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Saber Interactive Argues North American Dev Costs Are Unsustainable

By Tech Desk · 2026-09-13 · 2 min read
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Illustration: Tradingbird

The CCO of Saber Interactive claims that the high operational costs in North America make traditional blockbuster development risky, pushing the industry toward a movie-style portfolio approach.

Tim Willits, Chief Creative Officer at Saber Interactive, has argued that the financial structure of game development in North America has become dangerously expensive. He suggests that the traditional model of betting everything on a single, massive title is no longer viable for many studios. Instead, he advocates for a strategy that mirrors the film industry, where companies invest in multiple smaller projects simultaneously to manage risk.

This perspective, shared in an interview with GamesIndustry.biz and reported by GN technics/gaming, highlights a growing tension between ambition and budget. Willits contends that by spreading resources across several titles, developers can ensure that even if some projects fail, the overall portfolio remains profitable. This approach challenges the long-standing dominance of the high-budget, high-risk AAA model in the region.

The high cost of local talent

A central part of Willits’s critique is the sheer monthly burn rate of large North American studios. He estimates that these operations can run at a cost of over two million dollars per month. To put this into perspective, he notes that SnowRunner, a title that has generated hundreds of millions in revenue, cost Saber Interactive only six million dollars to produce. That total sum represents just three months of typical development time in California.

This disparity suggests that efficiency matters more than raw scale. By utilizing global teams and maintaining controlled budgets, companies can achieve significant financial returns without the massive overhead associated with localized, high-cost environments. The argument implies that the current focus on bloated production values often leads to wasted money rather than better gameplay.

Learning from movie financing

Willits points to the concept of slate financing, a practice common in Hollywood for decades. In this model, investors fund a series of films rather than just one, knowing that some will be hits while others are losses. He believes the gaming industry is beginning to adopt this mindset, with private equity and publishers investing in four or five games at once.

The goal is to create a balanced portfolio where success in a few titles covers the costs of failures in others. This method allows developers to take more creative risks without facing existential financial threats. It shifts the focus from needing a guaranteed home run every time to managing a diverse set of investments that collectively yield returns.

Risk management over single bets

The core of this strategy is avoiding the pressure to succeed with every single release. Willits argues that if a developer feels they must hit a home run with every game, they are statistically unlikely to succeed. By spreading out their money and resources, companies can afford to experiment and iterate, knowing that their financial foundation is supported by a broader slate of projects.

This approach also encourages a closer look at what actually drives player engagement. Willits mentions seeing wasted money in titles where scope has outpaced value. The trade-off for this diversified strategy is that individual games may have smaller initial budgets, but the overall stability of the studio is increased. It is a move toward sustainability rather than spectacle.

Based on reporting by Insider Gaming, compiled by the Tradingbird desk.

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