“You would not get this much good content that comes together the way it does without that kind of chemistry,” Bethesda creative director Todd Howard recently told Game Informer. It doesn’t take many layoffs to change the culture of a studio from someplace people consider a long-term home to one that feels temporary and treats people that way. Those post-game layoffs that you hear about every year stem from huge teams scaling back to start a new project. But it still can be impossible to find meaningful work for everyone. This can be mitigated by having much of the team work on downloadable content created after a game ships, or starting the next project before the current one wraps-two things Bethesda already does. Pre-production teams must be kept small, and ramping up headcount on a project before it’s ready is a surefire way to run it aground. ![]() ![]() ![]() Because the bulk of a huge staff often is focused on production and polish, it’s often impossible to keep everyone busy as new projects ramp up. Leaving aside the very real problem of aggressively recruiting game developers to move to Bethesda, Maryland, expanding small teams is notoriously difficult, especially at a single-project studio.
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