The Comeback: Why Two Level Studios Reclaimed Their Workplace
It truly doesn’t feel like it was that long ago since we last conversed with the team at Two Point Studios.
Indeed, it was two years ago, right before the release of their second game: Two Point Campus. The simulation title had just experienced a minor delay, and one of the reasons the studio provided for the rescheduling was that the game had been developed almost entirely during lockdown.
At that time, founders Mark Webley and Gary Carr mentioned that it wasn’t until the end of development that they recognized a few issues. The lack of collaboration, they suggested, could have been resolved if the team had been working in the same space. This is a studio accustomed to looking over each other’s shoulders, identifying issues with how their colleagues play the game, or taking a quick moment to point out a small bug. For the majority of Two Point Campus’ development, that simply didn’t occur.
Two years later, Two Point Studios appears very much like the one we spoke with back then. The same leaders, the same team size (around 40 individuals), and they’re still producing management simulation titles set in the fictional Two Point County. The company’s upcoming game, scheduled for release in February next year, is titled Two Point Museum.
However, while Campus was developed almost entirely remotely, Museum has been created almost entirely in-office.
“This time, the development process has been significantly easier,” explains executive producer Jo Koehler.
“Last time we talked, we discussed Covid and the impact it had on the development of Two Point Campus. We entered full production roughly during the week of the lockdowns. We thought it would only be a month at home, then we’d be back, but that did not happen. With Museum, most of us are back in the office four days a week. Having that face-to-face interaction has been incredibly beneficial.”
Creative director Ben Huskins adds: “Those spontaneous conversations… when we’re at home, someone might message you on Slack, and you might not notice for an hour, and they only needed a two-minute chat. That type of communication is so much more straightforward in the office.”
Koehler reiterates: “We all agree that the magic happens when everyone is in the same location. Having all those playtests in the office… it has been excellent.”
The ability to work in person has also been pivotal in Two Point Studios’ efforts to make their games accessible.
Each of the Two Point games stands alone. 2018’s Two Point Hospital, 2022’s Two Point Campus, and the upcoming Two Point Museum feature some crossover elements and characters (I hear there’s a fan community centered around in-game radio DJ Sir Nigel Bickleworth), yet they are clearly distinct experiences. For instance, Two Point Campus focuses on building relationships with the students in the game, while the forthcoming Two Point Museum is less character-driven and more about embarking on quests to discover exhibits.
Moreover, each game has its own fan base. There are players who transition from game to game, but Huskins and Koehler inform us that many players engage specifically for the unique experience of managing a hospital or establishing a school. Thus, the team must approach each game as if its audience has never played one before.
Overall, Two Point Studios is pleased with the fact that its games appear inviting. Its simple yet expressive visual style, the bold UI… it all contributes to the firm’s focus on ensuring its games are not off-putting to more casual players.
“We invest considerable time thinking about the onboarding process for the game and easing players in,” Huskins tells us.
“And that’s not only about [existing] Two Point players versus new players, but it’s also us striving to accommodate hardcore management players and those seeking a more relaxed experience who might feel overwhelmed when starting a management sim. That is a crucial aspect of our studio; we aim to maintain depth in the game while making it as accessible and approachable as possible. We dedicate ample time to gradually introduce these features. We ensure the game still functions with a basic set of features, then we build upon that.”
The key to this is observing, learning, and adjusting –