•Campaign team was placed in a box without studio collaboration, which drained the team.
•Campaign didn’t receive any external focus testing unlike previous campaigns. This pissed off the team.
•Leadership didn’t play the campaign during internal testing days and eventually canceled internal testing which cut off all feedback loops for the campaign team.
•Leadership didn’t ask for campaign feedback until months before the game shipped.
•Hackathons were created to boost morale. Several awesome prototypes were created, but leadership abruptly scrapped them and hackathons.