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Blog: Six months in to running my indie studio…

“Six months ago, I left a six-figure job so that I could start my own video game studio. Here’s what went right and a little less-than-right over the previous six months.” …


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Growing your indie studio

“The benefits of the growth stage are legion, but they all tend to revolve around security. Just to get to this point requires developers be flexible knowledge-sponges.” …


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Valkyrie Profile, Final Fantasy studio Tri-Ace acquired by mobile outfit

Nepro Japan acquires the stalwart Japanese RPG developer and longtime console studio for expertise that will help it jump into new genres, according to reports. …


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Ex-Battlefield Developers Form New Studio In Hopes Of Kicking The Crunch Habit

A half-year after he announced his plans to "abandon AAA" game development, former Battlefield and Payday 2 designer David Goldfarb has
revealed his next move. Teaming up with fellow DICE alumni Ben Cousins,
Goldfarb has founded a new studio, dubbed The Outsiders.

For Goldfarb, the transition from large-scale projects to
indie was born out of necessity. After serving in critical roles for the
development of Battlefield: Bad Company 2, Battlefield 3, and Payday 2, the
divorced father of two took a hard look at his life and realized his
crunch-heavy lifestyle wasn't making him happy. It was time to recalibrate.

"I missed a year of my daughter's
life," he says. "I don't even remember what happened during the end of
Battlefield 3 because I was just wiped out. I think my daughter had colic for
like three months, so it was just an endless procession of knowing I was doing
the wrong thing. My father passed away when I was finalizing Bad Company 2. I
didn't go home to see him.

"At some point you make these
calls and you live with them, but they're not always the right call. Then you
have to come to terms with, 'Am I going to do that all the time? What does
that mean? Am I going to be 70 and look back and be like, "Jesus Christ, I was
making people billions of dollars. That's what I was doing. Was that worth it?"' The answer for me is no. So that was a big part of changing my life."

Sadly, stories like Goldfarb's are common in an industry where
time off can be scarce, overtime is the norm, and starting a family can be seen
as a betrayal to your fellow co-workers. In a survey of game developers
published by Gamasutra last March, more than 50 percent of respondents claimed they typically put in
40-60 hours of work during crunch, the nickname for the period of time when the
team is typically behind in achieving its milestones. Another 32 percent reported
that they work 61-80 hours. One of studio directives for The Outsiders is to break
this vicious cycle and find a better work-life balance.

"I think there is a humane way to
do that stuff and a right way to push toward the finish line with a really
measurable goal," Goldfarb says. "And then there's the wrong way – where you're
just in the office and you expect other people to be there because you're there.
That all comes from the top. I've been in situations where you feel guilty if
you are walking out on people. But I think management has to set that boundary.
It's okay to have a life and not be here."

New Beginnings

Goldfarb's background is primarily in high-octane shootouts
fueled by endless streams of lead, and Cousins has spent the past few years as
a vocal free-to-play evangelist while running the European office for mobile
game developer DeNA. Given their backgrounds, some might expect the studio to
debut with a free-to-play shooter. Goldfarb has other ideas. He's excited to dive
into a project very different from the games listed on his resume, and he says
Cousins signed on as the company CEO because of the concept, not the economic
model.

"I just want to make things that I
want to make," he says. "I've been very fortunate to work on other people's IPs
that have been successful. I feel like I've contributed to their success, but
they weren't mine. For me, it's really important when I write that I'm able to
deal with the things that are important to me in some fashion. When I made
those other games, they were never about things that mattered to me in the way
that maybe they needed to matter."

Goldfarb isn't ready to share the idea
at the heart of The Outsiders' first project yet, but he did confirm that it's
a survival role-playing game. Unlike many of the modern entries that bear the
"survival" tag, no zombies will be featured in the making of this game. "This
project is something I've wanted to make for 20 years," Goldfarb says. "It's a
culmination of a lot of things I've been making throughout my career, and then
a bunch of stuff I've never had the opportunity to do. I've been shoving RPG
elements into all these games I've been making since I first worked on a ***
car game."

The Outsiders is targeting the PC
platform first, but Goldfarb says that is "fluid" based on talks with
publishers. Unlike many game projects being started by indie developers, The
Outsiders won't be seeking crowdfunding regardless of how its pitches to
publishers go.

