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Reading: Rebellion CEO puts the studio's recent avoidance of layoffs down to control of scope and cost: 'Sometimes we say, guys, this game's too big'

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Epic Game Journey > Industry > Rebellion CEO puts the studio's recent avoidance of layoffs down to control of scope and cost: 'Sometimes we say, guys, this game's too big'
Industry

Rebellion CEO puts the studio's recent avoidance of layoffs down to control of scope and cost: 'Sometimes we say, guys, this game's too big'

March 9, 2025 3 Min Read
3 Min Read
Atomfall screenshot

PC Gamer’s Joshua Wolens lately spoke to Revolt CEO Jason Kingsley concerning the studio’s extraordinarily British survival FPS Atomfall, which is a type of Fallout: It is Grim Up North Version. (Or probably Stalker: Shadow of Cumbria.) Throughout that dialog, Josh requested how the studio had managed to keep away from the layoffageddon that is hit the remainder of the video games trade following the Covid growth.

“It might be extremely egotistical to only say it was solely attributable to our unbelievable talent at operating an organization,” Kingsley replied. “I feel there’s at all times a little bit little bit of luck concerned. I feel we management our budgets fairly rigorously. We’ve substantial budgets, when it comes to hundreds of thousands and hundreds of thousands of kilos, however we do not have a whole lot of hundreds of thousands of kilos. We attempt to make it that we are able to make a very good recreation, and it has a really first rate probability of creating a revenue. And that is actually what it comes right down to.”

Within the final 5 years, that is meant video games like Sniper Elite 5 and Sniper Elite Resistance, Evil Genius 2: World Domination, and Zombie Military 4: Lifeless Warfare. Selecting to make smaller video games quite than large open worlds is not only a matter of finances, nonetheless. It is also down to private choice.

“I want a small, actually good recreation than a very massive type of recreation that is not targeted down on what’s vital for the participant,” Kingsley says. “We’re simply very skilled with controlling scope and prices. Typically we are saying, guys, this recreation’s too massive.”

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Whereas in recent times that warning’s meant making video games in established properties, Kingsley says the intention is for Revolt’s video games to be “roughly two-thirds sequels and types, and roughly one-third barely extra experimental”, although it needs to be cautious about experiments “as a result of we have got a accountability to crew members and employees. We do not need to rent and hearth folks on a regular basis. There’s a lot job loss occurring within the trade, it is scary in the meanwhile. We have not needed to go in that route, and we do not need to go in that route, so we have got to maintain a steadiness.”

The 2-third/one-third break up is not a tough and quick rule, then? “It isn’t a tough and quick rule. We do not actually have many onerous and quick guidelines. Really we’ve got extra pointers, to cite a well-known film pirate.”

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Reading: Rebellion CEO puts the studio's recent avoidance of layoffs down to control of scope and cost: 'Sometimes we say, guys, this game's too big'
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