you have 6 delicious plates of food, all very vibrant, all very delicious. We put these plates on a dinner table together, they suddenly don't look very appetizing. It is also like how when you put 5 top opera singer together and sing, the show would be hard to bare. A law can be derived from these examples, which is :there should maximum be 1 leader per group. Even if the the group members are all previously leaders. In order for this to happen, the other leaders need to change their behaviour a bit. So, when we apply this law to running a large game design company, it is importnat to make sure certain artwork actually look mediocre, so the true leader can shine. And shine, and shine!