Please understand what I'm telling you. Most of those are executives, management. Staff below these positions is what I meant with ""normal"" producers, and the only one from XDEV Europe found at this game was Lucy Jones, who was an associate producer at that.
Once, once again, I'm not saying that XDEV Europe did not help on this one, but rather, that it was led by the Japanese studio.
I shown you the receipts that almost half of the XDEV people who worked on it are from the EU team but you can't accept it with weird twists and excuses like saying that they don't count because doesn't have certain rank, as if executive producers and associate producers wouldn't do anything. This is what you're telling to me.
Which is ironic as you seem to get a ton of shit wrong.
No.
Only in the case of Firesprite and Housemarque (with both being part of the XDEV Group). Specifically NOT with Naughty Dog, as it's part of the Product Development Group, like most of the rest of the studios. I will use Media Molecule as an example.
Firesprite, Housemarque or Media Molecule aren't part of XDEV. The EU XDEV team has their own office in Liverpool. They originally were inside SCEE Liverpool Studio until they branched out, as later did the XDEV SSM team when merged with the Foster City/San Mateo one to become their US team in their SCEA/SIEA HQ building, and as later the JP team branched out from Japan Studio to become again an standalone team in their JP HQ building.
When they all 3 weren't owned by Sony and were external teams, the XDEV EU team, who was the first one to use the XDEV brand instead of mentioning 'External Development' or 'Second Party Team' when weren't simply listed as production staff of their regional HQ, was the one handling them as happened with all 2nd party games.
Same goes when working for Quantic Dream, Until Dawn or for when asked people like Sumo, Tarsier or Double Eleven to work on LBP. All these projects were managed by XDEV EU.
Both when owned or not, XDEV also provides support from internal or external teams to the different 1st (which includes 2nd) games. The type of support varies depending on the project, ranging from basic stuff like marketing, PR, CM, localization etc. to the typical development support when they need some extra coders or artists.
Product development is just a role or department that all games have.
Funnily enough, while it can work as a general statement, it's not always like that. See: Firewall Ultra, Helldivers 2 and Lego Horizon Adventures.
Let's keep this simple enough; please explain why none of these games were ever posted by the official global XDEV account on Twitter, when they have posted about Rise of the Ronin, Stellar Blade, Concord, Until Dawn, Death Stranding 2 and Saros.
As explained above, their external development group provides their 1st/2nd party (and in rare cases 3rd) all the kind of support they may need. One of them -at least for the EU team- is CM / social media.
Depending on the game/team, they decide that the PS/studio/brand/game account will be enough, sometimes they ask for support from XDEV, who sometimes uses their XDEV account or sometimes XDEVs handles the game/brand accounts.
Regarding Helldivers 2 they already had a community and had a very strong internal CM team who did a great job both from their own accounts and also via guerrilla viral marketing on Reddit or Twitter and securing a very strong streamer and youtuber support. So I assume they didn't need extra XDEV support in this area or decided to spent that part of budget on getting a bit more gamedev delay.
Regarding Firewall, I have no idea. Maybe being a PSVR game they promote them in other way. Regarding Lego, maybe what Sony signed with Lego that they were going to focus CM on the PS and Lego accounts or something like.
I don't know, they don't do the same for all their projects. Depends on each game/team.
Making shit up again, this has never happened. The SIE staff you happen to see credited in games like Final Fantasy VII Rebirth are part of the partners relations teams, nothing to do with XDEV.
Sure, Jan. As a few examples more, why SIE appears listed as subcontractor in Forspoken, or why SIE's localization team was the one who localized Kena?
Different departments, different departments, different division (lol).
Yes, XDEV (or most producers in general that aren't producers of only department of a game) doesn't only manage a single department or division. When they manage a 2nd party game they manage the entire project, its budget and all the departments and divisions that will apply for that project.
And when they only provide help for a specific thing for an internal or external project they only do that. As could be to find and manage an external porting team to port USFIV to PS4 and publish it, or to support Kena by making their localization, or to find and manage some additional art support team(s) for an internally developed 1st party team etc.
With that, I don't mean things like that the external development team localize the game themselves. They act as communication between SIE/PS Studios management, Kena devs and SIE's localization team, set the budget and roadmap, double check that milestones are set, then do the same with the localization QA, etc. They have a few internal engineers, artists etc but normally they normally what do is to manage the work of other support teams.
