We’ve been incredibly busy since we announced Something Wicked Games last August. I’m insanely proud of the team we’ve hired and our game progress, and can’t wait to share some of what we’ve already built. We’re proud of what we accomplished and are excited to share regular updates on what we’re building so you can follow along with the development of Wyrdsong. This is part one, and here are just a few of the many accomplishments we’ve made in our first few months.
Since our announcement at Gamescom, we have received amazing industry buzz including 84 articles, and millions of trailer views. Numerous venues have named us among the best trailers of Opening Night Live. We are thrilled with the reception of Wyrdsong, and this excitement has allowed us to fill our studio with amazingly talented RPG developers.
Since August, we’ve massively expanded. We’ve Incorporated in Canada, with our team reaching into Quebec, Ontario, and British Columbia. Stateside we have folks in ten states across the U.S. In addition to generous paid time off and reasonable core hours, all of our full-time developers enjoy wholly covered medical benefits and automatic enrollment into retirement plans with a 3% contribution regardless of employee matching.
When we announced, we had only eight employees. In just five months, we have grown to over 30 amazing game veterans most of which have well over 10 years of experience in the industry making games such as Star Wars: Knights of the Old Republic, Ark, Cyberpunk 2077, God of War, Uncharted 4, Apex Legends, Dragon Age, Dark Age of Camelot, Everquest, Pillars of Eternity, Neverwinter Nights and of course four Fallout: New Vegas veterans and eight Fallout 4 & Elders Scrolls: Skryim vets as well. It’s an amazing, diverse group of top creative and technical talent and we are thrilled to all be working together at Something Wicked Games.
And finally, we’ve made a ton of early progress on Wyrdsong. Our early focus on critical tech, defining the “3 C’s” of character, control, and camera, and distributing all of our data across multiple time zones and countries is no lean feat! We’ve also crafted our very own quest and story tool, building off invaluable input from ex-Bethesda and Obsidian folks who have had decades of experience crafting RPGs.
We’ve also written our main story, as well as three of our factions. In the engine, we’re crafting what’s known as our Beautiful Corner and our Gameplay Prototype. Our Beautiful Corner will define the visual look, feel, and fidelity of Wyrdsong. Our Prototype is where we work on the combat, character movement, and basic gameplay elements. Once completed we’ll fuse both together to fully define the Wyrdsong experience and start full game production.
I’ll leave you with a few new pieces of art. This serendipitous journey has brought our amazing team together and we are thrilled to share our adventure with you as we continue on our quest to make Wyrdsong a genre-defining RPG.
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