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james dabrovsky and benjamin pembrose from sharpmount london were
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very happy to join us today on our podcast we talked about building games in london
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a very expensive city for game dev we discussed how do they
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hire and retain employees and what can you do to make sure that
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your team produces incredible results greetings and welcome to the 80 level
0:31
roundtable podcast in each episode host karel tokorev invites video game industry leaders to
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talk about the world of game development no topic is off limits as long as it
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relates to video game development new episodes are in the works so remember to follow us or subscribe and
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share with someone you know will also enjoy the podcast can you introduce yourself
0:56
to our audience uh we did a little bit of an interview with james already i don't think we covered uh benjamin on
1:03
the website so if you can do like a little intro that would be great sure yeah so my name is uh benjamin
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penrose and i'm the art director at sharp mod london and have been working in the industry
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now for [Music] just over 10 years so it started off my career working at playground games
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and joined the team at sharp mob uh back in 2020
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or 29 2020 it's 2020. like ever since the pandemic all the
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years blurred together right it was yeah opening opening day for the studio was the end of september 2020. so we're what
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about 18 months old now so still still quite young me and ben actually started
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our games careers together when ben was a concept artist and i was a producer
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more years ago than i dare to think now uh just as playground games is opening up to work on forza horizon uh the first
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the first fourth horizon game so we've been worked together for a very very long time we actually i think we partnered with
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uh playground games a couple of years ago we were looking for people for
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horizon as well as the new fable that they're working on but uh tell me about
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uh shark mob so the first question i have when i learned that there is this new
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studio coming up um is that you actually have offices in london
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so why london i mean it seems like the most expensive place to have a studio right
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now it's it's it's it's a good it's a good question and it probably is one of the
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most expensive places in the uk although it's interesting i think the um
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the salary differences or the salary bands you see in london versus the rest of the uk are getting they're getting smaller and smaller over time but yeah
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there's a bunch of other costs that make london more expensive than other places um however on both a local scale within
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london and i think on a national scale being on the uk there's a lot of benefits um
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on the uk side of things we obviously obviously have the video games tax relief system
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which really actually helps in bringing down dev costs and making us a little bit more competitive with the rest of
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europe um than you than you would think even in london um but the choice to be in london for charm of london for charm
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of london specifically uh was for a few reasons um the biggest being
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access to talent um on a on a local scale looking at the uk um
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you've really got um i'd say three or four major games hubs in the uk london has one of the biggest games development
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uh sense in the world when you look at the number of game developers here across both kind of pc console aaa mobile um the
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platform holders are here we've got microsoft and sony google all sat in the city with us but also guildford has a huge games hub
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and is only 30 minutes away on train uh lemmington spa where me and ben used to work together it's about an hour and a
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half on the train and then you've got guilford uh sorry cambridge as well with a good few developers about an hour on
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the train with london nestled between those three hubs so in many ways within a probably hour and a half
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commute circle around london you have access to pretty much the majority of
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game dev talent in the uk um and i think one other thing we thought we we were always going to be open to
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hiring international talent and we're hiring people from across the globe right now um and london i'd say more so
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than anywhere else in the uk is quietly attractive for people coming from overseas it's such a well-known city
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for people who want to come and live in one of the world's bigger kind of more exciting metropolitan cities it's a
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great place to be and so we have kind of a lot of success hiring both in the within the uk but also hiring people