In some cases, some of the people who does these services also happen to be in the same office even if they belong to a different team, while in other don't. As an example, Sony's American FPQA team is in the SIEA HQ, like their US XDEV team, but this doesn't mean they are part of it. Not sure it continues being the case, but decades ago Sony also had a FPQA team in their Liverpool office, where Liverpool Studio & XDEV were, but that didn't mean FPQA are part of XDEV.
Why would they call the HQs a 'studio'? It's just the product development department within these HQs. This is from Spider-Man 2018 (an externally-developed game). Both Connie Booth and Grady Hunt had those very same roles on internally-developed games like The Last of Us Part II, Ghost of Tsushima and Spider-Man Miles Morales, all internally-developed games.
I think you may know who people like Connie Booth or Mark Cerny are and that they don't only work in that specific development team and that they work for most if not all 1st and 2nd party stuff, they do/did 'HQ' work.
I assume they did choose San Mateo Studio (and Foster City Studio before that) because they also had many other teams using the name of where they were, like Liverpool Studio, San Diego Studio, London Studio or Santa Monica Studio.
As an example, Ubisoft in my city has two Ubisoft Barcelona studios (even if one wasn't in the city itself but in its metropolitan area), and in Paris they had up to 5 different studios and their HQ, all called Ubisoft Paris. Some of them in the new HQ building and other ones in their old HQ building. And both buildings aren't strictly in the Paris city, but in its Metropolitan area, in a city that is next to it.
Some companies decide to use the name of the city following some name convention for when they don't have a specific name for the studio.
You know that there is a San Mateo city within the San Mateo county, right? SCEA used to be located in Foster City, until they moved their HQs in 2013 to the city of San Mateo, both part of San Mateo County.
SCEA announced today that it has signed a long-term lease for a new office in San Mateo, California, which will serve as the company's new headquarters for the foreseeable future.
www.gamedeveloper.com
Yes, the San Mateo city is next to Foster City. Both SIEA/SCEA HQs, the new and the old are basically in the border between both cities. These two office locations are like 5 minutes away from each other.
When they moved in 2013 their SCEA HQ they obviously also moved the external development team they had inside to the new campus. A handful years later SCE merged with SNEI creating SIE, turning that new campus as the global SIE HQ.
Absolutely no relation with each other. The current XDEV America people were never part of that branch.
In the past, three of SIEA's studios (San Mateo, Santa Monica and San Diego) that would produce games from external partners and even owned developers depending on where they were located; which explains why SMS was involved with PlayStation All-Stars Battle Royale when Sony owned SuperBot, for example.
Around 2016-2017, Sony put an end to these groups in SMS and SDS, and only letting external development operations remain in San Mateo Studio.
It was in 2020, that they established a separate external development department that would go under the global XDEV Group. Product Development Department/San Mateo Studio would stop these operations for the most part, except for keeping to support prpjects that fully started before this time like Firewall Ultra and Helldivers 2. Concord was their first ever project (that they kept supporting even after Sony acquired Firewalk).
Their "external development"/"XDEV"/"second party" team from Foster City Studio / San Mateo Studio always have been part of the SCEA/SIEA HQ staff, since the PS1 days. They never -this includes now- have been a separate entity or have been in a separate office. They never had a separate subsidiary company or their own office separated from the SCEA/SIEA HQ.
Some time ago, as you mention, some teams like SSM, Liverpool Studio or Japan Studio handled 2nd party stuff themselves, basically games made by external teams from their region. In the case of SSM they handled games like the RaD titles (GoW PSP, The Order), the ThatGameCompany titles or many other less known ones -but still great- like Sound Shapes or Hohokum.
Out of the three regions, the most successful ones with 2nd party games were the Liverpool team, which got branched out from SCE Liverpool getting their own separate office and team and later mostly centralized (even if there were still a few exceptions) their EU 2nd party team work and keeping SCE Liverpool focused on internal developed games only.
So Sony followed that strategy for the other studios. First removed the 2nd party management stuff in NA from SSM to keep SSM focused only in internally developed games only, leaving the NA 2nd party management stuff only for the HQ/San Mateo team, who would centralize it for NA similarly to how XDev did did for EU.
San Diego is different, because they have there a big team of Creative Arts team: a big team dedicated to instead of managing 2nd party games, the support work itself with many artists or animators who do support stuff for a lot of both internally developed 1st party games and 2nd party games.
Later did the same in Japan, they moved the Japan Studio external development team to become formally again a separate team as originally was, even both Japan Studio (now Team Asobi) and their external development team continue in the same Japanese HQ building but in different, separate offices. The idea with that move was also to help their Japanese XDEV team grow in a new office, because they were starting to manage not only Japanese 2nd party games, but also games from the rest of Asia.
