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The Creative Assembly: Beating The Brain Drain

The Creative Assembly: Beating The Brain Drain

Thu 05 Apr 2012 6:30pm GMT / 2:30pm EDT / 11:30am PDT
BusinessDevelopment

Studio director Tim Heaton on turning AAA, the problem with Canada, and what everybody gets wrong about Xenomorphs

The evening of Friday March 16 was a memorable occasion for The Creative Assembly. Alongside Rare, Rocksteady, MediaMolecule and Bossa Studio, the veteran strategy developer was one of five British companies to receive an award for excellence in its field; a timely reminder that there's more to the UK games industry than fading glory and nascent start-ups.

For studio director Tim Heaton, however, the real joy was stealing a march on Deus Ex: Human Revolution - the product of one of the Canadian super-studios that have lured so much talent from British developers.

"We looked really carefully at the Viking Team when I started, and we would have closed down the console team if I thought it was weak"

The Creative Assembly - which, for the sake of brevity, Heaton refers to as simply "CA" - is based in the sleepy market town of Horsham, West Sussex. It's a far cry from the concrete, traffic and cosmopolitan bustle of London, but CA has been here since 1987, quietly building one of gaming's definitive strategy franchises, Total War. In that time, the UK industry has slipped from its long-held position at the very forefront of game development, but walking through CA's busy offices tells a different story.

Somewhere above my head there are dozens of people busily working on Total War, in much the same way they have done for many years. But this floor is home to the new face of the studio: a burgeoning AAA console team, hard at work on Sega's latest attempt to do justice to the Alien franchise. There is enough provocative material scattered across the walls and screens around me to send the average fanboy into a rapturous fit, and while the details are a closely guarded (and legally protected) secret, the team at CA seems to be heading in exactly the right direction.

Although the demise of Black Rock Studios and Bizarre Creations can be seen as illustrative of the dangers of being owned by a major publisher, a project like this, Heaton insists, is one of the key advantages.

1

"Income is good and pretty steady; Total War gives us that," he says. "It's such a fantastically strong franchise and there's a lot of layers to it. We get income from Total War all the time, so we could possibly have survived as an independent. It might have been tougher, but what it would have prevented us from doing is creating a big console game.

"We're interested in AAA console games, definitely, and Sega's backing has allowed us to develop that."

Of course, failure to deliver the sales demanded by a AAA budget is a major part of the reason why the axe fell on Black Rock and Bizarre, but Heaton has no illusions about the risks involved. PC development is more "auteur-led," and the informed, passionate community around it allows games like Total War to thrive. Success in blockbuster console development, however, is about moving units, and "hitting a sweet-spot in the middle of America" - a trick that CA has struggled to pull off in the past.

The studio's previous console projects - specifically Spartan: Total Warrior and Viking: Battle For Asgard - were solid products, but failed to elicit much excitement from critics or consumers. Heaton arrived at the company in January 2009, following 6 years at Electronic Arts as senior development director. At that point, less than a year after the release of Viking, the future of CA's console team was hanging in the balance.

"We looked really carefully at the Viking Team when I started, and we would have closed down the console team if I thought it was weak," he says. "We could probably have sucked them up into the Total War team. But we decided no: there was a core set of leads and senior staff on that team who are fantastic and have a huge amount of experience.

"Having worked on Crysis, and seen what worked and what didn't, I wanted to take some of those learnings and apply them to the console team here. And I think Sega needs, and wants, a really strong Western console dev team."

This is one of the studio's principle goals: to become Sega's go-to developer for AAA projects in the West. In Heaton's view, the Alien project could be the catalyst, and the studio now has the experience necessary to find the right level of success. More to the point, it is also better at managing publishers' expectations.

"The key thing with a publisher, is every time you raise your head to show them something, amaze them," Heaton says. "Try to absolutely make them go, 'Oh my God. We can't say no to this.' There's always a reason not to make a game - that's the issue you're always fighting against, so you have to give them no option.

"I don't think Sega were used to this, but we said, 'You're not allowed in. You're not going to see work-in progress at all. You just have to trust that when we do show you something it will be right.' And we've done that three or four times in the past year-and-a-half."

And the console team has grown quickly. The closure of several UK studios over the past 18 months has been an unexpected and somewhat uncomfortable boon for CA, flooding the UK job market with talented, creative people. Heaton isn't just looking for iPhone developers or graduates; a project like the new Alien game demands talent with proven experience of shipping AAA console games.

"For the console team we've gone very much for experience," he says. "We've been able to do that because other companies have gone bust, but I think that's run dry now, and I don't really see any other UK developers closing down soon. But we've hit our targets so far, and we're where we should be."

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Heaton has also found success looking further afield - much further, in fact. The promise of tax credits early next year has given the UK industry a much needed boost, and rightly so; clawing back the ground lost to countries like Canada in AAA development won't be easy. Heaton remains hopeful that the government is willing to offer a similarly generous range of incentives, but he also sees evidence of the British developers who chased blockbuster projects and high wages to the vast studios of Montreal finding the reality rather less appealing.

"We've brought a few people back from Canada, and we think the honeymoon period for some of these big Canadian super-studios is running out," he says. "What we're hearing, and what the people who are coming back from Canada have said, is that it's not all roses over there by any stretch.

"I know what we're up against: we can pay competitive wages, and we'll pay whatever it takes to get people back to the UK"

"I think people get lost in these super-studios. They're bringing in five people a day, and the organisation is trying to sort out how it works. The working conditions are not what you might think."

The human effort required to satisfy the AAA industry of today is vast; hundreds of people working thousands of hours to hit a rigidly defined release date. The stress and sense of anonymity associated with work of that sort is now widely understood, but Heaton also believes that super-studios have been forced to compromise on talent to hit their recruitment milestones.

"If you're Jade Raymond and you've been told to recruit 800 people in Toronto as fast as possible, and you've been given $250 million by the Canadian government to do that, I'm not sure that you're going to recruit the very cream of the crop," he adds.

"I think there are a lot of Brits out there who have entered that machine, and perhaps want to come back home. Or can be tempted to come back home, and I think we're going to be fairly aggressive about that. I know what we're up against: we can pay competitive wages, and we'll pay whatever it takes to get people back here."

"There's a continual debate at CA about craft versus process, and the key thing that we win at is crafting games. It's about passion, it's about ownership - even in a big team. You can devolve, you can own things, you can be the expert. And we want the top 5 per cent of employees to be employed here. People who are super-skilled. I'm a great believer that a great game developer is worth ten-times more than an average game developer. They add everything. The superstars are key to what we do. It's about bringing brilliance to the craft of making games."

10 Comments

Richard Gardner
Artist

123 32 0.3
Nice article and great way of thinking. Enjoyed reading. Really looking forward to playing Alien, that's after I conquer Japan obviously :P

Posted:2 years ago

#1

Adam Garrett
Community Manager

2 0 0.0
Great article guys. Very interesting to hear the thoughts on the industry, and I look forward to hearing more about Alien (although never as much as I would love to hear about a new Total War game)!

Posted:2 years ago

#2
Bring em home guys. Bring em home!

Posted:2 years ago

#3

Lewis Brown
Snr Sourcer/Recruiter

194 54 0.3
Great article and I can back up his comments on the recruitment front, Im starting to see a very similar trend. I hope Alien works out great too would be great to have another succesful console dev team in the UK!

Posted:2 years ago

#4

Jon Norfolk
Art & Animation Consultant

4 0 0.0
CA has been a pinnacle of British Games development since the 80's I will never tire of playing another total war, since the original Shogun got me gripped. This was a fantastic read and with people like Tim amongst the team they will be around for decades to come. Hopefully with their latest console endeavour they will crack this market too! Good luck to them. I hope the UK tax breaks do entice creative bods back to UK and encourage more game developers to crop up, why shouldn't the UK be the leading country for games development, it has the potential for sure.

Posted:2 years ago

#5
Montreal is a beautiful city, though not as nice as Quebec City. But the video games industry there has become way too big, and is due for a fall soon. There's a lot of anecdotal evidence of studios hiring people simply to have bums on seats so they can hit targets to get their tax breaks.

Then there's the whole French thing in Montreal - they're absolutely anal about it. I've become a huge Montreal Canadiens fan, the local NHL team there, as my wife is from Quebec and they were the first team I watched.

