Latest / The Game Business Show / How Undead Labs saved itself and State of Decay from oblivion
Transcript
- 0:00SPEAKER_01: We had several offers and we were happy to pick the one that we did.
- 0:05SPEAKER_01: It's going to be a great partner for us long term,
- 0:07SPEAKER_01: you know,
- 0:08SPEAKER_01: but we also have to transition from kind of one investment thesis to another.
- 0:14SPEAKER_01: With most of our teams sitting in Seattle,
- 0:15SPEAKER_01: Washington,
- 0:16SPEAKER_01: we're in one of the most expensive places in the world to make video games.
- 0:20SPEAKER_01: We created a company that was the sort of vehicle that acquired Undead Labs.
- 0:25SPEAKER_01: And so that company has several shareholders that are all employees of Undead Labs.
- 0:30SPEAKER_01: And we're in the process of issuing stock options to all employees.
- 0:34SPEAKER_01: I don't know that we would be in the place that we are today if not for the Game Pass audience.
- 0:41SPEAKER_00: Hello and welcome to The Game Business Show.
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- 1:09SPEAKER_00: Now,
- 1:09SPEAKER_00: today we are talking to one of the studios that Microsoft has just said goodbye to,
- 1:13SPEAKER_00: Undead Labs.
- 1:14SPEAKER_00: Now, Undead Labs is the team behind the open world survival horror series,
- 1:18SPEAKER_00: State of Decay,
- 1:19SPEAKER_00: and it's about a year away from shipping its next game, State of Decay 3.
- 1:24SPEAKER_00: But Xbox has decided that the franchise and the team isn't part of its new future.
- 1:28SPEAKER_00: And after seeking a buyer for the studio,
- 1:30SPEAKER_00: and it had interest,
- 1:31SPEAKER_00: including from UK developer Slash Damage,
- 1:33SPEAKER_00: ultimately the Undead Labs management bought themselves out and the company is now
- 1:37SPEAKER_00: under employee ownership.
- 1:40SPEAKER_00: It's partially been able to do this thanks to a publishing deal for State of Decay 3.
- 1:43SPEAKER_00: Now, we don't know who that publisher is,
- 1:45SPEAKER_00: and I'm not going to find out who it is today either,
- 1:48SPEAKER_00: but the deal has enabled Undead Labs to become an independent team.
- 1:52SPEAKER_00: However, that independence has come at a price.
- 1:54SPEAKER_00: The team has had to significantly downsize as it finishes up development on its upcoming game.
- 2:00SPEAKER_00: Now, today we are speaking to Undead Labs boss Philip Holt, and I have a lot to ask him.
- 2:04SPEAKER_00: There was an article in Kotaku some four years ago reporting on an unhappy workplace culture.
- 2:09SPEAKER_00: So I want to hear about how things are today.
- 2:12SPEAKER_00: State of Decay has been a big Game Pass hit, so I want to ask about that.
- 2:15SPEAKER_00: Indeed, State of Decay 3 is still coming to Xbox Game Pass.
- 2:19SPEAKER_00: I wanted to talk about the team's hopes for the future,
- 2:21SPEAKER_00: what independence might allow it to do that it couldn't do before,
- 2:24SPEAKER_00: why the team couldn't find a buyer for the studio,
- 2:27SPEAKER_00: and find out what exactly employee ownership means.
- 2:30SPEAKER_00: And to answer those questions, I'm pleased to welcome Philip Holt.
- 2:34SPEAKER_00: Hello, Philip.
- 2:34SPEAKER_00: Welcome to the show.
- 2:36SPEAKER_01: Hi, Chris.
- 2:36SPEAKER_01: Thank you.
- 2:37SPEAKER_01: Thank you for having me.
- 2:38SPEAKER_00: It's been quite a challenging rollercoaster for Undead Blabs over the last few months.
- 2:43SPEAKER_00: How's that whole, like, crazy summer been?
- 2:47SPEAKER_01: Well, I think, you know, singular in a career doesn't happen that often.
- 2:52SPEAKER_01: You know, so you don't have a lot of prior experience to draw from.
- 2:57SPEAKER_01: And so you just sort of have to dig deep, I suppose.
- 3:01SPEAKER_01: You know, this may seem slightly unrelated, but I've been thinking a lot about names of things.
- 3:09SPEAKER_01: You know, I think State of Decay, I didn't name it, but I think it's a pretty good name.
- 3:13SPEAKER_01: And it's clever because it's a common enough expression that we all know it.
- 3:18SPEAKER_01: But when you sort of stop to think about each of the words,
- 3:21SPEAKER_01: it's a proxy for the things that we all go through in our lives.
- 3:24SPEAKER_01: You know,
- 3:25SPEAKER_01: it's obviously related to the world of the zombie apocalypse,
- 3:28SPEAKER_01: but I think, you know, We all have difficulties.
- 3:31SPEAKER_01: We all have losses.
- 3:32SPEAKER_01: You know,
- 3:33SPEAKER_01: we all have marriages that come to an end,
- 3:35SPEAKER_01: or a job that's lost,
- 3:36SPEAKER_01: or a diagnosis we don't like, or,
- 3:38SPEAKER_01: you know,
- 3:39SPEAKER_01: the sort of vision of our future that we have for ourselves suddenly stops.
- 3:44SPEAKER_01: And, you know, we have to do something about it.
- 3:47SPEAKER_01: And I think it's not just enough to endure.
- 3:51SPEAKER_01: These times force us to sort of dig deep within ourselves and find,
- 3:55SPEAKER_01: you know,
- 3:55SPEAKER_01: the resolve,
- 3:56SPEAKER_01: the resilience, the The depth of our own characters that can carry us through.
- 4:01SPEAKER_01: And, you know,
- 4:01SPEAKER_01: so I think that's true for the game,
- 4:03SPEAKER_01: and it's always struck me that our game mirrors the sort of culture of the studio,
- 4:11SPEAKER_01: the sort of situation we find ourselves in frequently.
- 4:14SPEAKER_01: You know, so I think we can turn to the game for some ideas about how we get through things.
- 4:19SPEAKER_00: Wow.
- 4:21SPEAKER_00: Talk to me about this.
- 4:23SPEAKER_00: Initially, the plan was to be acquired by someone, right?
- 4:25SPEAKER_00: At least that was the vision of Microsoft.
- 4:28SPEAKER_00: What went wrong there, if you can call it that?
- 4:31SPEAKER_01: Well, I don't know that anything went wrong.
- 4:33SPEAKER_01: You know,
- 4:33SPEAKER_01: it was an accelerated period of time for Microsoft's divestiture of all the studios
- 4:38SPEAKER_01: that were included,
- 4:40SPEAKER_01: and we had a lot of interest, and we talked to a number of people.
- 4:45SPEAKER_01: And, you know,
- 4:46SPEAKER_01: I also thought that because of,
- 4:48SPEAKER_01: you know,
- 4:49SPEAKER_01: we were so close to being in revenue,
- 4:52SPEAKER_01: that the amount of capital that we needed to finish was,
- 4:55SPEAKER_01: you know, not an insurmountable amount that we couldn't go raise it ourselves.
- 4:59SPEAKER_01: So I submitted, I knew that a couple of other studios were doing management buyouts.
- 5:03SPEAKER_01: And so I submitted an offer for a management led acquisition.
- 5:08SPEAKER_01: And I think Microsoft thought that that would be a good idea.
- 5:11SPEAKER_00: I'll be honest, I do understand Microsoft's current business strategy.
- 5:15SPEAKER_00: I understand their thinking.
- 5:17SPEAKER_00: On this show,
- 5:17SPEAKER_00: we've been talking about the importance of trying to be innovative, but also focus.
- 5:21SPEAKER_00: I have to say,
- 5:21SPEAKER_00: I was somewhat surprised that State of the K was in that,
- 5:25SPEAKER_00: particularly with so close to, you know, not that far from finished, really.
- 5:29SPEAKER_00: And it's a very big favor, particularly on Game Pass.
- 5:31SPEAKER_00: Were you surprised?
- 5:34SPEAKER_01: Um, yeah, sure, I was surprised.