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overseas as well and and for us that was the number one reason for being here in the city um
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a secondary uh piece is um we're increasingly conscious that the
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triple a side of the game's business and aaa something that we make aaa games for pc console here at sharp mob and with
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the triple h side of the business and the games as a service side of the business this idea that you're not making a game
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to release it and drop it you make you release a game and you sustain it for a long period of time
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those two worlds are coming together more and more uh and the future i think it's certain that's going to
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continue london does have access to aaa game developers but more so it has a lot of
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access to i think the uk's games as a service experience uh so we've got the platform holders here we
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have quite a lot of mobile developers like king space 8 natural motion um and so we
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wanted to build our studio from from day one with the mindset of having both triple a thinkers
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and games as service thinkers in the building from a very early conceptual stage and i can't think of a better place in the world to do that than than
5:58
london um yeah a bunch of reasons but talent talent being the primary one
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so to kind of build on that uh conversation um
6:09
what do video game developers want right now like you've been probably
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hiring a lot of guys like i said in your area and internationally
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and um how do you see kind of like the this internal want of the video game
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developer change since like when you first started and what's going on now
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that's an interesting question um do you want me to go first do you want to jump in no no you go for it because
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that is that's that is an interesting question from a yeah there's a few different angles by which
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you could approach that right there's the sort of the type of lifestyle that people want to lead um yeah yeah yeah so
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my children are walking into the office right now so probably best for james to answer that question first
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you know so my view is the the industry has always been driven by passion from from day one and and and right now it's
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driven by passion so i think you have a huge number of people who are in this industry just because they they love games and they want to make games um and
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i think uh from way back when the industry started to now a lot of people choose where they
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work based on the kind of games those studios are putting out whether they're passionate about those kind of projects
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uh where they have a belief in that particular studio to deliver on the ambitions that they're setting themselves so when we have
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people come to us we primarily have people apply who want to make um large ambitious
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aaa projects that care about storytelling and world building that care about working on games that
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are fairly technically innovative and advanced as we try and push the boundaries of what's possible on on pc
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and console um i think where things have changed is whereby where i'd say 20 years ago that
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was almost the exclusive driver for pulling people to companies it is becoming a bit more balanced now yes you
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want to work at a company where you're super passionate about the projects but you also want to work a company that's going to look after you as a person
8:09
that's going to surround you with a nice environment with a team a group of people that you uh really really want to
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work with that thinks carefully about your your mental health and your work-life balance and your life outside of the
8:21
office as well as in the office and and the understanding that um
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sure our people are passionate about making video games but they have been just proved children are home to look
8:31
after and uh just the desire to do lots of other things around around what you do day to day so
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these days i think when you're starting a game studio and you're looking to hire the best talent
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you you 100 do need to think about how you make a game that's going to inspire people both for your new talent and the
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people you're eventually going to sell to but i think these days you really need to think long and hard about um
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your uh employee value proposition what's gonna what's gonna make people want to be at
8:59
your studio and surrounded by your people more so than potentially other places that they they might work
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yeah i think the only thing i'd add to that really is um that i think as well as
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the thing i've noticed more and more as we've spoken to people and sort of brought them on board at sharp mob is is
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how people resonate with a passion behind the project for the the people sort of setting the studio up
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so in that case myself and and james and a few others um you know there's
