Presentation November 2023:
CUTS TO PROJECTS CREATES RISK
Ted Price: Here we show how our full staff is allocated between all of our projects. Slimming down Ratchet and cutting new IP will not account for the reductions Sony is looking for – that's because these projects have fewer than 50 people.
Second, new IP and Ratchet are staffed with some of our most senior and tenured people – and if we cut them wholesale, we lose institutional knowledge and leadership that is key for future titles
Current Allocation:
2023:
- Spider-Man 2: 385
- Wolverine: 100
2024-2026:
- Wolverine: 275
- Spider-Man 3: 130
- Ratchet & Clank: 50
- New IP: 15
2026-2028:
- Spider-Man 3: 290
- X-Men: 80
- Ratchet & Clank: 60
- New IP: 40
2028-2030+:
- X-Men: 370
- Ratchet & Clank: 60
- New IP: 100
TED: To remove 50-75 people strategically, our best option is to cut deeply into Wolverine and Spider-Man 3, replacing lower performers with team members from Ratchet and new IP. This will be highly disruptive and create risk for both titles
- Cut deeply into Wolverine and Spider-Man 3
- Replacing lower performers with team members from new IP
- Replacing lower performers with team members from Ratchet
- Wolverine: 275 -> cutting out 10%
- Spider-Man 3: 130 -> cutting out 16%
- Ratchet & Clank: 50 -> moving all 50 to Wolverine and Spider-Man 3
- New IP: 15 -> moving all 15 to Wolverine and Spider-Man 3
Speaking of risk we also incur flight risk which Chad will discuss
Project Rollover:
Ted Price: The biggest challenge we face with the ask is removing 50-75 people. First, it's important for us to show where our veterans from SM2 production went after we shipped the game.
This graphic shows how we rolled talented leaders and ICs to all four of our projects with a small crew remaining on SM2. The people that we’ve moved over to these multiple projects are veteran leaders and ICs who’ve shipped what should be one of the most successful games this generation
From Spider-Man 2 385:
-> Wolverine: 175
-> Spider-Man 3: 130
-> Ratchet & Clank: 50
-> New IP: 15
-> Reduction: 15
Does it say anything about the cost of developing their own engines? Would be curious to compare an UE4 game like Days Gone to proprietary engines
www.installbaseforum.com
Ergänzend zum Kotaku Artikel. Kommen die Entlassungen, dann wird man erstmal nicht Ratchet und die neue IP entwickeln können.