- 5:37SPEAKER_01: And, uh, you know, we were, um,
- 5:41SPEAKER_01: You know, but I honestly, I didn't spend a lot of time like litigating those decisions.
- 5:48SPEAKER_01: I mean, once the decision was made,
- 5:50SPEAKER_01: you know,
- 5:50SPEAKER_01: my focus shifted to what's the path forward for us that keeps us,
- 5:54SPEAKER_01: you know, the studio intact, the team intact and us shipping this game.
- 5:58SPEAKER_01: So all of my attention really was thinking about how do we save the studio and the game.
- 6:02SPEAKER_00: All right.
- 6:03SPEAKER_00: Let's talk about yourself.
- 6:04SPEAKER_00: Obviously,
- 6:04SPEAKER_00: I know that you've run a company before,
- 6:06SPEAKER_00: but the last decade you've been part of big organizations,
- 6:10SPEAKER_00: Microsoft, MarinaNet, those sort of places.
- 6:13SPEAKER_00: So how have you found this transition?
- 6:15SPEAKER_00: I mean, speaking of some of your peers,
- 6:17SPEAKER_00: I know there's quite a difference in running a team and in running a business.
- 6:22SPEAKER_01: Yes, indeed there is.
- 6:24SPEAKER_01: I would say that Undead Labs Was, you know, run as a business.
- 6:29SPEAKER_01: So there's not a lot that's actually changed.
- 6:31SPEAKER_01: You know,
- 6:32SPEAKER_01: we ran kind of most aspects that any sort
- 6:35SPEAKER_01: of independent company would consider essential to keeping a company afloat.
- 6:40SPEAKER_01: You know, the way that we were financed was different.
- 6:43SPEAKER_01: And, you know, we were part of an annual budget process.
- 6:45SPEAKER_01: But I always viewed that as us appealing to an investor.
- 6:50SPEAKER_01: And, you know,
- 6:51SPEAKER_01: inside of a large company, there's more things to fund than there's funds available.
- 6:55SPEAKER_01: And so you have to present an attractive investment opportunity in order to be considered.
- 7:01SPEAKER_01: And so we always sort of viewed it that way and try to approach it that way.
- 7:05SPEAKER_00: I know that, obviously, you've had to make significant cuts, I think is the word you used.
- 7:09SPEAKER_00: This might be a naive question.
- 7:11SPEAKER_00: I'm assuming it's just to make sure that the money coming in matches the money going out.
- 7:14SPEAKER_00: But why was that necessity?
- 7:18SPEAKER_01: Yeah, I think that very much that.
- 7:19SPEAKER_01: It's interesting.
- 7:20SPEAKER_01: I think it's a challenging market right now.
- 7:23SPEAKER_01: You know,
- 7:23SPEAKER_01: there's capital available,
- 7:25SPEAKER_01: but I think it's Nervous,
- 7:27SPEAKER_01: perhaps, sitting on the sidelines waiting for obvious slam dunks.
- 7:32SPEAKER_01: I can't speak for investors,
- 7:33SPEAKER_01: but I can say from my experience in talking to a lot of people that would be in
- 7:36SPEAKER_01: a position to invest in State of Decay to bring it to market,
- 7:40SPEAKER_01: I think there was several factors there.
- 7:42SPEAKER_01: So sort of amount of money, cost of team, one sort of side of the economics.
- 7:47SPEAKER_01: I think the other was the speed in which decisions would be made was another.
- 7:51SPEAKER_01: And I think any time there's challenge in an investment opportunity,
- 7:56SPEAKER_01: It's just easy for people to say no.
- 7:58SPEAKER_01: And, you know, so we had several offers and we were happy to pick the one that we did.
- 8:05SPEAKER_01: I think it's going to be a great partner for us long term,
- 8:08SPEAKER_01: you know,
- 8:08SPEAKER_01: but we also have to Transition from kind of one investment thesis to another.
- 8:14SPEAKER_01: And so inside of first party,
- 8:16SPEAKER_01: I think the idea for State of Decay has always been that given proper support,
- 8:21SPEAKER_01: it could ascend to kind of tentpole status alongside some of
- 8:25SPEAKER_01: the biggest brands inside of Xbox.
- 8:27SPEAKER_01: And on the outside,
- 8:28SPEAKER_01: as an independent company,
- 8:30SPEAKER_01: you know,
- 8:30SPEAKER_01: we have to make sure that we can survive and that we have
- 8:32SPEAKER_01: a durable cost structure that's going to not only get through launch,
- 8:35SPEAKER_01: but it's going to be supported by the revenue that we produce.
- 8:38SPEAKER_00: I don't know if you heard it, we had an interview with Bulkhead recently.
- 8:41SPEAKER_00: They obviously just released War Dogs, which has done tremendously well.
- 8:45SPEAKER_00: And they were owned by Tencent this time last year.
- 8:47SPEAKER_00: And they got dropped, which I think may, in hindsight, not have been the best decision.
- 8:52SPEAKER_00: They found a new publisher.
- 8:53SPEAKER_00: But they had to re-scope, basically.
- 8:56SPEAKER_00: And although they still have AAA ambitions for War Dogs,
- 8:58SPEAKER_00: they thought, they're not starting there.
- 8:59SPEAKER_00: We're going to put out this thing and then hopefully expand it and grow over time,
- 9:03SPEAKER_00: which obviously worked for them.
- 9:04SPEAKER_00: Is this a similar thing you're talking about here, or is actually you're not having to do that?
- 9:09SPEAKER_01: Um, well,
- 9:10SPEAKER_01: I don't know what their,
- 9:11SPEAKER_01: you know, the details of how they re-scoped, so it's hard for me to compare.
- 9:14SPEAKER_01: But I would say that, you know, we, you know, we're pretty close to finishing this game.
- 9:18SPEAKER_01: And there's a lot in it.
- 9:20SPEAKER_01: And so, I think folks that saw us at Gamescom can attest to that.
- 9:23SPEAKER_01: I think our alpha players can attest to that.
- 9:25SPEAKER_01: And obviously,
- 9:26SPEAKER_01: with a significant number of people leaving the company,
- 9:28SPEAKER_01: we've got to make some changes.
- 9:30SPEAKER_01: But I don't think we're dramatically addressing scope in that way.
- 9:33SPEAKER_00: Okay.
- 9:34SPEAKER_00: I mean, I did hear some of the reports coming out of Gamescom were from,
- 9:37SPEAKER_00: you know, I didn't get to see it, but I spoke to the people who did.
- 9:41SPEAKER_00: And in fact, before this interview, I did as well.
- 9:43SPEAKER_00: And yeah, there's a lot of positive buzz ahead of the game.
- 9:47SPEAKER_00: How many people are at Undead Labs?
- 9:49SPEAKER_01: Well, we haven't really made that number public.
- 9:54SPEAKER_01: And the reason why is that I think it would sort of make the arithmetic sort of easy
- 9:58SPEAKER_01: to figure out exactly what the size of our layoff was.
- 10:01SPEAKER_01: And I've been reluctant to sort of share that number because,
- 10:05SPEAKER_01: you know, these are our friends and colleagues that all lost jobs.
- 10:08SPEAKER_01: And it was a total heartbreak to have to part ways under the circumstances.
- 10:13SPEAKER_01: And I would hate to sort of reduce the impact to those individuals to sort of
- 10:18SPEAKER_01: a number or a statistic.
- 10:19SPEAKER_01: So, you know,
- 10:20SPEAKER_01: I would say that we're,
- 10:21SPEAKER_01: you know,
- 10:22SPEAKER_01: a small and lean development team that one would expect to see given the ambition
- 10:28SPEAKER_01: that we're pursuing as an independent company.
- 10:30SPEAKER_00: Are you confident you've got the resource that you need to sort of finish the game?
- 10:34SPEAKER_01: Absolutely.
- 10:35SPEAKER_01: And we still have several partners that we're working with and,
- 10:38SPEAKER_01: you know, that helps build out the sort of size of the team as well.
