Why Witch Beam Opted to Remain Small Despite Unpacking's Overwhelming Success

Following the massive success of Unpacking in 2021, Witch Beam's co-founder and designer Sanatana Mishra reflects on how the experience has impacted the studio. While their studio structure and work process have remained unchanged, the success has enabled them to improve their lifestyles significantly. Mishra notes that with their previous game, Assault Android Cactus, he and co-founder Tim Dawson often had to live on limited funds, which took a toll on their physical and mental health. However, with Unpacking's success, they now have a comfortable foundation to build upon, allowing them to hire more creatives and give them a stake in their projects. Witch Beam has chosen to maintain a small team, with no full-time employees, focusing instead on empowering their partners and contractors. The studio's approach is centered around stability and healthy operations, rather than scaling up in a traditional manner. For their upcoming title, Tempopo, Witch Beam has partnered with publisher Cult Games, a decision driven by the need for support in areas like marketing and localization, rather than financial necessity. Mishra expresses pride in Tempopo's development, which has been touring shows for over a year, and is eager to release the game. He defines success for Tempopo on multiple levels, including the game's release, its quality, reaching a wide audience, and generating sufficient revenue to support the team and facilitate future projects. Witch Beam's producer, Mei-Li C., emphasizes the studio's commitment to working with passionate and talented individuals, providing them with support and opportunities. The conversation also touches on the indie game development scene in Brisbane, which has seen significant changes over the years, with many big studios shutting down and creatives relocating to Melbourne. Despite this, Mishra and Mei-Li are dedicated to nurturing the local community and encouraging growth in Brisbane.