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there is definitely a potential sort of direction to go where you're chasing the next big fad or you know you're sort of
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emulating something else that you've seen as success in and i think uh people like developers i
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think are kind of a little bit um
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you know they're super sensitive to that sometimes and a bit wary of it and i think sometimes a developer coming along who's actively pushing for something
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that they're super passionate about themselves i think is almost as much of an attraction for those people as as being passionate in the game
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from their side like quite often there's there's not always a clear uh correlation between the games that
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people play and are really passionate about from a consumer level and necessarily what they want to work on
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and sometimes i think that is that's almost like the bigger attractor is the idea that you're going and working on
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something at a place where there's there's a high level of ambition and everybody's really excited about what it is they're producing
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because it's infectious right you know it ends up sort of you get sort of brought along on that journey as well i think
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um i have a question on on top of this so
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when you're having those interviews with these passionate guys do you feel
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like you have to sell your project to them just as they have to sell themselves to
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you do you feel like there's this need to you know explain that this is a great game and
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the people are gonna love it and so on yeah i think um it's i mean it's definitely a it's a
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two-way street i think you know it's as much about the studio or your potential employer
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doing all the things that james is talking about in terms of looking after you and doing all of that great stuff and also having something that's
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um exciting to work on and the the developers are really passionate about and and you know we're in a world now where i
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think the the industry is growing so quickly at the moment with so much energy behind it that people have
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choices you know if they've got a good track record and they've you know worked on some good stuff they're they're a
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highly um valued person in the industry so and they've got they've got plenty of
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choices and decisions yeah they could go to different countries they could go um work on different types of games like
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so yeah i think there's there's always going to be an element of um you know them interviewing us as much as the
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other way around yeah so it's very true it's it's been said for most senior talent right now they're not they're not
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if they're if they're looking for a job they're not just talking to you they're talking to a bunch of people because we're definitely in a place in the
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industry right now where a lot of companies are expanding there's a lot of demand for games content and
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there's relatively few of the right people around particularly for specialist roles um
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and a lot of companies um will have fairly similar similar benefits propositions and things like
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that because we all benchmark against each other and we might try and outdo each other a bit but um
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there's kind of there's kind of some standards there and so as part of our interview process um
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we quite early on in the process we'll put somebody under nda just so we can make sure that uh the sensitive surround
12:39
our projects are secure and we'll then pitch to them um and as i mentioned that's a bit of a two-way street we want to make sure
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that well for one if the person is super excited in what we're doing they're more likely to come and join us but also we
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love the idea that people coming to work on our projects are super passionate about what they're coming to work on because i think you always get the best
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creative work out of somebody who is is passionate about what their what they're doing i think it leads to a
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good a good vibe and a good atmosphere in the office when you can feel that sense of
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of passion and i do think here at um drama london while we can't share much
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about what we're working on right now because it's such an early stage of development um i think one of the biggest attractors for people who've
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been taken through the interview process that's allowed us to grow relatively quickly given that we're only 18 months
13:28
old is that the project that we're working on and that we're talking to people about as they go through the
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process is super inspiring to people um and it is i mean it's been feedback
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we've had from a lot of the people who've come and joined us is one of the primary reasons they joined us if not the primary reason
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is the project that we're we're looking to build here at the studio