- 10:41SPEAKER_01: And those have been partners that we've been working alongside for many years now
- 10:45SPEAKER_01: and they're standing by us as well.
- 10:47SPEAKER_01: Is that co-dev partners and things like that?
- 10:49SPEAKER_01: Yes, exactly.
- 10:50SPEAKER_00: Yeah.
- 10:50SPEAKER_00: And I think you called it an employee owned studio.
- 10:55SPEAKER_00: So is that, is it,
- 10:56SPEAKER_00: is it just a management buyout or is there like these shares being passed around
- 10:59SPEAKER_00: the studio?
- 10:59SPEAKER_00: What does that mean?
- 11:04SPEAKER_01: Yeah, we haven't talked about it publicly.
- 11:06SPEAKER_01: I think somebody reported that I was the buyer, which is not really true.
- 11:12SPEAKER_01: So we created a company that was the sort of vehicle that acquired Undead Labs.
- 11:18SPEAKER_01: And so that company has several shareholders that are all employees of Undead Labs.
- 11:24SPEAKER_01: And we're in the process of issuing stock options to all employees.
- 11:28SPEAKER_01: You know, and as you know, there's like steps that you have to go through in order to do this.
- 11:31SPEAKER_01: You got to get a valuation and a plan and then hand out options.
- 11:35SPEAKER_01: But we're in the middle of all that right now.
- 11:37SPEAKER_01: It was really important to me,
- 11:39SPEAKER_01: speaking of just this sort of notion,
- 11:40SPEAKER_01: this is not a typical founding of a company like I didn't.
- 11:45SPEAKER_01: You know, I wasn't employee one.
- 11:46SPEAKER_01: I didn't raise the initial startup capital.
- 11:49SPEAKER_01: I didn't take on all the commercial risks myself.
- 11:51SPEAKER_01: You know,
- 11:51SPEAKER_01: the value that's present has been created by the team that's here and,
- 11:56SPEAKER_01: you know, the team that just left as well.
- 11:58SPEAKER_01: Like, you know, that doesn't change.
- 12:01SPEAKER_01: And so it was really important to me that everybody have sort of a stake and have,
- 12:05SPEAKER_01: you know,
- 12:06SPEAKER_01: opportunity for upside participation because,
- 12:09SPEAKER_01: you know,
- 12:09SPEAKER_01: so much of what the company's worth acquiring is the work that they have contributed
- 12:14SPEAKER_01: to.
- 12:14SPEAKER_00: Well,
- 12:14SPEAKER_00: I'll talk about being independent because I do think there might be some advantages
- 12:17SPEAKER_00: to it.
- 12:17SPEAKER_00: You've got the financial runway you need.
- 12:20SPEAKER_00: Are you having to branch out at all and do some pitch work or are you all set
- 12:24SPEAKER_00: for what you need in order to get the game to release?
- 12:26SPEAKER_01: Yes, we are.
- 12:28SPEAKER_01: We have everything we need to ship State of Decay 3 and that is our singular focus.
- 12:32SPEAKER_01: And I'm also grateful that,
- 12:34SPEAKER_01: you know,
- 12:34SPEAKER_01: we were able to do this exclusively through a relationship with a publisher rather
- 12:39SPEAKER_01: than bringing in investors.
- 12:42SPEAKER_01: And not to say that there's anything wrong with investors,
- 12:44SPEAKER_01: and I would hope in the future at some point if we needed to scale
- 12:47SPEAKER_01: that we would be looking at investors to come along in.
- 12:49SPEAKER_01: But at this stage,
- 12:50SPEAKER_01: just because we are pre-revenue and there's a fair bit of risk of sort
- 12:54SPEAKER_01: of this divestment from Microsoft and do we have what it takes to become a durable,
- 12:59SPEAKER_01: independent company,
- 13:00SPEAKER_01: any sort of Financial institution that came in would probably be looking for
- 13:06SPEAKER_01: a majority share and then control.
- 13:10SPEAKER_01: And so independence to me is about we,
- 13:15SPEAKER_01: the creators of State of Decay,
- 13:16SPEAKER_01: are in a position where we're really just accountable to our audience.
- 13:20SPEAKER_01: And that sort of Directness, that clear line of sight, I think is extraordinarily healthy.
- 13:28SPEAKER_01: And of all of the things that we've been through over the last several months,
- 13:33SPEAKER_01: I think that's probably the thing that I've been most excited about is just
- 13:36SPEAKER_01: that directness and closeness of a relationship that we exist to serve an audience.
- 13:42SPEAKER_01: And the better we do,
- 13:44SPEAKER_01: the more the audience rewards us and the more we get to keep making the game
- 13:47SPEAKER_01: that they like.
- 13:48SPEAKER_00: Yeah.
- 13:49SPEAKER_00: Well, that's the thing.
- 13:50SPEAKER_00: Whenever I speak to studios that have gone independent,
- 13:52SPEAKER_00: like, you know, I use IO Interactive as an example.
- 13:55SPEAKER_00: We were part of Square Enix and they went independent and they did the thing with Hitman.
- 13:58SPEAKER_00: They always talk about the fact that they can get closer to the community
- 14:03SPEAKER_00: and it allows them to get...
- 14:04SPEAKER_00: And I'm always a bit surprised about that because I'm like, could you not before?
- 14:08SPEAKER_00: But I'm interested.
- 14:09SPEAKER_00: Is it that motivation?
- 14:10SPEAKER_00: Is it the fact that, you know, there is no now really any barrier or any other party?
- 14:14SPEAKER_00: It's really just that fan base.
- 14:17SPEAKER_01: Yeah, it's a fair question.
- 14:18SPEAKER_01: I think we've always had a really close relationship with our community and,
- 14:22SPEAKER_01: you know, we're grateful to have earned their goodwill.
- 14:25SPEAKER_01: But I do think inside of a larger company, you know, you serve multiple objectives.
- 14:32SPEAKER_01: And, you know,
- 14:33SPEAKER_01: there's,
- 14:34SPEAKER_01: you know, We just don't have those kinds of directives that we need to go achieve.
- 14:40SPEAKER_01: It's just make the best possible game.
- 14:42SPEAKER_01: Of course, inside of Xbox, that was the primary objective, is make great games.
- 14:47SPEAKER_01: It's just a cleaner, clear line of sight to the audience.
- 14:55SPEAKER_01: I don't have a boss, for example.
- 14:58SPEAKER_01: Ultimately,
- 14:58SPEAKER_01: you say the success or failure of the company is down to whether
- 15:02SPEAKER_01: or not we create something an audience is going to support.
- 15:06SPEAKER_00: How is, obviously,
- 15:07SPEAKER_00: I appreciate they're probably hurting at the moment,
- 15:08SPEAKER_00: the layoffs and things, but how is, generally speaking, the mood in the team?
- 15:13SPEAKER_00: Instead of Undead Labs?
- 15:14SPEAKER_01: Yeah.
- 15:17SPEAKER_01: You know, I think over, they've been through a lot.
- 15:20SPEAKER_01: And, you know, I chose early on to be transparent with the team.
- 15:25SPEAKER_01: I mean, maybe irresponsibly transparent, honestly.
- 15:28SPEAKER_01: Like, I shared a lot.
- 15:30SPEAKER_01: And...
- 15:32SPEAKER_01: And partly because the news was just already out there from the beginning.
- 15:35SPEAKER_01: And, you know,
- 15:36SPEAKER_01: sort of Microsoft's divestment decisions were made public,
- 15:39SPEAKER_01: I don't know, back in July, I suppose.
- 15:41SPEAKER_01: And, you know, so the team sort of knew.
- 15:44SPEAKER_01: And rather than, I don't know, keep them in the dark or...
- 15:48SPEAKER_01: Manufacture some alternate reality.
- 15:50SPEAKER_01: I just kind of brought them alongside.
- 15:52SPEAKER_01: You know,
- 15:53SPEAKER_01: I kept the individual parties,
- 15:55SPEAKER_01: you know,
- 15:56SPEAKER_01: confidential as we were going through all various negotiations,
- 15:59SPEAKER_01: but they sort of knew what was happening.
- 16:01SPEAKER_01: And I think that that, you know, probably reduced some anxiety.
- 16:05SPEAKER_01: And I just tried to put myself in their shoes, like,
- 16:09SPEAKER_01: It would be a difficult thing to experience if,
- 16:12SPEAKER_01: you know,
- 16:12SPEAKER_01: you're not in control,
- 16:13SPEAKER_01: you don't really know what's happening, you know your job might be at risk.
- 16:16SPEAKER_01: You know, is this game actually going to finish or not?
- 16:19SPEAKER_01: So I tried to just share as much as I could.
- 16:21SPEAKER_01: And it was pretty direct conversations.
- 16:23SPEAKER_01: You know, we talked early on that under probably any scenario, there'd be some job losses.
- 16:29SPEAKER_01: And so it was pretty direct about that.
- 16:30SPEAKER_01: People sort of asked me to quantify the scale of impact.
- 16:34SPEAKER_01: I was pretty honest about that.
- 16:37SPEAKER_01: You know,
- 16:37SPEAKER_01: so the day of the layoff,
- 16:39SPEAKER_01: you know,
- 16:40SPEAKER_01: I think people were prepared and they'd had the summer to sort of think
- 16:44SPEAKER_01: through what they would do next.
- 16:45SPEAKER_01: And I think that ended up being a real courtesy to people, you know, as painful as it was.
- 16:50SPEAKER_01: Nobody, of course, wants to lose a job, but I think people understood the reason for it.
- 16:56SPEAKER_01: And as a result,
- 16:57SPEAKER_01: I think the surviving team You know,
- 16:59SPEAKER_01: they don't look at the company or they don't look at me
- 17:02SPEAKER_01: as this person that's done great damage to the people that they love.
- 17:07SPEAKER_01: I think they sort of saw it as a necessary consequence of the reality that we're in.
- 17:13SPEAKER_01: And I think, you know, the game is always the best medicine.
- 17:17SPEAKER_01: You know,
- 17:17SPEAKER_01: if you're sitting on a game that is great and it sort of solves all of
- 17:22SPEAKER_01: the internal problems in a way,
- 17:24SPEAKER_01: so people are highly motivated to finish the game because they believe in it
- 17:28SPEAKER_01: so much.
- 17:29SPEAKER_00: I'm interested in that before this How thing,
- 17:31SPEAKER_00: because obviously it's been a long development, this game.
- 17:33SPEAKER_00: It's been,
- 17:34SPEAKER_00: you know,
- 17:34SPEAKER_00: and you've had all sorts of challenges and COVIDs and all sorts of things going on.
- 17:39SPEAKER_00: Where was things before that?
- 17:41SPEAKER_00: I mean, it feels like it's been a bit of,
- 17:43SPEAKER_00: I imagine there's a lot of people that will be quite relieved to see
- 17:45SPEAKER_00: the game come out.
- 17:47SPEAKER_01: Yeah.
- 17:48SPEAKER_01: In some ways, yes, it feels like most of my adult life I've been working on State of Decay 3.
- 17:52SPEAKER_01: But actually, that's sort of an amnesia aspect, I suppose, of looking backwards.
- 17:58SPEAKER_01: When I joined the company in 2019,
- 18:00SPEAKER_01: State of Decay 2 had just launched,
- 18:03SPEAKER_01: and it was doing remarkably well inside of Game Pass,
- 18:06SPEAKER_01: and there really was no content strategy behind the game at all.
- 18:09SPEAKER_01: And so we built out a content strategy, and I think we shipped something like 38 updates.
- 18:16SPEAKER_01: So we supported State of Decay 2 for, I don't know, the last six years post-launch.
- 18:20SPEAKER_01: I think just our last update was in November 24.
- 18:22SPEAKER_01: So we had a team actively working against State of Decay 2.
- 18:26SPEAKER_01: And we did that for several reasons.
- 18:30SPEAKER_01: One, of course, is just to serve the audience that was there.
- 18:33SPEAKER_01: But it also became kind of a laboratory for us in terms
- 18:35SPEAKER_01: of what we should be thinking about for State of Decay 3.
- 18:38SPEAKER_01: So most of the updates that we pushed out ended up being experiments.
- 18:43SPEAKER_01: We learned an extraordinary amount about the game,
- 18:48SPEAKER_01: the ideas that we had about extending State of Decay 2,
- 18:51SPEAKER_01: what the audience was really reacting to,
- 18:54SPEAKER_01: that all informed Design for State of Decay 3.
- 18:57SPEAKER_01: And so, you know,
- 19:00SPEAKER_01: we're in a spot today where Alpha players are coming in and they're like,
- 19:04SPEAKER_01: man, this game's amazing.
- 19:05SPEAKER_01: It's leveled up in really every possible way.
- 19:07SPEAKER_01: You know, I'm proud of what we've achieved in the game.
- 19:11SPEAKER_01: I think, yes, COVID was disruptive for us, and maybe us particularly.
- 19:16SPEAKER_01: I know it's difficult for every team,
- 19:19SPEAKER_01: but it's coinciding close to the purchase of the company,
- 19:24SPEAKER_01: to the founder leaving, to a new guy coming in and taking charge.
- 19:28SPEAKER_01: That by itself is disruptive in the best of times.
- 19:30SPEAKER_00: Now we're going back quite a way now,
- 19:32SPEAKER_00: but I read that Kotaku article and I ran Best Places to Work Awards back then,
- 19:36SPEAKER_00: you know, for the UK, but a bit for the US and Canada.
- 19:39SPEAKER_00: And I actually found a lot of studios at that point in time.
- 19:42SPEAKER_00: There were pockets of people that weren't happy.
- 19:45SPEAKER_00: It wasn't necessarily the whole company.
- 19:46SPEAKER_00: And in fact, a lot of the times it wasn't.
- 19:47SPEAKER_00: It was small pockets of things.
- 19:49SPEAKER_00: And COVID put, you know, some projects in difficult spots, but also make people feel isolated.
- 19:54SPEAKER_00: And also it can be really hard as a company to work out how to shape the culture
- 19:57SPEAKER_00: when things like that.
- 19:58SPEAKER_00: And particularly if you're scaling up.
- 19:59SPEAKER_00: And you're getting bigger as lots.
- 20:01SPEAKER_00: I don't know if Undead Labs were at the time,
- 20:02SPEAKER_00: but I know that a lot of companies were at that period in time.
- 20:05SPEAKER_00: But what question do I have to that?
- 20:08SPEAKER_00: I guess it might be a bit of a general question,
- 20:10SPEAKER_00: but how have you sort of reshaped the culture of Undead Labs since then,
- 20:13SPEAKER_00: you know, since all those changes and all those moments?
- 20:17SPEAKER_00: It's a big question.
- 20:19SPEAKER_00: Sorry.
- 20:20SPEAKER_01: No, no, no.
- 20:20SPEAKER_01: I think it's a good question.
- 20:22SPEAKER_01: And it's been a minute since I've thought about it because I did a lot of work with
- 20:27SPEAKER_01: the team early on.
- 20:29SPEAKER_01: You know,
- 20:30SPEAKER_01: because State of Decay 2 was,
- 20:32SPEAKER_01: you know,
- 20:32SPEAKER_01: State of Decay 1 and 2 were both conceived as small games built by
- 20:36SPEAKER_01: an independent company that was published by Microsoft.
- 20:39SPEAKER_01: And then inside,
- 20:41SPEAKER_01: after acquisition,
- 20:42SPEAKER_01: being a first party studio with a different set of objectives about really trying
- 20:46SPEAKER_01: to achieve,
- 20:48SPEAKER_01: you know,
- 20:48SPEAKER_01: ascending to a temple kind of release,
- 20:52SPEAKER_01: you know, that's a big journey to take anybody through.
- 20:57SPEAKER_01: It felt to me,
- 20:58SPEAKER_01: just based on past experience,
- 20:59SPEAKER_01: that the number one most valuable thing that I could help
- 21:01SPEAKER_01: the organization achieve is to just really become a learning place.
