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🗣 Tim Willits, creative director of Saber Interactive, said a lot to The Game Business against the backdrop of success. ...

🗣 Tim Willits, creative director of Saber Interactive, said a lot to The Game Business against the backdrop of

🗣 Tim Willits, creative director of Saber Interactive, said a lot to The Game Business against the backdrop of success.

He outlined some important points in the work.Firstly, the company carefully considers the scale of games and puts emphasis on what is most important.Secondly, Saber does not “lock” specialists into one team.Instead, employees work where they are needed most, which means they are assigned to different games, such as Space Marine 3 or SnowRunner.Third, Saber is willing to take risks and do unexpected things that can work out.For example, the successful RoadCraft is just about this.Fourthly, due to the furor of Space Marine 2, ALL (this is clearly emphasized) the largest IP owners want to work with them.The studio is currently receiving more offers than we can accept.They now have 3,500 employees and have more licensed games in development than any other developer in the world.

“I launch games and see bills flying off the screen. People spend a lot of money on the dumbest things.

Some studios in North America have 200 people working on a single game.This won't work because everyone knows that you don't need 200 people at all stages of development.So you need multiple projects and an extension.We choose locations for development wisely.We find extremely talented people in places that are, frankly, more financially accessible."

Cool quote too.We can just guess where the wonderful Space Marine 2 was made.Overall, it is worth recognizing that Saber looks like an extremely effective gaming company in the modern market.Many effective managers actually have something to learn from Willits. #game
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