Screentime

After Era of Bloat, Veteran Video-Game Developers Are Going Smaller

Thanks in part to the growing accessibility of powerful game-making tools, pared-down studios are proliferating

The Axis Unseen, out this month, was created by a single developer rather than a massive game studio

Photographer: Just Purkey Games
Lock
This article is for subscribers only.

The credits sequence for Starfield, the latest video game from Bethesda Game Studios, lasts for more than 40 minutes. It features thousands of names from around the world, including writers, designers, producers, programmers, animators, 2D artists, 3D artists, analytics managers, studio directors, voice actors, casting directors, session coordinators, sound engineers, dialogue editors, prop supervisors and translators. The core development team included more than 400 people across four different offices.

For Nate Purkeypile, a lead artist on Starfield, the title’s vast scale required a painful amount of bureaucratic grunt work. Throughout the prolonged development process, Purkeypile attended upward of 20 meetings a week to communicate with staff and ensure that everyone was moving in the same direction. Eventually, Purkeypile grew wistful for the old days at Bethesda, where he started in 2007. Back then, their team consisted of fewer than 100 people, worked out of a single basement and yet was able to create major hits such as Fallout 3 and The Elder Scrolls V: Skyrim.