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so i have a question it's a bit of a sensitive topic so if you don't want to
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answer um then don't answer so the ques the question is uh this
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so how does compensation work in video game companies
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like um [Music] i where i work and live in los angeles right
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and i know a lot of people from different studios and uh
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i know that at the beginning of their careers if they're in santa monica somewhere
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they usually live with a roommate and
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sorry they bike to work you know it's not that they're living a very
14:36
lavish uh lifestyle right i also know people who work at like
14:41
companies like apple or like naughty dog when they are higher kind of like in this career ladder and
14:48
they're they're doing fine i guess you can you could say that um so how does it work in
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in london because i know as you said london is kind of expensive
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and you know rent is kind of expensive how does this comp work and is it even important for
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developers so so my experience is different games companies have
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different ways of working out what they want to uh pay people at shark mob we
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we wanted to we wanted to make sure that
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our benefits system and how much we pay people was was
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was well thought about was based on data and was fair across the studio so if
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somebody said why do i get paid xyz or why does this other person get paid this we could have a transparent conversation
15:41
with them because it was based on something uh meaningful um so in the very early days when we're only
15:46
maybe one or two months old we set out to build a kind of a grading structure for the company from a new graduate
15:52
joining us as a junior right through to a senior director um and we um there's i
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know this is true in the uk i'm not sure how what global this is but there's a few salary benchmarking surveys um that
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look at both the games industry the wider tech industry the wider creative industry um and we purchase data from
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two of those companies to get a really good understanding of um what is the kind of minimum that people are paying
16:18
what's the maximum what's the average and that kind of thing um and at sharp mob as a new company we wanted to be
16:24
incredibly competitive uh in our in our offering particularly here in london and particularly because we wanted to grow
16:30
quite quickly um so we built salary bans built around the data that we're seeing
16:36
that felt like it was it had a competitive edge in the market and we did the same with our wider benefits
16:41
package um the way those bands look is they tend to have a midpoint that is data driven and then a a kind of bottom
16:47
end and a max end that's just kind of extrapolated out from that midpoint and when we hire somebody we first
16:53
assign them a band we then determine their kind of competency within that band and that relates to what they get
17:00
paid based on data what they get offered based on data and that's what we use internally
17:05
for both hires and pay reviews as we as we grow we love this idea that it's data
17:11
driven it's based on the market that everybody is fair for everybody
17:17
and it's explainable because we have a system behind it whether that's true for the rest of the games industry i don't
17:22
know i don't know a few of the companies that that do the same um but i i can't i can't speak for
17:27
the most it has worked very very well for us um it's just something that we know we need to keep on top of every
17:33
year we need to go and take another look at the data to make sure that we are remaining in the place we want to be
17:38
um what about linking kind of the comps and all the other benefits to
17:44
performance like do you have any systems in place that kind of link those together
17:50
we do yeah so we have um we have a profit share scheme here at
17:56
sharp mob so every member of staff shares in the success of the projects we make
18:01
i say it's profit-based so once we release a project initially we'd look to recoup our costs
18:08
or pay off any anything we have to pay off but at the point where the project starts generating profit
18:15
profit that is shared among every person that has put time into that project um
18:21
because we're so early on uh we haven't got to a stage yet where we can see quite how that works we've seen it work
18:26
very well at other companies that that do this is there's a it's not a i wouldn't say it's a common thing within
18:32
the industry as far as i've seen it but where it has happened it's proven to work quite successfully
18:37
in some places and those kind of benefit schemes can either not pay out if you're not
18:43
successful or can really heavily pay out if you if you happen to create the next
18:49
fortnight which i'm sure we hope we we all will um and that's something we did want to certainly have as part of our
18:54
benefits package we wanted to make sure that your salary um that you received month or month was competitive and allowed you to
19:01
live a good life here in london but there was that potential to push
19:07
to push beyond that if the projects that we work on are successful and that sense that everybody who works and something gets to share in that
19:13
in kind of the outcome i i was actually a big advocate of profit sharing myself
19:20
i was pushing this on all the gdc talks that i did good yeah yeah i i think it's an amazing way
19:27
to to set things up it just it means that everybody shares in the success right
19:32
that they've all collectively worked on yeah i've been in places where they've done it in the past and it it's always
19:39
been it's amazing when you do really well right because it's just great news for everybody yeah i mean it's great news for
19:45
everybody and i feel like it's a more transparent way of uh you know complementing your
19:52
staff rather than you know you need to get a certain score on metacritic like if it's like over 89 or
20:00
is like below 95 and which is kind of super subjective anyway
20:05
it doesn't say much so much right that's very true on the uh on the user
20:10
reviews or something just to make it extra tough so
20:16
let's talk a little bit about the people that you're hiring you said that the kind of london and the areas around it
20:21
they have a lot of very good talent how did this
20:26
happen like how did it develop how did england and kind of uk became this big
20:32
hub for game development that's a really good question um and i'd say i probably don't know the
20:38
history as well as i should for specifically the london area but i know i know the uk has been making games
20:45
since the beginning of the games industry and we've got a lot of um
20:51
we've got a lot of these kind of very old institutions that have been in the uh games industry since very early on in
20:57
the beginning i know and i know codemasters comes to mind as a studio that's been in the running in the uk now
21:03
since i don't know the 80s i'm guessing i'd have to go on wikipedia and look it
21:09
up but there was a there was a few there was a few of those studios and i think if you look at the major games hubs around the uk that tends to have been
21:15
one or two of those big studios and they tended to have been founded in people's bedrooms uh and they just grew into the
21:22
giants that they now are and then over the years we've just seen a lot of breakaways from those studios
21:28
so uh if you go to lemmington you had codemasters um you had um
21:34
uh the guys that started blitz that worked in the dizzy games way back when um i think off the back of that i know
21:42
well playground games was started by a bunch of xcode masters people uh i'm guessing you know freestyle i guess was
21:48
the same but you see a lot of these kind of studios over the over the decades have just spun out of the the first big
21:54
company that was down there i think in guildford uh i know he had bullfrog back in the day
22:00
um and a ton of companies have spun out of that over the years um
22:05
the london scene i'm i say i'm not i'm not quite familiar with the history um i know uh kind of sony has had a place
22:13
here for for a good long time there's been a a bunch of other studios have been around for a long time um but what
22:19
we've seen in london over recent years is a very large influx of international companies moving into london um
22:26
i say we've got quite large offices in london for natural emotional part of zinger of
22:32
space ape who are now part of the supercell family king
22:37
say sony and microsoft are here we've got a sega outfit just just on the outskirts of the
22:43
city and there's probably a bunch of others that aren't coming to mind right now so i think i think london
22:49
um has had companies been around for a while but we've also seen a huge amount of international growth in london over
22:55
the over the last 20 years so
23:00
when you think about games built in britain and the video game developers who work
23:06
there there's something peculiar about them like if you look at the
23:12
japanese games they have their own kind of vibe like the the pauses are probably too long in the cutscenes right
23:20
if you if you look at the american games they're like you can see people who are doing them
23:27
especially like if you look at big call of duty and that stuff so
23:33
when i look at the stuff like that you mentioned like at the games that
23:39
buff rock was making at the fable series at the horizon series like all those um
23:48
a lot of games came from uk right um what do you feel is like this peculiar
23:53
thing that kind of unites all of them that is that is a really good question
23:59
and one i've been debating with both myself and other people over the past few months because i actually think
24:05
um the uk games industry um doesn't brand itself as well as it used to anymore on
24:10
the international stage i've often thought now if you think of like where's the home of really serious aaa game
24:16
development you probably go to the west coast of the us uh with your naughty dogs and your
24:21
sony santa monicas and things like that maybe a bit in the nordics as well um sir sharp mob was originally a spin-off
24:28
of ubisoft massive as a bunch of ubisoft massive uh leadership team broke away to start sharp mob um
24:35
i think uh the uk used to be a triple a oh we were perceived as a triple a powerhouse
24:42
there's bit of a there's been a i think was was about 10 years ago there's quite a drain
24:47
of talent from the uk across the united states and canada as uh the industries um in
24:53
north america started to expand and there were a kind of bunch of jobs uh over there um
24:59
and i've heard a lot of people from outside of the uk talk about the uk being the racing game country now
25:06
because we had black rock bizarre playground games codemasters like more than anywhere in the world i think we make a lot of racing games um and that's
25:13
definitely true uh but as you say there's been a ton of these other games sprinkled throughout our
25:18
history um the bullfrog games the lionhead games i'm conscious that ninja theory are
25:24
rare as well right yeah such a like massive i mean just that that period sort of you know during
25:31
the n64 sort of heyday everything they made was a smash hit and it was all so varied as well but that's that
25:38
that's the thing that i like sticks out to me when it comes to the uk gaming scene it's just i mean you're right
25:43
there's definitely like a bit of a pull towards certain genres like racing but but actually just the
25:49
there's a real breadth and it and and also it never really sort of apart from
25:54
racing really never really manifested in particular sort of clear genres like you might get in other territories like
26:01
especially if i think about rare and bullfrog and the sorts of games they made they were sort of you know
26:07
they were kind of all by themselves in a lot of ways they were not like they were trying to emulate
26:13
anything in particular it's just they had this i mean that's one of the things that i loved about rare actually as a studio back then the fact that they they
26:19
used to produce so much great stuff but everything that came out of that place felt like it had its own sort of unique identity i mean there was a touch of
26:26
rare sort of magic or a certain way they approached visuals which used to permeate through
26:32
you know from title to title but generally speaking you know you look at something like jet force gemini and
26:37
compare it to golden eye and banjo-kazooie and they're just all over the place it was great
26:44
