{"id":1145909,"date":"2026-02-07T00:58:19","date_gmt":"2026-02-07T00:58:19","guid":{"rendered":"http:\/\/USuDS2qdAhPWniQV9P55vQ"},"modified":"2026-02-07T00:58:19","modified_gmt":"2026-02-07T00:58:19","slug":"rebellion-ceo-seems-kind-of-awed-by-major-studios-making-massive-videogames-how-do-you-organize-a-game-that-has-2000-people-working-on-it","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/rebellion-ceo-seems-kind-of-awed-by-major-studios-making-massive-videogames-how-do-you-organize-a-game-that-has-2000-people-working-on-it\/","title":{"rendered":"Rebellion CEO seems kind of awed by major studios making massive videogames: &#8216;How do you organize a game that has 2,000 people working on it?&#8217;"},"content":{"rendered":"<article>\n<p>During a recent, wide-ranging interview with PC Gamer&#8217;s Joshua Wolens, Rebellion CEO Jason Kingsley said the studio&#8217;s formula for success is built on being &#8220;very professional with controlling scope and costs,&#8221; and a willingness to say, when necessary, &#8220;guys, <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/gaming-industry\/rebellion-ceo-puts-the-studios-recent-avoidance-of-layoffs-down-to-control-of-scope-and-cost-sometimes-we-say-guys-this-games-too-big\/\">this game&#8217;s too big<\/a>.&#8221; But while making massive, sprawling games isn&#8217;t something Kingsley seems interested in doing, he does seem genuinely impressed by those who do it.<\/p>\n<p>&#8220;You look at some of these massive games being made by huge teams of very, very talented people, and you think, &#8216;How do you organize a game that has 2,000 people working on it?&#8217; Kingsley said. &#8220;I mean, just the level of organization <em>of organization<\/em> must be mind-numbing. We&#8217;ve got layers of organization. We&#8217;ve got producers, and we&#8217;ve got leads, and we&#8217;ve got discipline leads. But they must have several layers above that, of people who are in charge of the people who are in charge of the people.<\/p>\n<p>&#8220;It must be thrilling and exciting and massive, because they cost a fortune, and they&#8217;re incredibly beautiful pieces of work. But sometimes they&#8217;re so damn big.&#8221;<\/p>\n<p>Logistics and finances aren&#8217;t the only practical reasons for Rebellion keeping its focus on games smaller than, say, an Assassin&#8217;s Creed or Grand Theft Auto. Kingsley said the studio&#8217;s audience tends to be &#8220;older,&#8221; and it&#8217;s got other responsibilities to attend to.<\/p>\n<p>&#8220;I look at some games, and I start them because I feel I ought to, and then, you know, it tells you you&#8217;ve been playing for 10 hours, and you&#8217;re 1% of the way through the game,&#8221; Kingsley said. &#8220;And you think, you know what, I&#8217;ve got a family, I&#8217;ve got work to run, and I&#8217;ve got errands, I&#8217;ve got to clean the house a bit. I&#8217;ve got things to do, and so I can only give a certain amount of my time to a computer game.<\/p>\n<p>&#8220;So what I really want is a game that gives me a sense of achievement, and with the vaguest possibility that I actually might finish it. And so it&#8217;d be really interesting to know how many games are actually finished, and how many games are just abandoned by what proportion of people. It&#8217;d be interesting research to do, I think. I would like to think that lots of people finish our games and come back to play them again. That&#8217;s my ideal situation to give value for money.&#8221;<\/p>\n<p>As an aging gamer myself, I very much feel that: I love the <em>idea<\/em> of big games, and there was a time long ago when I thought RPGs without at least 100 hours of core gameplay were lightweight, but the reality is that it&#8217;s just not practical anymore. Given the current state of the industry, which has been decimated by <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/gaming-industry\/this-year-the-game-awards-finally-tackled-the-plague-of-game-industry-layoffs\/\">cuts and closures<\/a> over the past few years, I&#8217;d say the same holds true for game development, too.