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Tim Willits’Warhammer 40K: Space Marine 2is the talk of the town right now. This third-person hack-n-slash shooter has just been released, and in this short period of time has gathered a huge player base. This game is a direct sequel toSpace Marine(2011) which surfaced over a decade ago.

An in-game screenshot of Space Marine 2.

Now it was a great challenge to fulfill all the expectations regarding the legacy that has been carried since its predecessor, and that too in an era when games are becoming more and more expensive. The studio personnel of Saber Interactive has shared their views on how to become successful even in these adverse scenarios, especially for North American developers.

Space Marine 2‘s Tim Willits Talks About the Problems With North American Developers

The stakes are way higher right now in the gaming industry. We have seen how huge companies like Microsoft had to go through numerous cost-cutting norms to make things sustainable. They even went on toshut down three of their long-hailed gaming studios.

“I’m calling it now”: Saber Interactive CEO Tim Willits Goes Big With His Final Opinion on Warhammer 40K: Space Marine 2

Right now the gaming industry is in turmoil, and games are hugely expensive. Hence, this is whatWarhammer 40K:Space Marine 2‘s developing studio Saber Interactive’s Chief Creative Officer Tim Willits told about the current scenarios (viaGamesBeat):

As games become more and more expensive, you’ll see traditional North American developers struggling. A lot of these big companies work on one project at a time. We have no teams that work on one game at a time. Really understanding what scope means. If you work on a game for four months and you decide for some reason to change direction–sometimes you burn millions.

An image of Tim Willits.

The one huge mistake most of the North American developers commit, save for few like Saber and Bethesda, is to focus and spend the majority of the capital only on a single project. That’s why they have to continue spending loads on that single project to make that survive because this is all they have.

For example, giving all the effort and money on a single project and months later seeing that the project is not worthy at all is the final pin on the coffin for developing studios like these.

“I’m calling it now”: Saber Interactive CEO Tim Willits Goes Big With His Final Opinion on Warhammer 40K: Space Marine 2

The Mantra to Survive: Focusing on the Core

Now companies like Saber don’t fall on that list. Because they always believe in engaging multiple teams on multiple projects simultaneously. With this, you have multiple paths to go through if one of them fails.

“We’ve been circling like sharks”: Warhammer 40K: Space Marine 2 Wasn’t a Spontaneous Idea, Saber Interactive Have Wanted it for Years

And according to Willits, the company has always believed in focusing on the core aspect. This is what he stated:

We made SnowRunner for not that much money, and it has made a ridiculous return. We focused on the core. A game can have a $5 million, $20 million, or $200 million budget. If you focus on the core and you make that fun, it can be successful for you. That’s one thing I definitely learned coming to Saber. It took a while.

The logo of Saber Interactive.

The working culture in Saber is quite unique as well. In this company, none of them is exclusive to any certain project, as the rotation process in the company is quite emphasized.

For instance, asSpace Marine 2is just out, now people from that project will be shifted to Saber’s upcoming projects likeJurassic Park Survivalor Toxic Commando.

“We’ve been circling like sharks”: Warhammer 40K: Space Marine 2 Wasn’t a Spontaneous Idea, Saber Interactive Have Wanted it for Years

What’s your opinion of Willits’ comments? Share your thoughts with us.

Nilendu Brahma

Articles Published :690

A Marvel, Linkin Park, Cricket, and Barcelona fan who just wants to write and write about video games and stuff. If you want to meet me, you can find me in my room failing to hit the opposite Jett with the operator for six consecutive rounds.

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