yeah there's a bit of there's a bit of um i don't know british culture and british humor in a lot of those those
26:50
i've spoken to quite a few people who feel like over the years the uk has lost i think
26:55
in the early days there was a lot of character narrative adventure style games fable being a great example and
27:02
i've heard a few people say that's kind of that perception around the world has dissipated a little bit and the west
27:07
coast of america has kind of started taking over that crown um and i i believed that myself a little bit until
27:13
i started to remember that we've got rockstar north in the uk making the grand theft auto series uh you say you
27:19
have ninja theory in cambridge who've been working on kind of hellblade and various other games the fable series is
27:25
is still being brought to life by playground games at the moment down in guildford you've got supermassive
27:31
working on uh their very cinematic character-based games um so i think
27:36
to ben's point i think we've ended up in a place in the uk where rather than be known for a specific genre of game
27:42
we just make a lot of different types of games and in some ways we just need to rework how we brand ourselves on the
27:48
international stale stage because we do do triple a we do do mobile we do do games of service we kind of touch every
27:54
genre um i am starting to see i think a bit of an ink just talking around the various
28:00
years a bit of an increase or a bit of a return to character story-driven gaming here in the uk
28:08
and um there's a bit of hope that we can lure some of our uh ex-pat brits that
28:14
have gone over to the state back again to rebuild the uk games industry to its
28:20
former glory um and i hope well it's part of our mission at the moment to do just that
28:26
i i like that you mentioned all of that because when i was still kind of reading those magazines about
28:33
new york with video game reviews people were i had the i had a feeling they had some
28:39
kind of like a different attitude toward games made in the uk like the whenever like the bitmap
28:46
brothers uh published anything they were like oh that's different that's it then like and
28:51
you know ball frog and all the other guys it felt like it's i i remember there were like pages and pages and pages on
28:58
those games because they were just so out of the blue like you know whatever
29:04
peter molina was doing and you mentioned rockstar which is also
29:10
like huge uh incredibly big franchise yeah i have started to wonder a little
29:16
bit lately about whether um the way your development community in
29:21
a country is perceived is based on the characters of the games that you make so if i think of um the west coast of
29:28
america even if i just look at la you've got kratos coming out of seoul and santa monica you have nathan drake coming out
29:34
of the charred series and so it starts to paint a picture because you can you can put these these hero faces
29:40
in a location and actually if i look at the uk game scene for the last kind of five ten years some great aaa games have
29:47
come out of the country but i struggle to think of
29:52
to lara croft came out of the uk a long time ago but i struggle to think of like
29:57
who are the hero game faces of the uk games industry these days um i think that's part of the perception
30:03
challenge we have like i think i still think of mario and and sonic when i think of japan um
30:09
yeah and i think that maybe that comes down to the other thing that we were talking about right
30:15
it feels like you don't very often in the uk get that thing where there'll be a
30:21
a particular game that comes out that then sort of gets multiple iterations of it where you sort
30:27
of get a character sort of developed over time it just um it tends to be more like people put all
30:33
of their effort into telling this fresh cool story and that's almost where i think a lot of
30:38
that's where a lot of the values uh gained you know is this idea that you're creating something new and fresh and it's it's something for people to
30:45
get their teeth into and then experience something new in it and then yeah and then it sounds like
30:50
moving on to the the next thing the next cool fresh idea well um i have a couple of questions not
30:57
really connected with that but i think we can move to like the next chapter is um
31:04
what skills are currently relevant for for you when you're hiring
31:10
like as an example um a lot of people right now are big on
31:16
procedural generation they want to have people who know python and then they can generate whatever worlds buildings and
31:24
so on what are you guys looking for because this is an advice for people who are
31:30
trying to get a job in the industry and they want to know what to learn yeah yeah so that's a great question
31:37
like this is so this is something that i've spoken that's a bunch of different places about at universities and things
31:43
i think there's almost like two aspects in terms of the artwork anyway the way i i would think of answering your question
31:49
the first is you know what what are we looking for i think for us specifically because because we are a triple a studio and
31:56
we're really looking to push quality across across the board in a bunch of areas i think the art production
32:01
naturally sort of drifts towards this place where you're looking for specialists in particular areas the people who really understand the
32:07
particular part of game art production um to a level where they've obsessed
32:14
over it for a bunch of time or they're willing to become super obsessed around a particular thing and become great at
32:19
producing this particular type of uh content this particular type of work
32:24
um and then alongside that you know the because you're putting so much effort into making sure that everything is
32:31
great there's always this sort of issue of how you produce that stuff at scale at triple a which is where i think
32:38
naturally you start finding people sort of wanting to make the most of those procedural tool sets you know
32:45
using houdini to do some really great stuff so that you can you can keep your quality bar where you want it but you
32:51
can do it at a pace where you're not going to take 30 years to produce the thing that you want to put out
32:57
and i think um i think that's
33:02
you know that that ultimately becomes another area where we are super focused so i think you want you want those craft people you want those people who are you
33:10
know on an artistic level they're they're super passionate about sculpting the human form or replicating something
33:16
about environments at a certain level of fidelity but then you you need to find that other skill set which is this