- 21:06SPEAKER_01: And where we don't know what problems we're going to face in the future,
- 21:10SPEAKER_01: but if we have a learning orientation that we meet any of those problems with,
- 21:16SPEAKER_01: then, you know, we could solve almost anything.
- 21:19SPEAKER_01: And, you know,
- 21:20SPEAKER_01: the first component I think of learning is to recognize that you have to learn,
- 21:24SPEAKER_01: you know, this sort of humility and curiosity.
- 21:28SPEAKER_01: And so, you know, we did a lot of work around our values, the sort of
- 21:35SPEAKER_01: The rules for internal behavior and,
- 21:38SPEAKER_01: you know, humility and curiosity were the first among them.
- 21:43SPEAKER_01: In a team orientation and,
- 21:44SPEAKER_01: you know,
- 21:45SPEAKER_01: this sort of rising to the moment is I think we've really had to call on
- 21:50SPEAKER_01: in this last summer of, you know, recognizing that making games is not easy ever.
- 21:55SPEAKER_01: And, you know,
- 21:56SPEAKER_01: we're asked to do extraordinary things and we all have to dig deep in order to find
- 22:02SPEAKER_01: The sort of internal metal that's going to allow us to deliver.
- 22:06SPEAKER_01: And so, yeah,
- 22:09SPEAKER_01: so values work,
- 22:09SPEAKER_01: I think,
- 22:10SPEAKER_01: was the way that I approached that and then just making sure that I'm accountable
- 22:14SPEAKER_01: to those values just like anyone else and that we reinforce them
- 22:18SPEAKER_01: through our behavior as a company.
- 22:19SPEAKER_00: The move to independence can bring, well, I mean, it does bring extra pressure, right?
- 22:23SPEAKER_00: You're in a situation where you're missing some deadlines or something not entirely working out.
- 22:26SPEAKER_00: That can be the difference in life and death, really.
- 22:28SPEAKER_00: So are you Thinking about that from a cultural point of view when it comes
- 22:32SPEAKER_00: to your team,
- 22:33SPEAKER_00: an expectation that perhaps is even,
- 22:35SPEAKER_00: maybe I'm wrong,
- 22:35SPEAKER_00: but my expectation is far more critical than perhaps there was before.
- 22:39SPEAKER_00: That makes sense.
- 22:41SPEAKER_01: Yes, yes.
- 22:42SPEAKER_01: Well, earlier I mentioned that I had to,
- 22:45SPEAKER_01: you know, I created this company as the acquisition vehicle for Undead Labs.
- 22:49SPEAKER_01: And so, you know, you have to think about, okay, well, I got to name this thing.
- 22:52SPEAKER_01: Hey, you know, it needs a name.
- 22:53SPEAKER_01: And, you know, could have picked anything, but naming things is fun for me.
- 22:57SPEAKER_01: So I spent a little bit of time thinking about it, and it's called Full Measure.
- 23:03SPEAKER_01: Which is kind of a reference to the Gettysburg Address,
- 23:06SPEAKER_01: which if I could be so ambitious for a minute to sort of speak
- 23:10SPEAKER_01: to what Lincoln wrote, but he talked about the last full measure of devotion.
- 23:14SPEAKER_01: And, you know,
- 23:15SPEAKER_01: so to your question about being an independent company and just the sort of life
- 23:19SPEAKER_01: and death nature of hitting your milestones and things like that,
- 23:23SPEAKER_01: you know, there's this commitment that You know, we have to engender in our studio.
- 23:30SPEAKER_01: I can't say require because commitment, I think, is a thing that we freely choose to do.
- 23:36SPEAKER_01: You know, I can't command somebody to commit themselves to something.
- 23:39SPEAKER_01: I can only get compliance in that if I make a command.
- 23:43SPEAKER_01: So I think the reason I selected that name is that I think that The company,
- 23:48SPEAKER_01: any company's obligation is to be worthy of a team's commitment,
- 23:53SPEAKER_01: is to sort of conduct itself in a way that engenders that level of,
- 23:58SPEAKER_01: like, dedication from a team.
- 24:00SPEAKER_01: Like, I will do what I can to the best of my ability to make this thing happen.
- 24:05SPEAKER_01: And so what is that?
- 24:07SPEAKER_01: So that's sort of the philosophical idea.
- 24:09SPEAKER_01: And then how does that translate into the things that we do?
- 24:13SPEAKER_01: Employee ownership is a part of that.
- 24:15SPEAKER_01: Being transparent and sort of sharing the good news and especially the bad news so
- 24:20SPEAKER_01: that people know what the score is.
- 24:23SPEAKER_01: I think those are part of the way that a company can be worthy of the commitment of a team.
- 24:28SPEAKER_00: Are you in an office?
- 24:29SPEAKER_00: Are you in a central location?
- 24:31SPEAKER_00: What's the setup like?
- 24:33SPEAKER_01: Yeah, I'm actually, this is, I'm a bit on vacation, so... No, it's totally fine.
- 24:38SPEAKER_01: This is the first time in many months that I've had a bit of a break.
- 24:44SPEAKER_01: But yes, our main office is in Pioneer Square in Seattle, in the middle of the city.
- 24:49SPEAKER_01: And then we have satellite teams that we built actually during the sort
- 24:52SPEAKER_01: of remote era of COVID in Illinois and in Florida.
- 24:57SPEAKER_01: And we still have presence in both of those locations as well,
- 25:00SPEAKER_01: as well as a handful of remote employees in other parts of the country.
- 25:04SPEAKER_01: And, you know, we made, during COVID, as we were building out the team, everyone was remote.
- 25:09SPEAKER_01: And so, you know,
- 25:10SPEAKER_01: and there,
- 25:10SPEAKER_01: of course, was incredible demand for talent, and it was a very competitive market.
- 25:14SPEAKER_01: So we sort of went to where we could hire talent.
- 25:18SPEAKER_01: And we were also expanding our footprint amongst co-developers.
- 25:21SPEAKER_01: And of course, they're far flung around the world.
- 25:25SPEAKER_01: And so we just,
- 25:27SPEAKER_01: you know,
- 25:27SPEAKER_01: sort of built a culture that could be both in office,
- 25:30SPEAKER_01: be present together, and, you know, knew how to work with remote people.
- 25:34SPEAKER_00: I was going to ask the question.
- 25:35SPEAKER_00: This sounds like a little bit of a hostile question.
- 25:37SPEAKER_00: I don't mean it to be.
- 25:37SPEAKER_00: But what's taken State of Decay 3 so long?
- 25:40SPEAKER_00: Is it what you were talking about earlier with all the experimentation you did
- 25:43SPEAKER_00: with State of Decay 2?
- 25:45SPEAKER_00: Yeah, you know, I don't think it's taken that long, actually.
- 25:48SPEAKER_00: Well, particularly,
- 25:49SPEAKER_00: you mentioned the ambition for this was to be a temporal title,
- 25:52SPEAKER_00: so I guess in that context, no, it hasn't.
- 25:55SPEAKER_01: Yeah, well, yeah, that's true.
- 25:57SPEAKER_01: But I'd have to give a think to when you really start the clock on State of Decay 3 development.
- 26:01SPEAKER_01: So, I mean,
- 26:02SPEAKER_01: if you measure it from when State of Decay 2 shipped,
- 26:05SPEAKER_01: yeah, we're approaching You know, eight years, I suppose, even longer.
- 26:10SPEAKER_01: And if you measure it from our first trailer,
- 26:12SPEAKER_01: the 2020 trailer that features the infamous zombie deer, that's also a long time.
- 26:18SPEAKER_01: You know,
- 26:18SPEAKER_01: but I got myself in a little bit of trouble by saying that we didn't really have
- 26:22SPEAKER_01: a team working on the game at that point.
- 26:24SPEAKER_01: Not entirely true.
- 26:25SPEAKER_01: I mean, we had a really small team.
- 26:26SPEAKER_01: So we've had a small team on the game since maybe 2020.
- 26:29SPEAKER_01: But, you know, I wouldn't say that development really picked up until 23.
- 26:36SPEAKER_01: How early?
- 26:37SPEAKER_01: 22, somewhere in there.
