We’re looking forward to having him on board and are very excited to see what he’s able to help us accomplish in the future for this project and beyond.” – Jeremy Blum, Founder & CEO Michael is a great fit for what we have in mind, bringing lots of creativity, industry experience and strong leadership to the table. “We’re taking on a new, unannounced project which requires stronger artistic vision and leadership than games we’ve worked on in the past. Some of you may have picked up on a quote from our recent press release regarding the hiring of ex BioWare artist Michael Grills: We are delighted to add him to our team and confident he will help New World continue building our best-in-class studio.” - Keith Warner, President “Derek is an extraordinary talent in the gaming industry. Recently we announced the hiring of former BioWare Lead Artist Michael Grills who joins us as our new Art Director, as well as ex-Tencent, Ubisoft, and Epic employee Derek Czerkaski who will be joining us as our new Head of Production. In addition to our new space we are also welcoming a few new faces to our team and hiring for several new positions. Our old space in Amsterdam, packed down ft. There is still a fair bit of work to be done on the new office, however it is a significant upgrade from our old space in Amsterdam, and provides a lot more flexibility for our company to grow. These changes will allow us to continue pursuing our goal of creating critically-acclaimed, cutting edge and highly successful video game experiences.įounder & CEO Jeremy Blum at the New World North Office. It represents our new home as we look to centralize a formerly distributed team and grow with more experienced talent. Our new location in Calgary enables us to pursue our longer term company vision of having a sustainable, enjoyable, ‘best-in-class’ work environment for our team. After a few small delays we are now set up and slowly migrating staff from around the world to the city, which is quickly becoming Canada's newest game development hub. We hope you enjoy this peek behind the curtain and brief company update.Īs some of you may have read a while back we announced we would be creating a new studio called New World North in Calgary, Canada. Today’s community update is going to be slightly different from our usual development oriented blogs and instead focus more on some of the things that have been going on behind the scenes here at New World. Hi everyone, my name is Jon Higgins, Marketing & Communications Director at New World Interactive. We hope we have reached our goal, and that you as a player have gained respect and an interest for the real historical event and the people who took part in it. That our project could potentially serve as an authentic learning tool about the conflict has been a large focus ever since we sat down with our first design documents. While our project is a piece of entertainment which should be enjoyed, it is a poignant thought that it is ultimately based on a huge tragedy. Lastly, we feel it’s important that the historical inspiration for this project - The First World War - is not forgotten in all of this. We hope many of you have enjoyed our project, and we’re looking forward to seeing you on the ingame battlefields after this last update is out. A logical conclusion for the project has been reached, and we’re all quite ready to move on to different endeavours. This update marks the end of our journey however, and we feel it’s happening at the right time. Quite a rollercoaster all in all! It’s been a huge learning experience for all of us, and we’re all very proud of the result we’ve managed to put together. Since the beginning we’ve seen developers and community members come and go, and we’ve had both ups and downs internally. In hindsight this was the only way the project could ever have been finished - so this decision was vital for its survival. The original plan for Screaming Steel was quite different to begin with - it was supposed to be a continuation of WW1: Source as a regular source mod - but various hurdles and obstacles resulted in us transferring to Day of Infamy in 2016. It’s roots goes back to the early 2000’s with the creation of The Trenches for Half-Life 1, followed by WW1: Source for Half-life 2 a few years later. To say it’s been a long time in the making would be a big understatement. The team would like to specially thank the community for valueable support over the years, as well as New World Interactive for being a vital factor in the creation and reach of this project.
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