Gaming · Sep 7
Tim Willits says studios with a couple hundred people on one game will struggle unless pipelines flex
Saber CCO’s org design critique is a useful review of why reusable production beats raw headcount.
- Treat specialization as a risk to manage, not proof that a studio is healthy.
- Build reusable tools and documentation before headcount turns into an expensive bottleneck.
- Watch whether studios can redeploy talent across projects, not just how many people they hire.