To pull something off like this in less than half a year? You would need to have the worlds most elite HR recruitment lmfao, unrealistic expectation but I see the point he's trying to make.
Well, in fact if we look back to see all the stuff they released in these 5 months after launch is a ton even for larger GaaS projects.
We have to remember that in this project, like in any AAA game they don't only have the lead dev team developing stuff. Games like Helldiver 2 have around a dozen support teams, in case of first party games like this one some of them internal Sony support teams, and other ones external outsourcing firms.
Regarding hirings, they normally take months. First they make estimates and projections with the available numbers of the GaaS compared to other ones to have a few possible scenarios of the future of the game and also the next projects of the studio, and how possible changes.
Example:
- Estimate of the future KPIs with the previously planned post launch support
- Estimate of the future KPIs game with some hirings to add more new stuff more frequently in small updates
- Estimate of the future KPIs hiring almost a full team to develop big ass yearly expansions like in Destiny
- Estimate of the future KPIs reducing post launch support to move faster to the next game
- Estimate of the future KPIs making both points 2 and 3
And well, also analize how this matches with SIE's marketing roadmap, SIE's current stragegy regarding budgets, manpower, etc. (maybe they want to save money this quarter but for them is ok to do it at a future point, let's say after the Christmas season or when starting FY or something like that). Normally there's a lot of paperwork and politics with the HQ here.
And this is after having done some work planning and roughly budgeting all these scenarios etc.
Once they approve something and let's say the related new budget includes to hire (either to grow Arrowhead or via outsourcing/support teams) a certain amount of coders, designers, artists, animators, etc. They start to search them.
It is normally a process that takes some time because in many cases the best candidates live in another city/country and need help with the visa, to find a new home, needs a few months to complete to whatever they were doing etc.
There's also the interviews process. Depending on the company/studio, candidates may have up lo like over a half a dozen interviews: one or two HR people, who's going to be their lead insider their division, who's going to be their producer, maybe the head of the studio, maybe some additional top expert of the studio in his/her division/area, etc. All that people normally is super busy, so frequently the candidate has to spread the interviews across a month or so. Then they deliverate to decide the hired ones.
And once they are hired in the office they need a time -could take up to a handful months- to get trained (something that in positions like coders, in cases like this one gets longer when they don't use UE or Unity as engine) and integrated in the team/project/studio/company.
Because there's a somewhat similar workflow to make games, but a ton of things are different from a company to another or even inside the same company between different studios. Things like internal tools, methodologies, approval processes, best practices etc.
When instead of growing the project manpower -at least partly- via hirings it is done via support teams/outsourcing, the process is shorted but can be blocked if these teams already have their roadmap busy with other projects already signed and may not be available until X months or years in the future.
An acquisition is also something that sometimes requires up to over a year of negotiations, due diligence, etc. And well, acquiring them doesn't make them to work faster. If something, the related hirings for growth pretty likely would be delayed to made them after the acquisition.