Abstract
Problem: How do you decide which parts of your creative vision to hand off to others, and how do you cope with losing control over an IP you don't own?
Approach: Tim Cain describes his three-tier framework for categorizing work based on how deeply he cares about it, and discusses the reality of IP ownership and creative control in the industry.
Findings: Work falls into three buckets: things you care deeply about (do a first pass yourself or write detailed expectations), things you watch closely but defer on (trust skilled people, let them surprise you), and things you fully delegate (find experienced people with good work ethic). Beyond personal projects, if you don't own the IP, your creative control will inevitably shrink to zero.
Key insight: Relinquishing creative control isn't about letting go of everything equally — it's about knowing which parts define your game's identity and holding those tight, while genuinely trusting others with the rest.
1. The Three Categories of Creative Control
Tim frames all delegated work into three tiers based on how critical it is to the game feeling like his game. This isn't about task management (he has a separate video on delegation for that) — it's about deciding what parts of the IP to give up control over.
1.1. Category 1: Things I Care Deeply About
These are the elements that make a "Tim Cain game" feel like a Tim Cain game. For these, Tim either:
- Makes a first pass himself so the person taking over sees the direction, tone, and expectations
- Writes a detailed list of expectations — framed as "I want these" but with a strong undercurrent of "I demand these." If something's missing, there needs to be a good justification
He watches these features from start to finish and warns people upfront: "If you're working on this, you'll be working with me a lot." Some people find this stressful; others love it because they want to learn how leadership works.
What falls here: Code, system design, game setting, and game story. For code, he might write the API or high-level architecture first. For story, he'll outline it by act, specifying which maps and characters belong where.
1.2. Category 2: Things I Watch Closely
These are things Tim could do but has found others are better at. He makes a list of expectations but is genuinely open to being surprised. His rule: if someone defends a better idea well, it becomes their idea — they get full credit but also full ownership and responsibility.
What falls here: Production planning, scheduling, itemization (below the level of economy design), and humor. He especially enjoys watching narrative designers take comedic concepts and run with them in directions he'd never have imagined.
1.3. Category 3: Things I Fully Delegate
For these, Tim finds someone with both experience and strong work ethic, then hands off control entirely. Both qualities matter — experience means they can predict timelines accurately, and work ethic means they'll flag problems early instead of surprising you on the last day of the month with half the work done.
He may check in and ask questions, but if there's a disagreement, the delegate usually wins.
What falls here: Art and art-adjacent work (concept art, character and creature design, visible items like armor), advertisements, and notably dialogue. Tim likes writing lore, setting, and story, but freely admits he's not very good at dialogue and defers to narrative designers. His feedback stays high-level: "This character doesn't feel right" or "Their reaction surprised me — was that intentional?"
2. On Aspiring Leads
Tim makes a pointed aside about people who want to become leads without doing the work that leads oversee. He's had "Uncle Tim tough love" conversations telling people they shouldn't be in leadership if they've only watched others do the work. Seniors should manage people specifically to learn management before becoming leads where it's a major part of the job.
3. The Reality of IP Ownership
The entire framework above assumes you start with 100% control — which is rare. Tim's final and arguably most important point:
If you don't own the IP, your creative control will shrink and eventually reach zero. Someone else paid for it. You need to accept this reality and either:
- Make peace with it — understand your control will diminish over time and on sequels you may have none
- Stop making IPs for other people — self-fund, or do enough work upfront (code, art, design) that a publisher will let you keep the IP. This is rare, but it happens
There's no middle ground. Fighting the inevitable loss of control over someone else's IP is a losing battle.
4. References
- Tim Cain. YouTube video. https://www.youtube.com/watch?v=kFbrKAwW5kI