- 26:37SPEAKER_01: So by that measure, I wouldn't say that we've been in development for a long time.
- 26:41SPEAKER_00: I know that a lot of the game,
- 26:42SPEAKER_00: I know particularly during that time that,
- 26:44SPEAKER_00: speaking to some other studios that announced games quite early,
- 26:47SPEAKER_00: part of it was about trying to find staff, right?
- 26:49SPEAKER_00: Because it was so, people forget, it's the market so different now.
- 26:53SPEAKER_00: But the situation back then is everybody was poaching Everybody,
- 26:57SPEAKER_00: benefits were rising and everything was getting a bit,
- 26:59SPEAKER_00: and everyone was trying to say,
- 27:00SPEAKER_00: it was really hard if you were,
- 27:01SPEAKER_00: I don't know,
- 27:02SPEAKER_00: a studio going out there saying, hey,
- 27:04SPEAKER_00: come work for us,
- 27:04SPEAKER_00: but you couldn't tell people what game you were building
- 27:06SPEAKER_00: and what game you were working on.
- 27:07SPEAKER_00: I mean, I know maybe people could have worked that out with Undead Labs,
- 27:10SPEAKER_00: but there's a part,
- 27:12SPEAKER_00: there was an element of that,
- 27:13SPEAKER_00: I think perhaps,
- 27:14SPEAKER_00: you know,
- 27:14SPEAKER_00: I don't know if that was true with you,
- 27:16SPEAKER_00: but I know it's true of some of the other games that were announced at that time.
- 27:18SPEAKER_00: Well, I'll
- 27:18SPEAKER_01: tell you,
- 27:19SPEAKER_01: um, Part of my thinking,
- 27:22SPEAKER_01: you know,
- 27:22SPEAKER_01: Undead was a small company in a,
- 27:25SPEAKER_01: it was a relatively small game inside of a giant organization.
- 27:30SPEAKER_01: And I didn't think that, uh,
- 27:32SPEAKER_01: Microsoft was done being acquisitive and,
- 27:36SPEAKER_01: and I assumed that they would I mean,
- 27:39SPEAKER_01: I suppose if I tell this story,
- 27:40SPEAKER_01: it makes it sound like I was prescient or something,
- 27:43SPEAKER_01: but I just didn't think that they were gonna continue buying small developers.
- 27:47SPEAKER_01: I figured they'd start buying big things.
- 27:49SPEAKER_01: And so I was a little worried about just getting swallowed up or even divested
- 27:55SPEAKER_01: before we had a chance to present to the world what we were working on.
- 28:00SPEAKER_01: So it was a bit of a marker on the table for me of saying State
- 28:03SPEAKER_01: of Decay 3 is We're announcing it.
- 28:06SPEAKER_01: It's public.
- 28:06SPEAKER_01: It's, you know, the audience now knows it's in development.
- 28:09SPEAKER_01: And, you know, here's a trailer to demonstrate what our vision is.
- 28:13SPEAKER_00: I can understand that.
- 28:14SPEAKER_00: I remember when they bought Obsidian and my thinking was, oh, that's really exciting.
- 28:18SPEAKER_00: Obsidian's always on the cusp of something.
- 28:20SPEAKER_00: You know, they're a very good studio, very good double up.
- 28:22SPEAKER_00: I thought they've got a step up they can take.
- 28:24SPEAKER_00: Maybe Microsoft could take them.
- 28:25SPEAKER_00: And then when they bought Bethesda,
- 28:27SPEAKER_00: I kind of felt to myself, I'm not quite sure what role Obsidian play now.
- 28:31SPEAKER_00: I don't think that's necessarily specifically what you're going through your head.
- 28:34SPEAKER_00: But I know that for me,
- 28:36SPEAKER_00: looking on the outside,
- 28:37SPEAKER_00: when the Bethesda acquisitions were being made and
- 28:39SPEAKER_00: the Activision acquisitions were being made,
- 28:41SPEAKER_00: I started to worry about those Smaller teams as early acquisitions
- 28:44SPEAKER_00: that were being made and how they fit into,
- 28:46SPEAKER_00: you know,
- 28:47SPEAKER_00: you're making a game in a Call of Duty world, you know, what role would you play?
- 28:51SPEAKER_00: And ultimately that's come to pass in some ways.
- 28:54SPEAKER_00: Obviously though, you have benefited a lot from Game Pass.
- 28:56SPEAKER_01: Absolutely.
- 28:57SPEAKER_01: It's been, I think, hugely valuable to State of Decay.
- 29:00SPEAKER_01: And I don't know that we'd be in the place that we are today, if not for the Game Pass audience.
- 29:05SPEAKER_01: It's just that we wouldn't have achieved any kind of scale.
- 29:08SPEAKER_01: And one of the things that's interesting is, you know, it's free user acquisition.
- 29:12SPEAKER_01: And I mean,
- 29:13SPEAKER_01: I think even today we've got several thousand people coming through
- 29:15SPEAKER_01: the front door every day.
- 29:18SPEAKER_01: And, you know, the benefit of State of Decay is that it's a very retentive game.
- 29:25SPEAKER_01: And, you know, so we,
- 29:27SPEAKER_01: I think the last time I looked at some of these numbers, you know, something like...
- 29:34SPEAKER_01: Half of our monthly active users have been in the game for close to two years,
- 29:38SPEAKER_01: and a quarter have been in the game for more than five.
- 29:42SPEAKER_01: So, yeah,
- 29:44SPEAKER_01: players come in,
- 29:46SPEAKER_01: and I think there's a lot of players that come in from Game Pass,
- 29:48SPEAKER_01: and they're like, oh, this isn't really for me, and then they leave.
- 29:51SPEAKER_01: So there is a high churn rate.
- 29:55SPEAKER_01: But of the players that we capture,
- 29:57SPEAKER_01: we capture them for a long time and then they become franchise fans
- 30:01SPEAKER_01: and they consume other titles in the franchise and they're excited
- 30:04SPEAKER_01: about what's coming for State of Decay 3.
- 30:07SPEAKER_01: So, yeah, I think it's really helped us achieve scale.
- 30:11SPEAKER_01: Now, like,
- 30:12SPEAKER_01: how do we,
- 30:15SPEAKER_01: you know,
- 30:15SPEAKER_01: make the most of that for State of Decay 3 has been obviously a key area of,
- 30:21SPEAKER_01: you know,
- 30:22SPEAKER_01: thought and So our biggest investment in State of Decay 3
- 30:27SPEAKER_01: by far is four player co-op shared world.
- 30:30SPEAKER_01: So a large audience becomes a real benefit because,
- 30:33SPEAKER_01: you know,
- 30:33SPEAKER_01: they play State of Decay 3 and it is a great experience to play with your friends.
- 30:39SPEAKER_01: And so they want to invite their friends and many of those friends are going to be
- 30:43SPEAKER_01: on other platforms.
- 30:44SPEAKER_01: So it is a vector for growth for us.
- 30:46SPEAKER_00: I've spoken to a few people about Game Pass recently.
- 30:48SPEAKER_00: They've all got slightly different experiences.
- 30:50SPEAKER_00: One studio that I spoke to was saying that people in Game Pass don't necessarily spend money.
- 30:55SPEAKER_00: They are within that ecosystem and they spend money on the subscription but not
- 30:59SPEAKER_00: the same as other things.
- 31:00SPEAKER_00: But another perspective I had from another studio that's going
- 31:03SPEAKER_00: into Game Pass They were saying that there's almost like a self-contained audience,
- 31:06SPEAKER_00: like you wouldn't necessarily reach those players if you weren't in Game Pass.
- 31:10SPEAKER_00: So for them,
- 31:10SPEAKER_00: they didn't see much of a harm for being in it
- 31:13SPEAKER_00: because there's almost two different audiences to it.
- 31:15SPEAKER_00: So it was interesting.
- 31:17SPEAKER_00: And you're right,
- 31:17SPEAKER_00: you know,
- 31:18SPEAKER_00: if you're multi-platformer,
- 31:19SPEAKER_00: you've got that base of players and then that can spread out.
