Brian Chmabers, who are you and what is your role for Squadron 42?
TL;DRBrian Chambers, formerly Development Director and then VP of Development, now primarily focuses on Squadron 42 after a restructure that was not due to any deficiency.
As Jared said, I'm Brian Chambers. When I first started with CIG, my title was Development Director. So it was me and a handful of guys starting up the office here in Germany. And so I spent a few years really focusing on getting that team solid, and working with Erin on global development and looking at teams and seeing what we can help and push. Mid last year, roughly, we restructured a few things within the company with our growth. It just made sense to look at that and see if the current structure we have still works for everybody. Part of that structure was to pull in studio managers for each office so they could work on the day-to-day stuff that it takes to keep the lights on, and general admin stuff and everything, right? That allowed me to then come and focus more on dev. So at that point, I became VP of Development, and I now work really, really close with Erin on a daily basis to drive the development team globally. Come November, December, me and Chris and Erin were talking and looking across the projects and seeing how things were structured, and we said, okay, with Squadron, the size it is, and what we want it to be as far as expectations, it absolutely needed some more dedicated focus. So I am now primarily focusing on Squadron 42. Erin's now primarily focused on the PU. We both have visibility and say on either side. A lot of stuff crosses the boundaries per se, right? So one call actually works for both. So my primary focus now is Squadron, working with the team every day, seeing what's going on with schedules and with progress, and it's going to be good.
And this kind of reorganization is a normal part of video game development. It happens in projects all over the place. It's not necessarily because of issues or problems. We usually do it at the end of one year, the beginning of another year, to take a step back, to reevaluate how things are going and to find ways to improve, to make things more efficient.
No, it wasn't due to any deficiency. It was just that now we have a studio manager there and they can handle all this other stuff that I needed to take care of, and that now frees up my time to go back to my roots, which is game development. And if I'm free and Erin's free, let's split that focus so we can get some more of that dedicated attention. It's definitely a positive thing. And I'm excited about it. Working with the team, you see progress every day. It's good stuff.