- Gravity Well Founders
Drew and Jon have been making games together for 14 years:
CoD4: Modern Warfare, Modern Warfare 2, Titanfall 1 and 2, and Apex Legends.
Twitter: https://twitter.com/gravitywellgame
Website: https://gravitywell.games/
presumably a larger budget.
Budget, ambition, size etc. Isn't it pretty clear?
The budget? Same as always?
"We have built nothing but AAA games and we don't want to stop," McCoy concludes. "And the transition to next-gen, Xbox Series X and PlayStation 5 is really exciting. It dovetails with our desire to find new spaces that people haven't explored.
"While this new generation feels like an iteration of what we've already seen, I think that things like the amount of CPU power and I/O speed actually opens up opportunities that we haven't had before. Even when the Xbox One and PS4 were in development, what we were screaming at platforms to do was give us faster I/O, please. I am excited to see where we can get to with it."
Kinda of a miss leading title.
Respawn was founded by Zampella and Jason West which are still at the company.
//Apperently Jason left in April for Epic.
Was gonna say.Kinda of a miss leading title.
Respawn was founded by Zampella and Jason West which are still at the company.
//Apperently Jason left in April for Epic.
McCoy and Shiring are currently seeking people to help launch Gravity Well, with an aim of reaching 80 employees.
"We shipped Titanfall with about 70 developers, Titanfall 2 with about 85, and Apex was a little over 100," McCoy says. "That is the team size we are really comfortable with. That's the size where decision making can be spread out and it doesn't need to come from someone at the top of a pyramid. You get tonnes of speed benefits because the team is smaller, they understand the game better, and they can make decisions on an hourly basis without having to interact with a bunch of other people. So keeping a team smaller, while still trying to hit all the hallmarks of a AAA game, that's the aim."
Keeping the team small -- at least for a AAA company -- will also allow employees to feel like they're making an difference, McCoy says.
I mean, we've already seen indie teams make rad looking videogames for the Series X. Scope is gonna be an issue, though.Trying to make AAA scope and budget games with a headcount under 100, is uhh....ambitious.
Trying to make AAA scope and budget games with a headcount under 100 is ambitious but reading the GI article, they have experience in doing just that:
You might find out soon...I understand. It's just that they haven't stated where the budget is coming from
Are these guys founders or just some people who helped Vince and Jason get the studio running?
Well they'll do it just like every other start-up I'd imagine. There's many ways to raise capital, but usually it's just different funding rounds, private equity, angel investors, loaning etc. I doubt they have any big publishers behind them atm.I understand. It's just that they haven't stated where the budget is coming from
What it really means is that you have a core team working on the scalable features of the game (core gameplay, concept art, etc.), and you outsource the unscalable bits (characters, props, textures, etc.)