Read on gi.biz today of an interview with Romuald Capron, COO at Arkane Studios of his views on budgets and team size as they relate to the creation of quality games. He says of smaller teams and outsourcing,
“I think that’s a good way to maintain reasonable budgets, and I think a lot of companies are coming round to this way of working right now,” he continued. “They’re realising that having 200 people in a studio – okay, it can work for ten months of scheduled development, but is it the way to make a triple-A game?
“Maybe they could re-organise and say, okay, let’s keep to a three-year schedule again, but with less people – and more polishing at the end? At some point I’m not sure the markets can follow as fast as the development costs.”
From where I’m sitting it’s great to hear solid developers touting a method of production that we’ve been utilizing at Spicy Horse for the past 4 years. All of our 3D asset production is outsourced (nearly 99% of it) to nearby outsource shops like China West Coast and Nuke. These guys become a virtual extension of our team (greatly benefiting from the fact that we’re all in the same city) – allowing us to produce and wrangle content like a 150+ person team while maintaining an internal core size of less than 65.
There’s a lot to be said for simplicity in production teams – higher communication, accountability and quality output being the three most obvious benefits.
As 2nd-hand sales and piracy continue to threaten the viability of larger-budget games, this sort of thinking will become more and more critical to publishers and developers alike – the simple fact is that cheaper games (which maintain AAA quality) are better able to survive the drag placed on them by things like 2nd-hand sales and piracy.
Read the full article HERE.
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