Uncharted-peleistä muistettava Amy Hennig on kertonut Games Industrylle, että nykyään pelinkehitys on muuttunut aiempaa vaikeammaksi suurikokoisten kehitystiimien vuoksi. Tällöin ennen kaikkea luovuus kärsii.
"What doesn't change is the challenge of trying to do a creative endeavor with a group of human beings, and that only gets more complicated as the teams have gotten bigger and bigger. In my career, I've gone from a two-person team to 15 or something, then 30, then 70, and up to now. It's just insane, right? So we all have all the same flaws we have as human beings, and then it's amplified by having a 300-person team versus a 10-person team."
Surikokoisten kehitystiimien yksi ominaisuus on sekin, että vähän joka asiaa osaavia kehittäjiä ei enää ole. On ainoastaan tiettyyn asiaan erikoistuneita spesialisteja. Tämä aiheuttaa kehityskulujen kasvua, sillä on maksettava palkkaa kaikille erilaisille spesialisteille.
"One of the things that's changed is specialization. It used to be that we were all jacks of all trades, almost. You kind of had to be because your team was so small that if you couldn't do art and design and layout and animation, title screen art or whatever needed to get done, there was nobody to hand it off to. It was easier back then, too. If you were an artist, you did everything. You did the characters, the animation, the background, whatever. Then slowly you start seeing specialization creep, and now you've got character artists who do nothing but skin textures, shaders or something like that. And somebody else does the actual model, somebody else rigs it, somebody else animates."
"That alone creates a certain amount of bloat in your staff because you have so many specialists now instead of generalists. And those are the kinds of skills that would normally be outsourced because they're so specialized. You don't need that person working full-time, every day, all year long."
