The video game industry has long operated under the assumption that bigger teams produce bigger, better games. Major studios routinely assemble hundreds or even thousands of developers to work on single projects, with budgets reaching astronomical figures. Yet one of gaming’s most visionary creators has adopted an entirely different philosophy. Hideo Kojima, the legendary director behind iconic franchises and founder of Kojima Productions, has made a deliberate choice to cap his internal development teams at just 150 people per project, a decision that challenges conventional wisdom about what resources are necessary to create expansive, ambitious gaming experiences.
This approach stems from an unexpected source of inspiration: a conversation with filmmaker George Miller, the director of the Mad Max franchise, who shared insights about nomadic sheep herding practices. According to Kojima, Miller explained how shepherding communities maintain flocks at approximately 150 animals because that represents the maximum number a single human can effectively manage and monitor. This principle resonated deeply with Kojima’s vision for game development, leading him to apply the same reasoning to team management at his studio.
The Scale Question: Why Team Size Matters in Modern Development
The relationship between team size and productivity in creative industries has long been a subject of debate among management theorists and industry professionals. In game development, this question becomes particularly acute because the medium demands simultaneous expertise across numerous disciplines: programming, art direction, sound design, narrative writing, animation, quality assurance, and dozens of specialized roles that didn’t exist even a decade ago.
Kojima’s insistence on maintaining a leaner operation directly contradicts the industry trend toward massive development teams. According to recent data, Kojima Productions has grown to over 200 employees company-wide, yet the studio leader remains committed to ensuring that no single project exceeds 150 internal team members. This distinction is crucial: the company may maintain various departments and support functions beyond the core project team, but the actual development workforce on any given title remains deliberately constrained.
The rationale behind this limitation becomes clearer when examining the practical challenges of large team coordination. As organizations expand, communication becomes exponentially more complex. A team of 30 can function with informal daily meetings and direct collaboration. A team of 150 requires structured processes, hierarchical management, delegation systems, and formal communication protocols. Teams significantly larger than this threshold often experience what organizational psychologists call the “communication overhead problem,” where so much energy goes into coordinating between departments that actual creative work suffers.
Historical Context: Small Teams, Big Impact
Kojima’s commitment to team efficiency isn’t merely theoretical; it’s rooted in his own extensive track record. When Death Stranding, one of the most ambitious and experimental games of recent years, entered production, Kojima assembled a team of just 80 core developers. Despite this remarkably small workforce for a title of such scope and ambition, the game was completed in three years. This achievement stands in sharp contrast to contemporary AAA releases that frequently require six, seven, or more years of development with teams numbering in the hundreds or even thousands.
The efficiency with which Death Stranding was produced speaks to Kojima’s personal management style and decision-making approach. He has consistently emphasized his ability to make important creative decisions quickly and in-house, avoiding the bureaucratic delays that plague larger organizations. Rather than defaulting to committees and consensus-building exercises, Kojima maintains direct oversight of key decisions, allowing the development process to move with greater agility and purpose.
Early in his career, when Kojima first began creating games, his teams were even smaller—sometimes just six people. These modest operations operated with minimal hierarchy and maximum creative autonomy for individual contributors. While the scale of modern projects makes such intimate team structures impossible, Kojima has attempted to preserve the essential characteristics that made those early teams effective: clear vision, rapid decision-making, and minimal bureaucratic friction.
The Mad Max Connection: Organizational Philosophy from an Unexpected Source
The origin story of Kojima’s 150-person rule represents one of the more intriguing intersections between filmmaking and game development. George Miller, best known for directing the explosive action sequences and intricate world-building of the Mad Max franchise, visited Kojima Productions to discuss his involvement in Death Stranding 2, where he will contribute to the game in a creative capacity.
During their conversation, Miller shared anthropological observations about nomadic pastoral communities, particularly their sheep herding practices. These communities have discovered through centuries of practical experience that 150 animals represents a natural threshold for effective management by a single shepherd or small group of herders. Beyond this number, oversight becomes problematic, coordination breaks down, and individual animals receive insufficient attention. Miller drew a parallel to organizational management, suggesting that human teams face similar scaling constraints.
Kojima found this principle remarkably applicable to game development. He acknowledged Miller’s insight by confirming his own longstanding preference for smaller teams, and according to reports, Miller responded positively, congratulating him on maintaining this discipline. The exchange represents a fascinating moment of cross-industry creative dialogue, where insights from filmmaking and ancient pastoral practices inform modern digital entertainment production.
Practical Implementation: Managing Growth While Maintaining Vision
The challenge of maintaining a 150-person cap on project teams becomes more acute as Kojima Productions establishes itself as an independent studio capable of handling increasingly ambitious projects. The company currently employs between 200 and 500 people across its entire organization, suggesting that multiple projects or significant support infrastructure exists beyond the core development team. This structure allows the studio to maintain its philosophical commitment while still supporting company growth and exploring multiple creative directions simultaneously.
Kojima has been candid about the difficulty of adhering to this principle. He admitted to Edge that on at least one occasion, he “went a little over 150” on a project team, adding with characteristic humor that he and George Miller laughed about the transgression. This acknowledgment reveals that Kojima treats his 150-person guideline as a strong preference rather than an absolute law—a target to work toward rather than a hard constraint that cannot be exceeded under any circumstances.
The practical mechanisms for maintaining team discipline involve several strategies. First, Kojima Productions appears to distinguish between core development staff (those working directly on game design, programming, and creative direction) and supporting roles (quality assurance, administrative functions, IT support). Second, the studio likely utilizes external contractors and outsourced services for specialized work that doesn’t require full-time internal employment. Third, the organization may stagger projects so that not all work occurs simultaneously, allowing staff to transition between productions as they complete.
