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zero129 said:
Does anyone know if the staff who worked on killer instinct 1+2 still work at Rare?.

nope.

"On January 2, 2007, founders Tim and Chris Stamper left the company to pursue "other opportunities". Rare's current Studio Creative Director is Simon Woodroffe, who previously worked at several studios including Midway Games, Ubisoft, and Sega."

 

"Around the same time, numerous employees left the company and formed new studios. The most notable of these studios was Free Radical Design, which was composed of several members of the GoldenEye 007 team.[2]"

 

"Despite solid reviews, their Microsoft titles sold worse than expected. As a result, Microsoft decided to restructure the studio during the end of the decade."[19]

 

"Kinect will be the main focus for Rare going forwards as it's a very rich canvas. This is just the beginning of an experience that will touch millions of people."[22

 

"Chris Tilston: Let's be fair. We still have that backing. We were able to go to Ken Lobb, creative director at Microsoft, with a crazy concept that probably most people would turn down.

Every game I've made, I've worked with Ken. Ken was a big part of Killer Instinct. And in a way it's carried on. It was a good nurturing environment there. But things change. Back then a game cost $2 million to make. Nowadays a game costs $20, $30 million to make, and then they add probably the same amount in marketing. It's a huge risk. So more people have to get involved.

Before we left Rare we were working on an XBLA thing, which wasn't released. But nobody cared about it because it was so small. You're under the radar. It's just because games are so expensive to make now and management guys' careers are on the line if they back the wrong one, if they suddenly spent $30 million and got no return for it, that all these extra people have to get involved.

For us there was a definite gap between doing Perfect Dark 64 to Perfect Dark 360, where the team size just went ridiculous. But it's nowhere near the team sizes they have today where you've got 100, 200 people working on a team. On Project Dark Zero, we were probably 25 people for most of the project.