- 31:22SPEAKER_00: And we've seen it going all the way back to when subscriptions sort of started.
- 31:25SPEAKER_00: I always think of the Rocket League example.
- 31:27SPEAKER_00: That game exploded on multiple platforms.
- 31:30SPEAKER_00: You know, last year happened with Clear Obscure, right?
- 31:31SPEAKER_00: It can be an excellent for discoverability.
- 31:35SPEAKER_01: 100%.
- 31:36SPEAKER_01: I mean, I think we're something like 25 million franchise players now,
- 31:40SPEAKER_01: which is a pretty big number and I think maybe is a bit of a surprise for folks
- 31:44SPEAKER_01: that are aware of State of Decay but haven't really played it themselves.
- 31:48SPEAKER_01: Yeah, so I think it has been really valuable for us.
- 31:51SPEAKER_00: How are you feeling about being,
- 31:52SPEAKER_00: I don't know,
- 31:52SPEAKER_00: you obviously didn't tell me how big your studio was,
- 31:54SPEAKER_00: so I'm guessing you're sort of a mid-sized team now,
- 31:57SPEAKER_00: but that's an interesting spot to be in.
- 32:00SPEAKER_00: How do you feel about the sort of spot you're in?
- 32:03SPEAKER_01: In terms of being nimble, I feel good.
- 32:05SPEAKER_01: So, you know, again,
- 32:06SPEAKER_01: with State of Decay 2,
- 32:07SPEAKER_01: we had the benefit of You know,
- 32:09SPEAKER_01: running a live and evolving game with an active audience.
- 32:13SPEAKER_01: And so that allowed us to learn a lot about the sort of content that
- 32:17SPEAKER_01: the audience was interested in engaging with,
- 32:20SPEAKER_01: but it also created organizational capability for us.
- 32:25SPEAKER_01: And just sort of like practices, like runbook almost.
- 32:30SPEAKER_01: So for example, you know, once we're Well, this is even true today in our alpha.
- 32:37SPEAKER_01: Once you have an audience that's in your game and playing,
- 32:40SPEAKER_01: some portion of your team is dedicated to responding to the feedback of
- 32:46SPEAKER_01: the audience.
- 32:48SPEAKER_01: You know, so we have to be responsive in that way.
- 32:50SPEAKER_01: But we also have other things that we want to deliver into the game.
- 32:53SPEAKER_01: And so another portion of the team is focused on kind of work on the roadmap.
- 32:58SPEAKER_01: And so once we go live,
- 32:59SPEAKER_01: we'll be sort of,
- 33:00SPEAKER_01: I think,
- 33:00SPEAKER_01: situated in a similar way that we're highly responsive to what we're seeing in
- 33:05SPEAKER_01: the audience as they're playing the game.
- 33:08SPEAKER_01: And then we're also working against our own roadmap.
- 33:11SPEAKER_01: Or a roadmap that's, you know, voted on by the, you know, the players of the game as well.
- 33:15SPEAKER_01: So you have to have kind of like two tracks running simultaneously
- 33:20SPEAKER_00: and minimum.
- 33:21SPEAKER_00: I talk to a lot of studios lately and there seems to be a lot more focus on kind
- 33:24SPEAKER_00: of keep the team as small as,
- 33:26SPEAKER_00: maybe as small as possible isn't quite the right words,
- 33:28SPEAKER_00: but certainly keep it small and into the core and
- 33:31SPEAKER_00: then using outside support whenever you need to scale or anything like that.
- 33:35SPEAKER_00: Is that, is that how you see the future for the studio?
- 33:39SPEAKER_01: You know,
- 33:39SPEAKER_01: with most of our teams sitting in Seattle,
- 33:41SPEAKER_01: Washington,
- 33:42SPEAKER_01: we're in one of the most expensive places in the world to make video games.
- 33:46SPEAKER_01: And, you know,
- 33:47SPEAKER_01: we're seeing,
- 33:47SPEAKER_01: I think,
- 33:48SPEAKER_01: the rise of incredible games that are coming from parts of the world where the sort
- 33:53SPEAKER_01: of labor costs are just much, much lower.
- 33:55SPEAKER_01: And I was out talking to lots of people,
- 33:57SPEAKER_01: both investors and publishers,
- 33:59SPEAKER_01: you know, a lot of scrutiny around our kind of unit cost of labor.
- 34:03SPEAKER_01: And, you know,
- 34:05SPEAKER_01: I was feeling at one point A little depressed that I'm never gonna win in the race
- 34:12SPEAKER_01: to the bottom on economics of labor.
- 34:15SPEAKER_01: Then I realized that I don't think that's the battle that I'm in.
- 34:20SPEAKER_01: I think I'm in the battle of entertaining an audience.
- 34:23SPEAKER_01: And I think as long as I have an audience that appreciates what we make,
- 34:27SPEAKER_01: You know, then we scale the business to the size of the audience in that demand.
- 34:31SPEAKER_01: And so one of the ways that we do that is by supplementing an internal team
- 34:36SPEAKER_01: of experts with great teams from around the world.
- 34:40SPEAKER_01: And so we have four, three, four co-devs that we work with.
- 34:44SPEAKER_01: Let me get the numbers right.
- 34:45SPEAKER_01: We have three primary co-development partners that we're working with today.
- 34:50SPEAKER_01: So a lot of our art content comes from Virtuos and Chengdu.
- 34:54SPEAKER_00: Oh, great.
- 34:54SPEAKER_00: Yeah, they're good.
- 34:55SPEAKER_00: I spoke to them in Tokyo actually just a couple of weeks ago.
- 34:58SPEAKER_01: A fantastic team.
- 34:59SPEAKER_01: We have a group out of Wushu in Liverpool working on environment and vehicles and weapons.
- 35:05SPEAKER_01: Oh, I know Wushu.
- 35:07SPEAKER_01: And then we have a crew from Blind Squirrel that is working on sort of engineering
- 35:13SPEAKER_01: and technical art.
- 35:14SPEAKER_01: And each of those groups are very different in their kind of complexity and makeup
- 35:19SPEAKER_01: and the way that they're integrated into our team.
- 35:22SPEAKER_00: I think,
- 35:23SPEAKER_00: I've expressed this before on the show,
- 35:25SPEAKER_00: but I've always felt that I understand that we want to bring costs down as much
- 35:29SPEAKER_00: as we can,
- 35:29SPEAKER_00: everyone wants to be nimble,
- 35:30SPEAKER_00: everyone wants to be faster,
- 35:31SPEAKER_00: and there's tech and there's tools that might be able to do that,
- 35:34SPEAKER_00: and there's certainly different markets where the game development might be cheaper.
- 35:38SPEAKER_00: But what is more important than that is we live in
- 35:41SPEAKER_00: a really competitive attention economy where there's tons of things competing
- 35:45SPEAKER_00: for people's attention, tons of things that are great that don't break through.
- 35:50SPEAKER_00: And you can't afford to do something cheaply, right?
- 35:53SPEAKER_00: Star Wars Galactic Racer is out tomorrow, right?
- 35:55SPEAKER_00: And it's made by people that worked on Need for Speed and Burnout from Criterion.
- 35:59SPEAKER_00: They left to form Fuse and they've made a studio.
- 36:01SPEAKER_00: Almost all the outsourced and support people they've got are still based in the UK.
- 36:04SPEAKER_00: And the UK is cheaper than perhaps Seattle, but it's not...
- 36:09SPEAKER_00: Cheap.
- 36:09SPEAKER_00: But the truth is,
- 36:11SPEAKER_00: if it comes to making racing games, the UK is very good at making racing games.
- 36:15SPEAKER_00: And so they want to work with the best racing talent.
- 36:18SPEAKER_00: And so they went to,
- 36:19SPEAKER_00: and also there's an element of cultural similarities and there's,
- 36:22SPEAKER_00: you know, time zones, those sort of benefits as well.
- 36:24SPEAKER_00: So in the case of that title,
- 36:26SPEAKER_00: actually, it didn't make sense to go to cheaper locations and things like that.