<\/p>\n<p>Rebellion&#8217;s next game, the Stalker-in-the-North survival shooter <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/atomfall\/\">Atomfall<\/a>, is set to launch on March 27.<\/p>\n<div class=\"product\"><a data-dimension112=\"1a0d8442-c9b8-4214-9e75-beacd3746692\" data-action=\"Deal Block\" data-label=\"2025 games\" data-dimension48=\"2025 games\" target=\"_blank\" rel=\"nofollow\"><\/p>\n<figure class=\"van-image-figure \" >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:400px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:100.00%;\"><img loading=\"lazy\" decoding=\"async\" id=\"Vji3V6i3HDWUHeQ22PrjFL\" name=\"New Project (8).jpg\" caption=\"\" alt=\"\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/03\/rebellion-ceo-seems-kind-of-awed-by-major-studios-making-massive-videogames-how-do-you-organize-a-game-that-has-2000-people-working-on-it.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"400\" height=\"400\" attribution=\"\" endorsement=\"\" credit=\"\" class=\"\"><\/p>\n<\/div>\n<\/div>\n<\/figure>\n<p><\/a><\/p>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/new-games-2025-upcoming-pc-release-schedule\/\" target=\"_blank\" data-dimension112=\"1a0d8442-c9b8-4214-9e75-beacd3746692\" data-action=\"Deal Block\" data-label=\"2025 games\" data-dimension48=\"2025 games\" data-dimension25=\"\"><strong>2025 games<\/strong><\/a>: This year&#8217;s upcoming releases<strong><br \/><\/strong><a href=\"https:\/\/www.pcgamer.com\/the-best-pc-games\/\" target=\"_blank\"><strong>Best PC games<\/strong><\/a>: Our all-time favorites<br \/><a href=\"https:\/\/www.pcgamer.com\/the-50-best-free-pc-games\/\" target=\"_blank\"><strong>Free PC games<\/strong><\/a>: Freebie fest<br \/><a href=\"https:\/\/www.pcgamer.com\/best-fps-games\/\" target=\"_blank\"><strong>Best FPS games<\/strong><\/a>: Finest gunplay<br \/><a href=\"https:\/\/www.pcgamer.com\/best-rpgs-of-all-time\/\" target=\"_blank\"><strong>Best RPGs<\/strong><\/a>: Grand adventures<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-co-op-games\/\" target=\"_blank\"><strong>Best co-op games<\/strong><\/a>: Better together<\/p>\n<\/div>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/gaming-industry\/rebellion-ceo-seems-kind-of-awed-by-major-studios-making-massive-videogames-how-do-you-organize-a-game-that-has-2-000-people-working-on-it\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>During a recent, wide-ranging interview with PC Gamer&#8217;s Joshua Wolens, Rebellion CEO Jason Kingsley said the studio&#8217;s formula for success is built on being &#8220;very professional with controlling scope and costs,&#8221; and a willingness to say, when necessary, &#8220;guys, this game&#8217;s too big.&#8221; But while making massive, sprawling games isn&#8217;t something Kingsley seems interested in doing, he does seem genuinely impressed by those who do it. &#8220;You look at some of these massive games being made by huge teams of very, very talented people, and you think, &#8216;How do you organize a game that has 2,000 people working on it?&#8217; Kingsley said. &#8220;I mean, just the level of organization of organization must be mind-numbing. We&#8217;ve got layers of organization. We&#8217;ve got producers, and we&#8217;ve got&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/rebellion-ceo-seems-kind-of-awed-by-major-studios-making-massive-videogames-how-do-you-organize-a-game-that-has-2000-people-working-on-it\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1145910,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[5491],"class_list":["post-1145909","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-gaming-industry"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Rebellion CEO seems kind of awed by major studios making massive videogames: &#039;How do you organize a game that has 2,000 people working on it?&#039; | Arcader 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