Adrian Chmielarz, the visionary creative director behind the highly anticipated dark fantasy RPG shooter Witchfire, consistently advocates for the profound benefits derived from working within small game development teams. His philosophy, honed through decades in the industry, offers a compelling perspective on how compact, agile groups can foster innovation and deliver exceptional titles, even as the industry trends towards larger productions.
Chmielarz’s journey in game development began with co-founding People Can Fly in 2002, contributing to acclaimed titles like Painkiller and Bulletstorm. He then co-founded The Astronauts in 2012, releasing the critically praised The Vanishing of Ethan Carter in 2014. Their current project, Witchfire, started development in 2017 and recently entered Early Access, quickly amassing over 500,000 sales and 1.6 million wishlists, a testament to the team’s focused approach.
The success of Witchfire, which Chmielarz describes as “Dark Souls with guns,” is partly attributed to its striking visuals, utilizing photogrammetry, and engaging gameplay. However, a crucial element, as highlighted in an interview with GamesIndustry.biz in January 2026, is the carefully curated team itself. The Astronauts, with only 26 or 27 full-time employees, exemplifies the power of a lean, dedicated unit.
The Advantages of Small Game Development Teams
Chmielarz firmly believes that the strength of small game development teams lies in their collective talent, passion, and experience, with passion and talent being paramount. He champions a “death of ego” environment, where team members are confident enough to offer and receive constructive criticism without personal offense. This fosters a highly honest and efficient development process, allowing for quicker iteration and refinement of ideas.
This approach contrasts sharply with the challenges faced by larger studios, where communication bottlenecks and bureaucratic processes can hinder progress. For The Astronauts, the guiding principle has always been to scale the project to the team, rather than the other way around. This ensures that the scope remains manageable and creative control is maintained, preventing the dilution of a core vision that often plagues oversized projects.
Beyond the Numbers: The “Sweet Spot” and Clair Obscur’s Brilliance
While many in the industry debate the ideal team size, Chmielarz suggests that the specific number is less important than the ability to maintain personal connections. He notes that once a studio grows to a point where one no longer recognizes every employee, something fundamental changes. This sentiment resonates with the success stories of other studios, like Neon Giant with their game No Law, which also operates with around 30 people.
The recent debut of Clair Obscur: Expedition 33, a title developed by a similarly sized team, further underscores this point. Its brilliant execution and reception have left many wondering about the secret behind its polished delivery. Chmielarz implies that this success might stem from the inherent advantages of smaller teams: a shared vision, streamlined decision-making, and a deeply interconnected group committed to a singular goal, allowing for a level of coherence and quality that is often harder to achieve in sprawling operations.
The ongoing discussion about optimal team size in game development continues to evolve, but Adrian Chmielarz’s experience with Witchfire and the compelling example of Clair Obscur offer a clear argument for the efficacy of small, passionate teams. As the industry navigates increasing development costs and complexities, embracing these focused, talent-driven structures may prove to be a key strategy for creating truly memorable and impactful gaming experiences.