33:24
ability to really get in in the weeds with some of these great new tools that allow you to do great things at scale
33:30
but quite often and not always but you know quite often those tend to be skill sets that exist in sort of separate
33:36
places you'll find people that are really great at those more craftsmanship artistic side of things and people who
33:43
naturally gravitate towards the more um technical side of things
33:49
and you know if you're super lucky you'll find people who can do a bit of both and bridge that gap you know that's
33:55
i think that tends to end up being that an elusive person we call a technical artist you know that there are
34:02
super hard people to find i i i
34:07
yeah goosebern we um i mean there's i'd say
34:13
across every single games company and over the last of the entire history of game development there's a lot of the
34:19
same roles that we've always needed we always need programmers specifically c plus programmers but
34:25
um depending on your studio uh kind of good programmers needs across multiple different languages good
34:32
environment artists good level designers good game designers um so those those people are always in in
34:38
very high demand there is currently i say a big skill shortage in the industry around certain specialist roles
34:44
rendering engineers ben mentioned technical artists ui artists those very kind of specialists art and engineering
34:51
and and also design roles um another example in the design side is um
34:57
we've been looking for a combat designer um for the studio and finding people who can can who have experienced in your
35:03
particular flavor of combat can be again quite a niche or a challenging role to fill and that said i i don't
35:09
know if you agree with this ben but i always believe it's more important to find somebody who has strong fundamental skills rather
35:16
than specific tool set knowledge because a talented developer in a certain field
35:21
will be able to teach themselves a good tool and so i would always rather take
35:27
a say incredibly skilled environment artist who has a passion to learn houdini over
35:33
a an artist who has maybe weaker fundamental skills but has a couple years working with houdini
35:39
yeah yeah i think i think i generally generally agree with that still i think yeah and it's something nice i i always
35:46
push when i go to the universities you know you see you see students getting really obsessive over
35:51
the you know the newest way to use a particular plugin in macs or photoshop and actually the thing that
35:57
would really push their work to the next level is if they attended a life study class every couple of days you know and
36:04
sort of learned of the craft on the underneath i think i think with some of the more
36:09
technically focused areas these days especially with the introduction of things like houdini i do think that almost becomes
36:16
it's almost becoming its own sort of subset of crazy things yeah like it's you know it's
36:22
that sort of way of being able to construct those those systems is almost as much of a
36:29
skill as being able to you know do an amazing job in that life study class that i was just mentioning
36:36
aside from the technical skills as well i'd say particularly for our field of development the kind of aaa space the
36:42
teams are getting larger and larger and larger um our internal team is probably going to end up somewhere around 250
36:48
people we'll be working with a bunch of external co-def partners around the world so being
36:54
um being somebody who engages well with a big wide team
37:00
and interacts with the team is absolutely critical these days particularly for for our kind of flavor of game development and we um
37:09
we strongly believe that the the very best creative output comes from teams
37:14
who feel comfortable and trust each other enough to enter into healthy creative debate so
37:21
if you and me have a disagreement about what the right creative outcome is we feel comfortable having that
37:26
conversation and trying to drive the best answer and and the best conclusion and um so i think people who are good at
37:34
uh taking feedback uh providing feedback themselves and having kind of that two-way feedback conversation is is
37:41
super important regardless of the discipline uh you you working right now um
37:46
james yeah it's about the soft skills but you kind of answer that you need to
37:52
um you need to communicate you need to figure out what other people think you need to find ways to give feedback that
37:59
uh people actually understand what you mean and not get offended and um kind of coming from there
38:05
um probably the last question for you guys so um james and benjamin you're both managers
38:12
and i don't i can't find a more challenging workplace to manage rather
38:18
than a video game development space because there's these two categories of people
38:24
like there are these artists let's say right and then there
38:30
is analytical people who are like programmers and they're they have completely different mindsets
38:36
um they live their lives very differently i know that it's kind of like an
38:43
oversimplification obviously it's not like 100 true but you can see
38:48
the differences um so my question is like in this environment
38:53
how do you actually get any work done and make sure that they are they are you know they don't
38:59
kill each other uh um so not not just with with kind of the
39:05
artists designs and engineers something that we actively pursue is trying to find a a team with a pretty diverse
39:12
mindset and kind of ways of thinking with the philosophy that if everybody does get on
39:20
you get the best again creative solution because you get all the ideas on the table you'll stress test them
39:25
uh through debate and then the best answer comes out of it so you'll always have the best creative solution if you have the what the broadest set of
39:31
creative thinkers uh in the room um but as you say that can be a big challenge because those people are prone to
39:37
fighting and i think there's a couple of there's a couple of things we certainly do
39:42
and philosophically that you can do to try and um help these various diverse thinkers
39:48
work collaboratively together i think a big one for me is that even if you think differently and you approach problems differently you're working towards a
39:55
singular goal that you um are aligned on part of that is i think having a team who are passionate
40:01
about the project and the passion about video games in general i've had a debate for years with people about whether you can be a good games developer
40:08
