Saber Interactive "no longer has significant development operations in North America"
Tim Willits, the Chief Creative Officer at Saber Interactive, has announced that the company no longer engages in game development within North America. While Saber's headquarters and publishing team are situated in the United States, the game development process is entrusted to its 15 global studios in nations like Serbia, Armenia, Georgia, Spain, Portugal, Sweden, Argentina, and Australia.
Prior to its planned independence from Embracer set for 2024, Saber Interactive was associated with several studios, including Aspyr in Texas, Demiurge Studios in Boston, Tripwire Interactive in Georgia, and Shiver Entertainment in Florida. However, Aspyr, Demiurge, and Tripwire remained with Embracer post-separation, and Shiver was acquired by Nintendo in May 2024. Additionally, Beamdog in Canada also stayed under Embracer's umbrella.
Nevertheless, Saber retains ownership of New World Interactive, operating out of offices in Denver and Calgary. New World Interactive is renowned for the 2018 release Insurgency: Sandstorm, which experienced a significant update in May. The studio faced layoffs in 2023 prior to Saber's detachment from Embracer, as reported by GamesIndustry.biz.
During a conversation with GamesIndustry.biz, Willits expressed the importance of strategic game development locations and conveyed Saber's willingness to expand globally. "We are open to setting up studios worldwide. We're not hesitant about any region. Some publishers shy away from unfamiliar territories, but we're eager to find talented individuals and equip them with what they need to achieve excellence. Talent isn't confined to California."
Willits also pointed out the inefficiency in budget allocations for large-scale games. "I sometimes notice indications of financial waste in certain games. Although I won't name any specific titles, it's clear when looking at the expenditures. As an example, [Warhammer 40,000] Space Marine 2 was produced at a cost that was merely one-third of a major recent release by a prominent North American studio. It sold 11 million more units by comparison. A budget of $150 million isn't necessary to generate substantial returns."
"Large North American development outfits often incur over $2 million in expenses monthly. SnowRunner, which has been incredibly profitable, was completed with just $6 million. This figure equals merely three months of expenses at a major California studio."
Willits urged companies to consider the financial implications: "Developing a game over five years in such studios translates to 60 months or $120 million in staff salaries alone. When adding expenses like marketing, the total can reach $150 million, yet each unit might generate just $25 in profit. This equation requires selling an enormous quantity to break even or profit."
The complete interview with Tim Willits will be available on GamesIndustry.biz later today.