Comparative Analysis: Other Studios’ Approaches
Kojima’s philosophy has gained renewed attention following his public praise for Sandfall Interactive, the French studio behind Clair Obscur: Expedition 33. Sandfall’s core team consists of approximately 33 full-time employees, which Kojima described as “ideal” for creative work. While the game’s credits acknowledge significantly more contributors when outsourced animation, motion capture, and quality assurance staff are included, the core creative team remains exceptionally small relative to the game’s production values and scope.
This example illustrates a spectrum of approaches to team organization in the modern game industry. Sandfall represents an extreme of the lean philosophy, using a very small permanent staff supplemented heavily by external specialists. Kojima Productions occupies a middle ground, maintaining approximately 150-person project teams with company-wide employment exceeding 200. Massive publishers like Activision Blizzard, Electronic Arts, and Ubisoft operate with teams numbering in the thousands, divided across multiple concurrent projects, support functions, and publishing operations.
Each approach carries distinct advantages and disadvantages. Smaller teams offer agility, clearer communication, and stronger shared vision but may struggle with resource constraints and specialized expertise gaps. Large teams can tackle more complex technical challenges and distribute workload broadly but risk becoming unwieldy, losing creative coherence, and experiencing diminished individual contribution visibility.
The Efficiency Argument: Why Constraint Breeds Innovation
Kojima’s insistence on team size limitations reflects a broader principle observed across creative industries: constraints often drive innovation rather than hindering it. Filmmakers working with limited budgets frequently devise creative solutions that competitors with more resources never consider. Musicians recording in small studios sometimes achieve sonically superior results compared to massive production facilities. The necessity of doing more with less frequently catalyzes creative problem-solving.
In game development, a 150-person team must make careful choices about resource allocation, prioritizing features that offer maximum impact relative to development effort. These teams cannot afford to explore multiple solutions to every problem or maintain parallel development paths that ultimately prove unsuccessful. The discipline required by constraint forces decision-makers to achieve clarity about project priorities and creative direction.
Additionally, smaller teams typically experience less communication overhead, allowing developers to maintain better understanding of the entire project’s architecture and goals. Programmers understand the artistic vision more clearly because they interact directly with the art directors. Sound designers comprehend narrative intent because they speak regularly with writers. This holistic awareness often leads to more cohesive final products where individual systems work in harmony rather than isolation.
Challenges and Trade-offs: The Limits of Lean Development
Despite the advantages of smaller, more coordinated teams, the approach carries genuine limitations that cannot be entirely overcome through clever management. Certain types of development work genuinely benefit from parallel processing by multiple specialized teams. Complex graphics engines, advanced physics simulations, and intricate online infrastructure may require more specialized staff than a 150-person limit allows for simultaneously.
Kojima Productions addresses these challenges partially through outsourcing and collaboration with technology partners who provide specialized expertise without requiring permanent employment. However, this approach introduces its own complexities around communication, quality assurance, and creative control. External contractors working on critical systems must be carefully managed to ensure their work aligns with the overall project vision.
Furthermore, the 150-person ceiling may constrain the types of projects Kojima Productions can realistically undertake. Games requiring massive open worlds populated with numerous simultaneous systems, competitive multiplayer infrastructure serving hundreds of thousands of concurrent players, or cutting-edge graphics technology may demand larger teams than his philosophy permits. This self-imposed limitation effectively defines the scope of projects the studio will pursue.
Industry Reception and Broader Implications
Kojima’s approach has garnered respect within the gaming industry, particularly from developers who have experienced the frustrations of massive team coordination. His public statements about preferring smaller teams have influenced conversations about development efficiency and questioned assumptions that bigger budgets automatically produce better results.
Yet adoption of his philosophy remains limited. Most major publishers continue assembling increasingly large teams for flagship releases. The financial stakes in AAA game development—with individual titles costing $100 million or more—create pressure to assemble comprehensive teams covering every conceivable specialty. Risk-averse publishers often rationalize that larger teams simply provide safety through redundancy and specialization.
However, Kojima’s consistent success with comparatively lean operations provides a counterargument to this logic. His games receive critical acclaim, achieve commercial success, and maintain distinctive creative voices precisely because of the focused, coordinated development approach enabled by smaller teams. As the industry grapples with rising development costs and extended timelines that sometimes stretch beyond a decade, his example offers valuable lessons about efficiency and creative coherence.
References
- Hideo Kojima discusses team size philosophy — Games Radar. 2024. https://www.gamesradar.com/games/action/hideo-kojima-doesnt-want-more-than-150-people-working-on-games-like-death-stranding-2-thanks-to-a-sheep-herding-tip-from-mad-max-director-george-miller/
- Death Stranding development team insights — Gaming Bolt. 2019. https://gamingbolt.com/death-stranding-was-made-in-3-years-by-a-team-of-just-80-people
- Death Stranding 2: On the Beach — Wikipedia. 2025. https://en.wikipedia.org/wiki/Death_Stranding_2:_On_the_Beach
- Kojima Productions team size and development philosophy — Video Games Chronicle. 2024. https://www.videogameschronicle.com/news/hideo-kojima-says-clair-obscur-team-size-is-ideal-they-have-33-team-members-and-a-dog/
- Smaller development teams and creative efficiency — PC Games Insider. 2024. https://www.pcgamesinsider.biz/news/75247/kojima-says-he-prefers-smaller-development-teams/

