...you realized you were going to have to lay off some employees?
This was tough, clearly my hardest and darkest time. During my first 18-plus years of Raven, all we ever did was increase our head count. But with the hard hit to the 2008-2009 economy, our industry changed dramatically. Instead of working on three games at the same time, we found ourselves needing to tighten our belts and refocus our business. I have found over the years that as a company you have to move or die. This was another one of those adjustments, like switching from the Amiga to the PC, to the console, or from pixels to polygons, or motion-capture animations. This adjustment was personally hugely difficult for me, but it was an unfortunate part of the business world. We shrunk a bit, but have now grown back to a higher head count than we had previously. Weve also taken on a sister studio in Shanghai, so weve recovered and adjusted to be stronger than we ever were before.