Most studios, in the wake of their breakthrough hit, tend to expand. But then, Motion Twin isn’t like most studios. Headcount at the studio’s Bordeaux office has fluctuated pretty much constantly since its founding in 2001, but the number peaked at 17. That was in 2010, years before Dead Cells’ unexpected success changed everything for the studio. Today, Motion Twin consists of just six people.
This is, at least in part, down to the thing that makes Motion Twin unusual: since 2005 it has operated as a workers’ co-operative. (Occasionally the words ‘anarcho-syndicalist’ are thrown into the mix, at least in part as a nod to Monty Python And The Holy Grail.) This means a flat hierarchy where each employee is equal. “The salary is equal, the time off work is equal and the power of decision-making is also equal,” artist and associate Gwenaël Massé says.
The homepage of Motion Twin’s website sums its philosophy up in two large words: “NO BOSS”. Each member of the team is empowered to make decisions on their own. When this leads to clashes, they’re put to a company-wide vote. At least, that’s the theory. “Actual votes are very rare, because it’s only if there is a lot of disagreement,” programmer and co-CEO Christophe Rautou says. “Most of the time, we talk the problem through and resolve it like that, even if there are one or two people that may have some doubts in the end.”
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Denne historien er fra Christmas 2020-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart