So, we focused on GDC - the Game Developer’s Conference - a time when a lot of press and peers are in one place. ![]() Should we get a booth at PAX? E3? What’ll get the word out best? Trade show booths are notoriously expensive - I’ll never forget getting yelled at once because I was carrying in a single box to our Macworld Booth one year, that was the Union’s job!, not to mention the $1,500 three-day internet - plus your game gets lost in a giant sea of bright lights and loud garbage. We talked a lot about how we wanted to do that. Now, while Campo builds the game, it’s Panic’s job to help sell it. You can watch 17 minutes of gameplay here. The game already looks incredible: “In Firewatch, you play as a man named Henry who has retreated from his messy life to work as a fire lookout in the Wyoming wilderness. Perched high atop a mountain, it’s your job to look for smoke and keep the wilderness safe. Your supervisor, a woman named Delilah, is available to you at all times over a small, handheld radio - and is your only contact with the world you’ve left behind.” Campo Santo has become extended Panic family, and we feel as strongly about Firewatch as we do any of our apps. Panic is, I guess, the “publisher”, although to me that conjures up imagery of a guy in a suit slamming a table and yelling “If you don’t add a goddamn assault rifle in the first five minutes of this snooze-fest we’re shutting this whole thing down!”. Technically, we’re not actually making the game - we provided the funds to launch both a brand new game studio, Campo Santo, and an ambitious upcoming game… Firewatch.
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