Nate Purkeypile, a senior artist who dedicated 14 years to Bethesda, has expressed his reluctance to return to the company, citing significant changes that have altered his experience. In a recent interview with Bloomberg, he stated, “I can pretty safely say there’s not a single day that I’ve even contemplated going back,” emphasizing that the large-scale production environment at Bethesda is less enjoyable.
Many developers echo his sentiment, valuing the creative freedom and agility that smaller teams provide compared to the rigid structure of AAA game development.
Purkeypile’s overwhelming experience while working on Starfield, Bethesda’s ambitious space RPG featuring 1,000 planets and a lengthy credits sequence, contributed to his decision to leave. He described the intense work environment, which required him to attend over 20 meetings each week, making the process feel cumbersome. This level of organization and meetings starkly contrasts with the more relaxed and creative atmosphere he experienced during his time on Skyrim.
When Purkeypile joined Bethesda, the team behind Skyrim was relatively small, with fewer than 100 members—a notable achievement at the time. This intimate setting fostered collaboration and innovation, allowing the development team to create iconic titles like Fallout 3 and Oblivion. In contrast, Starfield was developed by approximately 500 developers, a change that altered the dynamic and flow of creativity that Purkeypile had previously valued.
Reflecting on his earlier experiences, Purkeypile believes that the best creative outcomes arise from a trusting and collaborative environment, which he feels is only achievable with smaller teams. The shift to a larger workforce diminished the sense of closeness and shared purpose he once enjoyed, ultimately leading him to leave the company in 2021. This change left him disillusioned with the current state of development at Bethesda.
Since departing from Bethesda, Purkeypile has embraced a more manageable approach to game development by establishing his own one-man studio, Just Purkey Games. He recently released The Axis Unseen, a “heavy metal horror game” that, while not as expansive as Starfield, allows him the creative freedom and intimacy he craved. This transition highlights the growing trend among developers who prefer the agility and personal touch that smaller teams can offer in the gaming industry.