 "I think Kickstarter is great, but
it's rolling the dice unless your name is Chris Avellone," Goldfarb says. "There's
a certain subset of people that are going to be really successful on
Kickstarter, but it's not a chance I'm willing to take with a concept that I really
care about. I admire people who have done it because it's a ton of work, but it's
just not my thing."

You can keep tabs on The Outsiders
on the studio's website.

www.GameInformer.com – The Feed

PlanetSide 2′s Creative Director Leaves Studio

Daybreak Game Company has had a lot of shakeup since breaking off from Sony and changing its name from Sony Online Entertainment. The waves haven't settle yet; now it seems that PlanetSide 2’s creative director Matthew Higby has decided to resign from the company.

"Today was my last day on the PlanetSide 2 team and at Daybreak games," said Higby in a post on Reddit, "This is a move I've been considering for a while now, and the reorganization provided the right opportunity for me to exit."

"Planetside 2 is in great hands, with terrific people who honestly care about the game and the players. I can't stress this enough, the folks working on every aspect of the game, developers, marketing, community are talented, hard working people who care more than you can imagine – I'm fully confident they're going to do an amazing job on the next leg of the journey."

PlanetSide 2 is still headed for PS4 something this year; for more details on the game check out our impression of the PC release here.

[Source: Reddit via GamesIndustry.biz]

 

Our Take
It's not usually a good sign when creative directors leave just after layoffs and corporate restructurings. Hopefully those who recently left Daybreak will be able to find a good home, and that Daybreak's upcoming roster of games will find their developmental footing again.

www.GameInformer.com – The Feed

Multiverse Studio Announces Partnership With Koei Tecmo, Ryu Statue

Multiverse Studio, a collectible design and manufacturing studio that works on everything from consumer figurines to full-scale replicas, is partnering with Koei Tecmo to create a series of collectibles based on the Ninja Gaiden series.

The first product in the Ninja Gaiden line will be a Ryu Hayabusa statue, which is still in development. The 13 inch tall, 1/6th scale figurine features a posing Ryu atop a rocky base. According to Multiverse Studio, the finished product will feature LEDs powered by a standard AC adapter or USB.

(Please visit the site to view this media)

Multiverse Studio has yet to announce a price or further plans for figures in the Ninja Gaiden line, but the Ryu statue is currently set to be released sometime in June.

www.GameInformer.com – The Feed

EA Lays Off ‘Small Number’ At Montréal Studio

EA has confirmed that it has laid off employees at its Montreal location. The publisher says that the studio remains a going concern and that projects are still in development there.

“We made a staffing change in our Montreal studio to align with our current development and service plans,” a company representative told us via email. “A small number of employees were impacted, and we are working closely with each of them to ensure the best transition possible. The teams at EA Montreal, including BioWare, are working on exciting new projects, and EA is committed to developing great games in our Montreal studio.”

EA’s Montréal studio has produced the Army of Two series, entries in the SSX franchise, and the Wii version of Need for Speed: Nitro. That location is also responsible for some of EA’s work in the mobile space, including versions of Scrabble and Tetris for smartphones.

[Source: Gamasutra]

 

Our Take
EA was careful to confirm the status of the studio in its note to us about the layoffs. While these job cuts appear to impact a relatively small number of staff, transitions like this are never easy for those affected. Our thoughts are with those impacted by the layoffs.

www.GameInformer.com – The Feed

Crossing game dev boundaries with the studio behind The Order: 1886

“This discussion about games in culture is probably the biggest boundary we need to cross,” says Ru Weerasuriya, who used his DICE talk to explore how his studio, Ready at Dawn, has broken its own boundaries. …


Gamasutra News

Sold by Sony, SOE becomes a multi-platform indie studio: Daybreak

Sony has sold its venerable studio/publisher Sony Online Entertainment; SOE has in turn rechristened itself Daybreak and will continue to operate its games as an independent studio. …


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Growing a studio in a sustainable way – Q& A with CD Projekt Red

Studio co-founder Marcin Iwi& #324;ski and business development SVP Michal Nowakowski talk about what they’ve learned in growing CD Projekt Red from a one-game studio to an international powerhouse. …


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