Stéphane
D'Astous, General Manager of the newly-formed Eidos Montreal, is
bullish about his studio's planned development cycle. "Trying to
get nine women to give birth to a baby in one month doesn't work.
Everyone has tried that in this industry, but we decided to cut the
bullshit," D'Astous declared on our in-depth tour of the new
facility.
As
discussed in a previous interview with D'Astous, Eidos Montreal has
been created as a facility to hold both the quality assurance arm of
Eidos and to perform development on "triple A, next-generation"
titles with a longer-than-average development cycle.
"Our
pre-production and production cycle should be about 24 months. That's
quite unusual in this industry, but we don't want to try and pack
everything into a 15 month production," said D'Astous. "People
that have been burned on other kinds of projects, where they were
suddenly expected to deliver very fast, were attracted to our company
when they heard about our philosophy. We've set out to only work on
triple-A next-gen titles. We're not going to do any handheld, DS, PSP
titles -- that's all very interesting, but not for us. Too many
studios fall into the habit of trying to do everything at once. We
want to concentrate on our strengths, and a longer development cycle
will allow that."
Quality
Assurance
Of
course, there's more to Eidos Montreal than just longer development
cycles. Leading us from the modern reception area -- where a jersey
from the Montreal Canadiens (the local NHL team) is proudly hanging,
framed, on a wall while monitors play the well-received Deus
Ex 3
teaser trailer on loop -- D'Astous lead us to the QA department.
"One
of the challenges was to find a place where we could grow three
ways," said D'Astous. "With that in mind we have the whole
floor here for us. Right now we're only using 60 percent of the
floor, but by next summer we'll occupy it completely. At this stage
we have 150 people. Stage two we'll have 250 people, and in stage 3,
about December 2009, we should be 350 people."
With
the staff split into two distinct groups, quality assurance and
development, D'Astous expanded, "The QA group has a world
mandate. They are available to test all games that are published
through Eidos, and by the time we reach 350 people, about 100 of
those jobs will be QA."
The
studio is constantly prepared for the future growth, as D'Astous
showed us the facilities available to the QA department -- stacks of
systems, CD burners and shredders -- and D'Astous was particularly
taken in showing us the server room, noting how loud the servers were
("like jet engines," he laughed) and how Eidos Montreal
have tried to make sure the servers take up as little floor space as
possible. "Even in Montreal, floor space is not free,"
D'Astous quipped, but promised that even in the surprisingly small
room that there would be adequate space for more servers during the
continuing expansion.
This
sensible use of floor space was paramount to the creation of the
studio. "We have a very small number of offices. I wanted to
keep the studio as open plan as possible," said D'Astous. "The
offices are mainly just for the managers and myself. All of the rest
of the staff is in low cubicles. Light is very important, that's why
I wanted glass partitions so the light can go very far. During winter
in Montreal the daylight is very low, and we don't want it to be dark
and gloomy."
D'Astous
has intentions to keep the amount of administration staff as low as
possible. "My goal is to have less than 10% of the headcount
being non-direct labor. That's quite low, compared to certain
developers. Right now I've only got four managers and myself, we have
no assistants. We really want to invest money in the QA side and the
development side. My managers are very orientated towards project
management. We like to have visibility, and we like to have planning
in place so there are no surprises."