Star Citizen employs 268 people

Crowdfunded space sim has raised $46 million, five studios working on its development

Cloud Imperium Games' Star Citizen now employs more than 260 people across three internal studios and two external studios, all funded by money raised through crowdfunding.

Chris Roberts, Cloud Imperium's founder, told Venturebeat that the production now supports 268 people - a mix of contractors and in-house staff. Cloud Imperium now has three internal studios, each working on a different aspect of the game: one in Los Angeles, one in Austin and one in Manchester.

The fact that a production of this size is possible with crowdfunding is remarkable. Indeed, the scale of Star Citizen's success is far beyond anything else since crowdfunding emerged as a viable source of capital for game developers. At present, Cloud Imperium has raised more than $46 million from its community of 400,000 players.

"There's a sense, when you get to connect with the community on a closer basis-You feel like the work you're doing matters. People really care," Roberts said.

"Sometimes, in the more business-oriented publishing side, you lose focus on that. You do all this fighting with the machinery. When's my release date? Can I get enough marketing dollars? All that stuff that comes in with big business and big publishing."

Related stories

Cloud Imperium Games responds to Crytek suit

Star Citizen studio calls CryEngine maker's complaint misleading and scandalous, saying it "sacrifices legal sufficiency for loud publicity"

By Brendan Sinclair

Star Citizen developers raised $34.9m in 2017

For the second year in a row, Star Citizen crowd-sourced more money than all games on Kickstarter combined

By Haydn Taylor

Latest comments (3)

Nick McCrea Gentleman, Pocket Starship3 years ago
I very much love the fact that this financial model allows games like this to get made. It will be an interesting test to see if there's sufficient interest out there to sustain a studio of this size, indefinitely. $46 million is a big chunk of change, but it's probably only a year or two's funding for a team that size.

They're going to have to monetize that game heavily to keep it going, which has big implications for the design, particularly for anyone looking for an ongoing single-player focused experience..

Edited 2 times. Last edit by Nick McCrea on 17th June 2014 11:19am

1Sign inorRegisterto rate and reply
Eric Leisy VR Production Designer, Nike3 years ago
This is going to be such a fascinating experiment to see how this all plays out. I think there are real reasons that publishers exist, although I would agree that sometimes they may not always know those reasons themselves, and do more to stifle creativity than anything else - but this is just going to be fascinating to see what happens when this game comes to market.

I hope they are spending their money wisely, because - and im curious to hear what you all think - I would think that what crowdfunding generally boils down to is a pre-order system more or less... So having said that, it would come to reason that just about everyone who would want this game, has in fact, put their money down and bought this game.

I personally haven't funded it, and I do plan to buy it, as I believe it will be a showcase software for VR. Speaking of which... where is my DK2 kit oculus!
1Sign inorRegisterto rate and reply
Nick McCrea Gentleman, Pocket Starship3 years ago
Yes, this is the question I have; just how much does a hugely successful crowdfunding campaign cannibalize your future sales?
0Sign inorRegisterto rate and reply

Sign in to contribute

Need an account? Register now.