Why the one thing you should always protect, is your team.
There's a reason the best idea you've ever had came to you in the shower. Not in the brief. Not in the brainstorm. The shower. The walk. The place that's the furthest from your computer screen.
That's not a coincidence. That's your brain telling you something important about what creativity needs, space.
Disney's recent cuts hit Marvel's Visual Development department hard. Former animator Tom Bancroft described the mood simply: "Hollywood's creative teams are starting to feel the floor move beneath them."
It's not just Hollywood. That feeling is everywhere. And whether it's said out loud or not, the message creatives are absorbing is: you are replaceable.
This is the worst thing that can happen in a creative environment. A culture where the safe idea gets quietly rewarded over the brave one. When that switch flips, your thinking gets smaller and you stop fighting to create the unexpected and start contracting toward what you already know.
Familiar. Safe. Forgettable.
You stop exploring. You start protecting.
This is a natural human response to environment. Which means the environment is the variable. And that's something you can actually control.
Ed Catmull built Pixar on this idea. His philosophy was simple: "It is not the manager's job to prevent risks. It is the manager's job to make it safe to take them."
Pixar released 27 films between 1995 and 2023, grossing $15 billion and winning 23 Academy Awards. No other animation studio comes close to that consistency. Not because of bigger budgets. Because of how they treated the people in the room.
Great creative spaces have high standards, hard conversations, and honest feedback. What they don't have is an undertow of judgment that makes people quietly calculate the risk before they say an idea out loud.
A few things that actually shift it:
- 01Name what's happening. When a team goes quiet and defaults to the expected, that's information. Find it before you try to fix the work.
- 02Separate exploration from evaluation. Ideas need room to exist before they have to justify their existence. The brainstorm and the critique are two different meetings.
- 03Watch the room after hard conversations. Budget cuts, difficult clients, an industry news cycle that hits close to home. These affect how people think for longer than most realize.
- 04Reward the attempt, not just the outcome. As Catmull put it: "Mistakes aren't a necessary evil. They aren't evil at all. They are an inevitable consequence of doing something new, and without them, we have no originality."
- 05Tell people they're talented. Specifically. Genuinely. Often. It costs nothing. It changes everything.
The creative space is not a given.
It has to be built. Actively, intentionally, and often against the grain of how most organizations are structured. The creatives who do their best work right now won't be the ones who outran the pressure. They'll be the ones whose leaders protected the room long enough for something genuinely original to happen.
That's what's worth protecting.
Becky Gregory Creative