- 36:29SPEAKER_00: And I think it's just a lot more nuanced than just,
- 36:32SPEAKER_00: hey, it's cheap if we outsource to other markets.
- 36:35SPEAKER_01: Yeah, I share that perspective.
- 36:37SPEAKER_01: Although I think it depends on This is sort of back to the, like, what does independence mean?
- 36:42SPEAKER_01: I think it depends on what goal you're trying to serve.
- 36:47SPEAKER_01: And in an environment where your objectives are primarily financial,
- 36:53SPEAKER_01: like returning some multiple on invested capital, then,
- 36:58SPEAKER_01: you know,
- 36:59SPEAKER_01: maximizing margin is the primary job of the person in charge is,
- 37:05SPEAKER_01: you know,
- 37:05SPEAKER_01: reduce your unit costs and increase your,
- 37:08SPEAKER_01: you know, Average selling price or whatever, to put it simply.
- 37:12SPEAKER_01: But as an independent company, we really get to serve an audience.
- 37:17SPEAKER_01: And I don't have to have a 5X multiple on invested capital.
- 37:22SPEAKER_01: We need to make a profit.
- 37:23SPEAKER_01: We need to be sustainable.
- 37:25SPEAKER_01: We need to be able to pay ourselves and our partners appropriately.
- 37:27SPEAKER_01: And it is a goal.
- 37:29SPEAKER_01: This is not a charity we're doing, but it's not the number one most important objective.
- 37:37SPEAKER_01: In the case of Galactic Racer,
- 37:38SPEAKER_01: it's a great example that,
- 37:40SPEAKER_01: you know,
- 37:40SPEAKER_01: the access to talent and delivering
- 37:43SPEAKER_01: the best possible experience was perhaps what they were, you know, optimizing for.
- 37:47SPEAKER_00: Yeah.
- 37:48SPEAKER_00: And I guess that's the advantage of being with a publisher, right?
- 37:51SPEAKER_00: It comes all about the game.
- 37:52SPEAKER_00: Again, I just, hey, I'd love to know what the publisher is, Philip.
- 37:56SPEAKER_00: I can't wait to find out.
- 37:59SPEAKER_01: We're excited to share,
- 38:00SPEAKER_01: you know,
- 38:00SPEAKER_01: and we talked to a lot of people and it's been a while since I've been out sort
- 38:04SPEAKER_01: of like looking at the publishing community,
- 38:07SPEAKER_01: you know,
- 38:07SPEAKER_01: and it used to be,
- 38:08SPEAKER_01: I think,
- 38:08SPEAKER_01: the case that there were,
- 38:10SPEAKER_01: you know,
- 38:10SPEAKER_01: the giants that we're all familiar with and that was kind of the extent of it.
- 38:15SPEAKER_01: Different today, yeah.
- 38:17SPEAKER_01: It's very different today.
- 38:18SPEAKER_01: And, you know,
- 38:19SPEAKER_01: we found,
- 38:20SPEAKER_01: I think, a fantastic partner for us of all of the publishers that we spoke to.
- 38:25SPEAKER_01: We just had a really good connection.
- 38:27SPEAKER_01: We learned a lot when we talked to them.
- 38:29SPEAKER_01: I think that they're well poised to support our game.
- 38:33SPEAKER_01: And, you know,
- 38:34SPEAKER_01: we're really excited to build a partnership with them that can exist for
- 38:38SPEAKER_01: a long time around State of Decay.
- 38:39SPEAKER_00: Was there more interest?
- 38:41SPEAKER_00: I mean, this is just interest.
- 38:42SPEAKER_00: This is not really the best question,
- 38:45SPEAKER_00: but was there more interested in people publishing the game
- 38:47SPEAKER_00: than there were necessarily buying the studio, did you find?
- 38:51SPEAKER_01: I think it had to do with the sort of window of time that we had available.
- 38:55SPEAKER_01: So I think it was easier to contemplate a publishing deal than an acquisition
- 38:59SPEAKER_01: a shorter window.
- 39:01SPEAKER_01: So I think if we had a longer time frame to look for an outside acquirer,
- 39:08SPEAKER_01: there may have been more interest in that.
- 39:11SPEAKER_00: Hopefully long-term it'll work out for the best.
- 39:13SPEAKER_00: I know it's difficult to say that now and people have lost their jobs.
- 39:16SPEAKER_00: I was gonna ask where you would like to be in five years,
- 39:17SPEAKER_00: but I guess your immediate thought is like,
- 39:19SPEAKER_00: get State of Decay 3 out, make sure it delivers, make sure it's a hit.
- 39:22SPEAKER_00: And then that's your future, right?
- 39:24SPEAKER_01: Yeah, 100%.
- 39:25SPEAKER_01: Five years.
- 39:27SPEAKER_01: Uh, yeah.
- 39:28SPEAKER_01: Seems like an impossibly long period of time into the future.
- 39:32SPEAKER_01: But of course it'll be here before you know it.
- 39:33SPEAKER_01: Yeah, our focus is State of Decay 3 and supporting State of Decay 3.
- 39:36SPEAKER_01: And at some point, you know, if we have earned the right, we get to make more games.
- 39:41SPEAKER_01: You know, when we figure out what the next game is.
- 39:43SPEAKER_00: Yeah.
- 39:44SPEAKER_00: Yeah.
- 39:44SPEAKER_00: Is there anything you're going to miss about being part of us?
- 39:47SPEAKER_00: I know, was there anything about Xbox Game Studios that you're missing,
- 39:50SPEAKER_00: that you're going, oh, we're going to have to find a replacement for that?
- 39:53SPEAKER_01: Oh, 100%.
- 39:53SPEAKER_01: I mean, it was a...
- 39:56SPEAKER_01: I mean, I had eight years inside of Xbox Game Studios.
- 40:01SPEAKER_01: It was fantastic.
- 40:03SPEAKER_01: And actually we've had like a 15 year partnership with Microsoft.
- 40:07SPEAKER_01: They were there at the very beginning of State of Decay and as the first publisher.
- 40:10SPEAKER_01: And so that relationship is changing for sure.
- 40:14SPEAKER_01: It has changed over the years and it's going to change again, but it's not ending.
- 40:18SPEAKER_01: So we'll continue to have,
- 40:19SPEAKER_01: I think,
- 40:19SPEAKER_01: a close relationship with Xbox and You know, I'm proud to count them as a partner.
- 40:26SPEAKER_01: The people inside of that organization were great.
- 40:28SPEAKER_01: I learned a ton.
- 40:30SPEAKER_01: I always felt supported.
- 40:31SPEAKER_01: I think the studio head group of individuals in particular, I've built mentors, friends.
- 40:38SPEAKER_01: I'm gonna go see some of them soon.
- 40:41SPEAKER_01: You know, so we just, I think those relationships will carry on, obviously.
- 40:44SPEAKER_01: You know, well beyond our time together.
- 40:46SPEAKER_01: You know,
- 40:47SPEAKER_01: I think there's services,
- 40:48SPEAKER_01: you know,
- 40:48SPEAKER_01: there was research and things like that,
- 40:51SPEAKER_01: those usability labs and those kinds of things that were,
- 40:55SPEAKER_01: you know, pretty state of the art that we'll miss.
- 40:57SPEAKER_01: But yeah, I mean,
- 40:58SPEAKER_01: I think we're excited to sort of build those capabilities for ourselves
- 41:01SPEAKER_01: or see what our new publisher can bring to the table as well.
- 41:04SPEAKER_01: Great.
- 41:05SPEAKER_00: Philip, I'm out of questions.
- 41:06SPEAKER_00: It's a difficult time, but I am pleased that you have found a way to continue and start the K3.
- 41:12SPEAKER_00: And I've heard, as I say, from people that played it at Gamescom, it's shaping up very nicely.
- 41:15SPEAKER_00: So fingers crossed that it does very well when it comes out.
- 41:18SPEAKER_00: But yeah, thank you for your time.
- 41:20SPEAKER_00: Thanks for your time.
- 41:21SPEAKER_00: It's good to talk to you.
- 41:22SPEAKER_00: That's it for today's episode of The Game Business Show.
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