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Gaming

15 Devs vs 1000 Layoffs: Why Small Game Studios Are Winning

March 29, 20263 min read

Epic Games dropped a 1000-person layoff patch note, while Mohawk Games thrives with just 15 devs in 13 years. Is the AAA mega-studio meta finally dead?

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It seems like every time I open my feed lately, another AAA studio is dropping a massive layoff patch note. Heavy hitters are bleeding out, while some tiny indie teams are just chilling, surviving the chaotic market. It makes you wonder: does throwing a thousand devs at a codebase actually make a good game, or does it just create a monumental pile of spaghetti code?

15 Devs, 13 Years, Zero F*cks Given

The spicy debate kicked off when Soren Johnson, the mastermind behind Mohawk Games, dropped a truth bomb: "You get better games if you take longer to make games." Sure, sounds like standard dev talk, but let’s look at their stats. Founded in 2013, the studio has maintained a tight squad of exactly 15 members. Over 13 years, they’ve only released two titles: Off World Trading Company and Old World.

The crazy part? They are still highly profitable and casually dropping DLCs for their community. When you put that next to Epic Games, who recently nuked over 1,000 jobs, Mohawk’s "stay small" meta looks incredibly OP.

Reddit's Roast Session

Naturally, the gaming subreddit had a field day with this. The comments section turned into an absolute battleground of takes:

  • The Survivalists: One user dropped the mic with: "15 people, two games, 13 years. Still profitable. You don't need to scale. You need to not die." Honestly, fact. How do you even measure productivity in a 1,500-person team? Half of them are probably just resolving merge conflicts all day.
  • The AAAA Meme Team: You can't talk about bloated dev teams without roasting Skull & Bones. One guy savagely pointed out that Ubisoft's "AAAA" masterpiece probably took "100 game devs and hundreds of hours of coding to give the boats stamina." If you're suffering from lag in these poorly optimized mega-games, you're better off running your indie games on a private vps than dealing with their server crashes.
  • The Golden Era Historians: Not everyone buys the "take your time" philosophy. A veteran gamer brought up Square (Enix) from 1994 to 2001. In that 7-year window, they rapid-fired absolute bangers: Final Fantasy VI through X, Chrono Trigger, Xenogears, Vagrant Story... The list goes on. So time spent doesn't automatically equal quality. Sometimes, years of dev time just means the game is stuck in development hell.

The C4F Verdict: Stop Bloating Your Codebase

As both devs and gamers, we know the drill: adding more programmers to a late software project makes it later. The same logic applies to game development.

Instead of chasing massive crowdfunding campaigns to hire 500 people and forcing P2W microtransactions down players' throats, studios need to focus on constraints. A tight vision and a small team force creativity. In today's industry, most studios would probably benefit from shorter dev cycles, tighter deadlines, and way less "Early Access" shenanigans that never see a full release.

GG to Mohawk Games. You proved that sometimes, the best way to carry the game is to keep the lobby small.


Source: Reddit - Soren Johnson on keeping his game studio small