
“I had hoped we could stay a team of 80 or 90,” Konrad Tomaszkiewicz tells us. “But the game turned out to be more ambitious, and we had to bring more people on board.”
Tomaszkiewicz stresses that remaining involved at every level of development and keeping direct contact with the team are central reasons he resists further expansion.
“I don’t want to grow because I’m worried we’ll lose that direct connection between management and developers,” he says. “I like how things are now. I enjoy working alongside people every day and co-creating with them, not being distant with layers of management only evaluating the finished result. I want to work with people — to lead, not just to boss.”
He adds that the ‘creative spark’ that ignites when leadership communicates directly with the team is the single most important ingredient in making a game.
“When you set a clear objective and have a compact team that can discuss and agree on direction, it’s far easier to preserve that creative energy and keep people motivated.
“Honestly, I find we’re more efficient than larger groups. Big teams require a different management style with highly compartmentalized tasks. Here, because the team is smaller, people take responsibility for distinct areas and develop a real sense of ownership. I believe that’s crucial.”
Blood of Dawnwalker is slated to launch on PS5, Xbox Series X, and PC sometime in 2026.
Source: gamesradar.com