Halfway through the season, they replaced their coach as they'd not been doing too well. But, shock horror, they replaced their French speaking coach with a coach who ONLY spoke English. After a wave of indignation from a vocal minority, the Quebec government issued a statement - they hoped that the Canadiens would appoint a permanent French speaking coach at the end of the season. You couldn't make it up - imagine Celtic appointing an English manager, only for the Scottish government to issue a statement - well, you get my point.

The industry there will point out meetings are conducted in English too etc, and that you can get by speaking just English in Montreal. You can "get by" so long as you don't mind the occasional idiot refusing to speak to you in English, and so long as you don't intend to move outside of Montreal to the more rural areas to live. If you do that, you might as well bring your redcoat and your musket with you, as that's exactly how they'll see you.

Posted:2 years ago

#6
Oh, and yeah - Total War is an AWESOME franchise. Taking Montreal and Quebec City from the French is particularly sweet;)

Posted:2 years ago

#7

Hugo Trepanier
Senior UI Designer

155 140 0.9
@Fran Mulhern, with all due respect, please don't be so ridiculous. Montreal is a very open city, welcoming cultures of very varied origins and it is generally very accomodating for most. Over the course of my career, I've worked with several foreign colleagues and even locals who did not speak a word of French and the teams have always adapted accordingly. English is always the common ground whenever French isn't an option.

While it is true that the local government is (and should) be very protective of our culture, I think it shows a fair bit of open-mindedness to accept to learn the local culture whenever you travel and work abroad. Would you stubbornly refuse to learn to speak Japanese if you worked in Japan? Then you always have the option to opt not to move there if you don't want to.

The incident with the Montreal Canadiens coach is laughable and as a French-speaking person I find it silly. Language is a non-issue with the team's poor performance this year and we shouldn't give the vocal minority so much attention. Nevertheless, it is not a reason to choose not work in this beautiful city. (Besides, there's always the rest of Canada if you hate Quebec so much.)

Sorry for the rant. I just think the above comments were unjust and uncalled for. I just don't see any need for animosity and territorial pissings within our industry.

Posted:2 years ago

#8

Raphael Honore
Localization Assistant Manager

31 3 0.1
Mister Mulhern, how would you feel if you were a tiny English-speaking island surrounded by hundreds of millions of French-speaking people? I think you'd do whatever it takes to save what's left of your language. There are plenty of locations elsewhere where you won't ever bump into "idiots refusing to speak English", how about you relocate?

Edited 1 times. Last edit by Raphael Honore on 11th April 2012 8:44am

Posted:2 years ago

#9
"Language is a non-issue with the team's poor performance this year and we shouldn't give the vocal minority so much attention." Language obviously ISN'T a non issue when it's led to a perfectly capable coach being told, just days after what was meant to be a permanent appointment, that his appointment was temporary, and that a bilingual coach would would be appointed at the end of the season. And the Quebec government even felt the need to tell the Canadiens that they expected their coach to speak French - how does that happen? absolutely laughable. Language, therefore, is a key issue. Losing sounds the same in English or French, and the french speaking coaches over the last 20 years have hardly brought success to the Habs. French Canadians, it seems, would rather lose in French than risk winning in any other language. I could POSSIBLY understand if the Habs were composed of mainly French-speaking players. But they're not - their players come from all over the world.

As for the rest of it, just because you find it uncomfortable doesn't mean it's untrue. From the waiter in Verdun who refused to take my order in English ("I can speak English, but this is my city and you must talk to me in French" is what he said to me, according to my wife) to the woman at La Salle metro station who congratulated my ethnically-Chinese wife on her French, despite the fact my wife is Canadian - I've seen many incidents of people there being anal about their language. Oh, and my wife's grandmother who now refuses to talk to her because she married a foreign English-speaker. That makes HER an idiot, but I've seen too many anti-English comments on my visits there to make me believe it's an extremely isolated problem.

And don't think I have a problem with people from Quebec simply on the basis of where they're from - far from it. But to argue that Montreal is some kind of games developers' paradise is to completely misrepresent what it's actually like there.

Edited 2 times. Last edit by Fran Mulhern on 11th April 2012 11:56am

Posted:2 years ago

#10

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