if you don't like games or you don't play games i'm of the camp that thinks you will the best game developers are people who play games and love games
40:14
it's like how do you be a movie director if you've never watched a film um i i actually struggle to understand the idea
40:20
of a a good game developer who doesn't care about the the product they're making so we as a team tend to focus on
40:27
hiring people who love the field they're working in and and love the projects that they're working on so um whether you're an engineer an
40:34
artist designer or however you think we're looking to have that singular focus
40:39
we intentionally built our studio um with a the leadership team the director group
40:45
particularly the creative director group um in upfront because we wanted to make sure that we
40:52
always had a clear vision uh that we could articulate to the team and work with the team on so again people knew
40:58
what we were pointing towards and and gunning for and so there's that singular set of goals that that people were
41:03
working towards and then a really big thing for me is is um regardless of how people think and
41:08
approach problems um hiring people who are open-minded
41:14
who are good communicators who are humble uh we
41:19
we don't particularly want anybody in the studio who is um is uh arrogant or self-interested um and
41:28
focusing attention on really building high degrees of trust within a team so even if kind of we collectively disagree
41:34
about how to approach a problem we feel comfortable putting our thoughts on the table and debating it and we hope that
41:40
in most cases teams will be able to come to the right conclusion themselves um but one of the reasons that we have a
41:47
kind of very experienced leadership team at the studio is to also help mediate those conversations should they become
41:53
uh kind of not self-conclusive within the existing group so far we're saying in 18 months
41:59
we're now coming close to 60 people on the team we it's been working quite smoothly i think
42:05
we haven't had nobody's killed each other yeah nobody yeah nobody's nobody's been killed
42:11
yeah no depth on the studio um but we have a bunch of tools that we we use for that i mean um just
42:18
what two three months ago ben um we stress test some of these exercises on ourselves and we did things
42:23
we went through an exercise called the management drives profile um as a group of leads which is intended to show
42:30
um as an individual what drives me as a human being and what what what frustrates me or what
42:37
irritates me in other human beings and so we all went through this exercise compared them and you could suddenly see
42:44
where we had conflicting points or challenges the leadership team why in these profiles it allowed us to have an
42:50
honest conversation about some of these uh challenges we'd had in the past and bring them to the surface and by going
42:56
through those kind of exercises but learning to be more kind of open and transparent with each other as human beings we're learning to i
43:02
think be more vulnerable with each other we're getting good at saying for example i'm not very good at this i need some help or um i've done a terrible job on
43:10
this come come give me a hand with this or uh slightly better at understanding how
43:16
some of the stuff we do might wind somebody else up yeah that was that was almost like the
43:21
biggest insight it was like okay this is why this always uh upsets you because of yeah
43:27
i won't do that again we put a huge amount of thought right now into how do you develop teams
43:33
uh to to kind of trust each other and really enjoy working with each other despite
43:39
the fact they will come up problems in very very different ways um and i say we're stressed testing these
43:44
things ourselves and then we'll roll them out with the team but it's a philosophy that we want to grow the team around
43:50
yeah i i would just add to that as well by saying like to your question you know about all those different groups i think
43:56
um so it is a bit of a generalization which is probably a bit unfair but it is also kind of true like on average you
44:02
definitely get you know you sort of more um soft uh
44:09
like what's that what's the word i'm looking for like uh sent more sensitive sort of artists
44:15
and you're slightly more like um driven slightly ego maniac sort of
44:21
design teams and your more introverted engineering teams but actually i think it's one of the things that makes um
44:27
working in games so much fun like i from my point of view anyway you know you i think as as a you know a director or a leader
44:34
or manager you know so much of your time ends up being not necessarily stopping people from killing each other but but trying
44:41
to make those different worlds work with each other in a way that is productive and it's it's fun you know
44:47
what i mean like so much of my time in this industry has been sort of literally sort of running around talking to people
44:53
at different you know their desks and seeing how the work's coming on and and working out the right ways in which you can
44:59
key that person into something somebody else is doing and turn it into something great you know that's
45:04
it's the it's the best bit of the job in my opinion yeah we're actually also very very lucky that if we get to the stage
45:11
where we can't answer a question we come into a severe deadlock um sharpmob has its own in-house user research facility
45:18
and we're building the same in our new london studio that we move into in a few weeks time so we can always validate
45:24
questions with the with the the people we're making the games for and at the end of the day i think the right answer is whatever makes
45:31
our customers enjoy the games the most and want to want to play them and want to engage with them so
45:37
throughout our entire development process we're going to be making sure that we're validating the decisions we make with our target audience
45:44
and that would be a very good way i think of of answering any deadlock debates when it when it happens answer it with actual play testing and data
45:51
awesome james and benjamin thank you so much for joining us today we're out of time and fortunately i would love
45:58
to continue this conversation for another hour but probably you have other stuff to do as well so thank you so much
46:05
um we'll make sure to post whatever positions you have open
46:10
and link to the website so people can check out yeah thanks for enjoying another episode of
46:16
the 80 level roundtable podcast check out upcoming episodes on the 80 level website at 80.lv join our career
46:25
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