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By N. Evan Van Zelfden
[Author's Bio]

Gamasutra

August 9, 2006

Tour of Chicago Pt. 4: Day 1 Studios

Introduction
Intense Dev
Start to Finish
Marketing and Mechs
Platform Assault
Conclusion

 



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Features

Tour of Chicago Pt. 4: Day 1 Studios
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Intense Development

The studio itself is run on a producer-centric model, which is to say it’s team based, so there’s no matrix in the organization. “There are a few people who work on multiple projects,” Thorley explains, “but for the most part, it’s very team-centric, where the producer has pretty much total control over the team and the direction it goes.”

And it’s a fairly intense environment. “When people come in,” Thorley adds, “We generally say, ‘If you’re looking for a cushy job, this isn’t it. But if you want to do the best work of your life we promise we’ll get it on the biggest stage in the world.’” Prospects are also assured that the project will be properly funded, and properly scheduled: always an issue in our industry.


Day 1 Studios occupies the third floor of this building.

Day 1 has stringent hiring requirements. “I like to make the joke that if I interviewed here, I’m not sure I could get hired,” joked Thorley. The studio shows prospects what they’re working on, “so they know this is different, and unique, and I will get to leave my mark on the gaming world, to a certain degree.”

Still, it’s a lean, tightly run ship. Counting IT, HR, Finances and Sales, “There are probably six people in the organization that don’t directly contribute to product on a day to day basis.” Everything else is going into the product. Or what Thorley calls, “Getting it to the screen.” Over and above the current seventy employees, Day 1 would grow, “if we could find thirty people that were qualified, we’d hire them in a heartbeat.”

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