It was in 2021, when they made that restructuring in the Japanese office, when their Japanese external development team started to report to XDEV instead of to the related local internal development team, and when XDEV started to work as a global coordinated team, working together and helping each other even if each regional team normally is in charge of their 2nd party stuff (there's the Helldivers exception that is a remnant of the past since the sequel started back in 2016 and continued the work made in Helldivers 1).
But again, like in EU and JP, their Foster City/San Mateo NA HQ have been managing 2nd party games since the PS1 days. They handled the production, product development, marketing, publishing etc. of games like the early (originally they were 2nd party games, Sony did acquire their lead dev studios time later) Crash Bandicoot, Spyro, Syphon Filter, Ratchet, Sly Racoon, Ratchet, etc.
Back then in these early days they had a smaller team in their American HQ, they didn't have dedicated people there for external development stuff. Back then the people who handled their 2nd party games were basically the same who handled the internally developed games. As they kept growing over time they created more specialized positions, which in case of production/product development/marketing etc. meant some people focused on external development.
Not sometimes, they always did that, and still do to this day (except for games made by other internal departments like Santa Monica Studio).
Yes, they also produced internally developed games developed in other internal studios since the PS1 days. In a few cases (a Jet Li game and the Pixel Opus games) they even developed in that SCEA/SIEA HQ their own games.
I said sometimes because in most games they don't appear in the creadits listed as Foster City Studio or as San Mateo Studio, but instead just as SCE/SIE/SCEA/SIEA staff.
San Mateo Studio definitely never handled any of those things outside of development support and IT.
All different departments, once again.
But if you keep insisting, I want you to come with solid proof that all of this was consolidated under something called -San Mateo Studio'.
San Mateo Studio (or Foster City before it) is just one of the informal names they had for their SIE global HQ/SIEA HQ/SCEA HQ office. This is why they are normally just credited as SCEA or SIEA, specially in the early days, before they started to specialize people into a '2nd party team' or 'external development' or rebranded it as 'XDEV'.
If you search any subsidiary company with San Mateo Studio or Foster City Studio names you'll find out that never existed. Unless I missed somethign, you won't find San Mateo Studio or Foster City Studio in game credits either. If you search the San Mateo Studio or Foster City Studio address you'll find out it was the same one of the old and new SCEA/SIEA HQ. They never have been a separate thing of their American HQ.
And obviously in their American or global HQ they do many things other than (in this case) to produce 2nd party or internally developed 1st party games. The ones I listed are some of them.
Since the PS1? Please let's keep it in the last 7 years or so, because it's clear that you will have even less idea before that. Just because they had several external development teams all across the years doesn't mean that they're somehow related to the current one.
And 2020 makes the most sense as both David Thach and John Sanders didn't become directors until that year, and it can't be the same team that supported previous externally-developed games, as once ONCE again, that same team worked on Helldivers 2 AT THE SAME TIME.
As I explained before they have been handling production of 2nd party games / external development from that Foster City / San Mateo office (their American HQ) since the PS1 days, I listed just a few examples.
They didn't start doing it a few years ago, they always did that. You can check the game credits of their 2nd party NA games and you'll notice that since the PS1 days until now their Sony production/product development/marketing folks are from there (outside the SSM cases).
You can go to their personal LinkedIn for these people who worked in these PS1-PS5 games and you'll see they list to work during that period at SCE/ SCEA / SIE / SIEA / PlayStation (not San Mateo Studio, not Foster City Studio, not XDEV), and listing as location Foster City or San Mateo.
These two guys mentioning "External Development" or XDEV in their LinkedIn profile doesn't mean that their San Mateo / Foster City team did start to do this job there or that they did become a separate new team.
As an example, that John Sanders (who since November is in Ember Labs btw) has listed before his "Director, Product Development, External Development (XDEV) at PlayStation Studios (Director of product development with external partners for PlayStation Studios)" position another one that indicates they were doing the same there "Executive Producer, Global 2nd Party Games at San Mateo (Production oversight and business development for SIE/PlayStation Published titles with external developers)".
Some people may list name differently their studio, team or job position but they always managed 2nd party games from there. Some day started to specialize people in 2nd party, or external development, later at some point made a regional related team in US and Japan, and later in US and Japan started to call it more formally XDEV until finally all 3 NA, EU and JP teams joined into a global group.
Names may change, some people may move to other departments or companies, some join or leave, but their San Mateo / Foster City office had since the 90s people publishing externally developed games handling their production, product management, publishing etc from the Sony side and finding them support of other teams on areas where needed.