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18 September 2026ยท7 min readยทBy Ryan Mercer

Saber Interactive Tim Willits: Studios Must Look Beyond Geography

Saber Interactive Tim Willits says North American studios should look beyond their own geography and embrace smaller projects and global co-development.

Saber Interactive Tim Willits: Studios Must Look Beyond Geography

Saber Interactive Tim Willits has a blunt message for the bosses of North America's biggest studios, and it is not about technology, marketing, or the next console cycle. It is about geography. The chief creative officer of Saber Interactive believes the traditional legacy developer, the kind with two hundred employees clustered in Texas, California, or New York, is making a structural mistake long before a single line of code ships.

The Two Hundred Person Trap

Willits lays out the math in plain terms. Two hundred developers. Each one costs around fifteen thousand dollars a month. That pushes a studio past two million dollars in monthly spending, and that's real money leaving the building every thirty days, and it happens while the game is still years from release. The problem, as he describes it, is that nobody needs two hundred people before a vertical slice exists, and that's a fact you can't argue with.

That's the milestone. The playable proof that a game works. That's where the spending should stay lean. But instead, legacy studios staff up to full strength almost immediately, and then they're burning cash while they wait for the project to justify itself, which is a costly way to run things when you've already got the proof you need.

Willits is not arguing against scale. He is arguing against premature scale. When a game reaches full production, he says, having two hundred of the most highly skilled people ever assembled is exactly what you want. The trouble arrives the moment that game ships. Those same two hundred specialists have to be moved onto massive production immediately, which means the studio is back to spending millions per month while the next release is still years away.

Hire, Ship, Fire, Repeat

The industry has watched this pattern play out publicly. Studios have cut teams just before a game launches, or immediately after, leaving no talent retained and no institutional knowledge carried forward. Each new project then starts largely from scratch. Willits does not pretend this is a revelation. The costs and practices of running a large studio are well documented. What he offers instead is a practical alternative.

"If you are a studio that has made mega hits, but it takes you five years to make a mega hit, it is totally okay if you do some work for hire. It doesn't make your mega hit AAA game any worse."

That is the Saber Interactive Tim Willits philosophy in one sentence. Keep five or six smaller things running to keep the lights on. Take remaster work. Take co-development deals. Take a licensed project. None of it diminishes the flagship title. He points to Saber's own early years, when the founders had to hustle and take work from anywhere. Even now, alongside Space Marine 2, John Carpenter's Toxic Commando, and Turok, the studio still updates the original Hitman for IO Interactive. As Willits puts it, the remasters are reliable, Saber gets paid, and IOI makes money.

Small Teams, Big Bets

Saber starts projects with teams as small as five people and does not commit a full crew until the vertical slice is done. When a game is ready to expand, the studio often brings in a partner to co-invest, co-fund, or work for hire. Road Kings, an American Truck Simulator-style haulage sim, is being published by Focus Interactive. The strategy is deliberate. Spread yourself out. Have reliable income.

People at a business exhibition interacting with a booth

Willits is not just talking about survival work. He is talking about volume.

There are games on Steam that cost five dollars and are genuinely fun, made by ten people. His question for the mega studios of Santa Monica is simple: why can't you make six of those? One could be a hit.

One Guy Built a Franchise

Asked whether any project would be too small for Saber, Willits does not hesitate. No. Snowrunner grew out of Spintires, which was literally one person's idea. Saber built a franchise around it. He then turns to the developers who have lost jobs at large American studios, people he knows personally and has hired himself. His proposition is direct. Take all those people, put them in charge of making five games that cost five dollars, give them three months, and one or two of those games would be hits.

That is a striking claim, and it runs against the instinct of many laid-off developers who have chased co-op trends with independent releases. A strong CV has not automatically produced a better game. But the idea of that scale of project happening inside a big studio, rather than after it, is the part worth watching.

Stop Being Afraid of South America

For developers who want to keep working on large projects, Willits has a second path. Gather your creative director, your animation lead, your programmers. Come up with ideas. Then look around the world and buy in a development team rather than outsourcing to one. South America, he notes, is huge right now and sits in the same time zone as North American studios. Really work together, he says.

Then comes the sharpest line of the conversation. Traditional North American and even British publishers are afraid of certain parts of the world, and they're afraid of South America, and the excuse Willits hears, time and again, is that they don't speak Spanish or Portuguese, which is the whole reason they won't touch it. His response? Get over that fear. And stop it.

That fear has a cost. Developers across Latin America have grown tired of being treated purely as outsourcing talent. But co-development, or operating as a split team, could change the relationship. It moves the region from vendor to partner. For a company with an outspoken CEO, Saber operates with surprisingly little ego. It works anywhere, with anyone, at any scale.

Willits is not claiming to have solved the layoff crisis. No one can know how many cuts might have been averted. But an industry full of studios that prop themselves up with work-for-hire and small projects while the next big thing spools up would be more secure. The Saber Interactive Tim Willits argument is not that ambition is wrong. It is that ambition does not require two hundred expensive people in one expensive city, waiting years for a payoff that may never come.

  • Keep teams small until a vertical slice proves the game works.
  • Use work-for-hire, remasters, and side projects as reliable income.
  • Buy into development teams worldwide instead of outsourcing to them.

Whether the big studios listen is another matter. The math, at least, is hard to argue with.

Frequently Asked Questions

What is the central message that Saber Interactive Tim Willits has for North American studio bosses?

Willits argues that the traditional legacy developer, with two hundred employees clustered in expensive cities like Texas, California, or New York, is making a structural mistake. He believes studios must look beyond their own geography rather than focusing on technology, marketing, or the next console cycle.

Why does Willits describe the traditional two-hundred-person studio model as a trap?

He explains that two hundred developers each costing around fifteen thousand dollars a month pushes a studio past two million dollars in monthly spending while the game is still years from release. The problem is that nobody needs two hundred people before a vertical slice exists, which is the playable proof that a game works.

How does Saber Interactive keep its teams lean before committing to full production?

Saber starts projects with teams as small as five people and does not commit a full crew until the vertical slice is done. When a game is ready to expand, the studio often brings in a partner to co-invest, co-fund, or work for hire.

When a game ships, what pattern does Willits say the industry has watched play out publicly?

Studios have cut teams just before a game launches, or immediately after, leaving no talent retained and no institutional knowledge carried forward. Each new project then starts largely from scratch, a cycle Willits calls hire, ship, fire, repeat.

What practical alternative does Willits offer to mega studios that take five years to make a mega hit?

He says it is totally okay for such studios to do work for hire, keeping five or six smaller things running to keep the lights on, and that this does not make their mega hit AAA game any worse. He points to Saber's own early years and its ongoing remaster work for IO Interactive as examples of reliable income.

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Written by
Ryan Mercer

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