MachineGames seems to be an incredibly busy game studio nowadays.
As found by Timur222, a MachineGames producer has updated his resume with a lot of information about his employer. Jeff Brown, who has been a senior producer in MachineGames for seven years now, updated his description for his tenure with them on LinkedIn with this information:
“As Senior (Executive) Producer in the Bethesda Softworks group, I am responsible for end to end production of multiple titles with Machine Games, including strategic product planning, end to end budgeting, engaging and contracting with external resources, contract negotiation and review, and overall product quality and high level schedule management.
- Strategic planning and execution to maximize internal and external resources across multiple titles
- Design and Creative work and mentorship across internal teams to support our creative teams and set them up for success.
- Relationship management with licensing partners and external contractors
- Manage teams that create best-in-class games at all scales
- Plan and execute budgets from six to nine figures
- Manage internal and external resources with more than 300 people spanning multiple teams in 6 time zones
- Effectively with with C-Suite execs to plan, effect, and comprehensively report on studio/product planning and progress
- Previously in charge of all back catalog title planning and updates”
Timur observed that Jeff Brown previously only listed Indiana Jones and the Great Circle as the game he was working on, before MachineGames and LucasArts fully unveiled its name. Perhaps he felt he could be more open about where the company is now after the game was officially revealed in this month’s Xbox Game Showcase.
But the information Jeff shares is truly impressive. So MachineGames is busy with multiple titles, even as we speak. That doesn’t mean we’ll suddenly get five MachineGames projects all at once, since they could be working on each game with different individual timetables.
Apparently Jeff’s job around these multiple projects is to manage resources for over 300 people, across 6 time zones, and between different teams. That may mean coordinating on art and sound assets, working on consistency between their vision, and things of that sort. There are certainly bigger studios, even studios dedicated to one game, but the point here is these 300 developers could be working on a lot of projects.
Lastly, noting the scale of six to 9 figures for their game budgets. It gives the impression that MachineGames can work on a few AAAs, but they may also be making a six figure AA or two as well. For the studio that made their name on the Wolfenstein reboot, that’s a scale of success that they deserved to reach.
We likely won’t hear about these games anytime soon, but it’s really exciting to see that this Microsoft Gaming Studio under Zenimax does have a bright future ahead of it.