

As for the coronavirus, Leon Molero said that, as a small studio, it hasn’t had much of an impact on his business yet. Leon Molero said he was pleased at how Barcelona has grown into a stronger video game development hub, with companies such as Riot Games, King, and many others opening studios in the city. We believe it’s a sacred thing that actually investors should not touch.” The Barcelona life We don’t touch the artistic direction at all. “We don’t want to mess with their creativity or the development or make them deal with the distribution. “We are interested in betting on projects,” Vernizeau said. With publishers, you can lose control of the creative process or have no insight into the marketing budget that they will spend on promoting the game,” Leon Molero said. We had to keep on working with no funding until the latest stages of the development, when Sony finally helped us.” The first time around, we found the publishers were more interested in predatory agreements where they kept the intellectual property or more royalties. “The risks are high when you try to innovate. “Other publishers had this traditional approach,” Leon Molero said. The goal is now to find partners to distribute the game, like in Asia for instance, but also to involve local partners in communication with fans.

It has already had advanced discussions with first parties. To have the largest reach as possible for the next titles, Lince Works is looking for marketing and distribution partners. But the parties say that they openly share their plans and doubts, and where they need support, both financially and in finding the right business partners. Game Seer is financing the game but giving the team freedom in terms of development and publishing. Lince Works had several discussions with publishers and investors, and it finally found the best partner for the strategy in newcomer Game Seer, which believed in the game and has a lot of experience with marketing and distribution. That’s why the company decided to raise money. The team had some fans who liked Path of Shadow, and they communicated openly with the fans, helping Aragami become a success.Īfter the release of Aragami’s downloadable content, they wanted to go one step further in the genre, and that meant higher costs. With the original game, the company had no choice but to self-publish Aragami. “Now they’re moved to the double-A or triple-A space.” “It’s an indie studio that managed to sell a half a million copies on its own,” said Vernizeau.


The upcoming PlayStation title, Ghost of Tsushima, will elevate the genre further, said Game Seer CEO Bertrand Vernizeau in an interview with GamesBeat. Activision’s Sekiro: Shadows Die Twice, which won a lot of awards last year, brought the genre to the center of attention. Leon Molero said in an interview with GamesBeat that the company is still pursuing a genre that “we have been successful with,” with more scope and ambition and meaningful online co-op mechanics. As a self-published title, that’s remarkable. It later came out on the Xbox One and Nintendo Switch, and it has now sold more than 500,000 copies.
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In 2016, they released their first title, Aragami, a 3D stealth-action game on the PC and PlayStation 4. “So the only possible outcome was to migrate to another country or create a new company.” “We tried to send to game companies in Spain, but we didn’t get answers from anybody,” Leon Molero said in an interview with GamesBeat. Join gaming leaders live this October 25-26 in San Francisco to examine the next big opportunities within the gaming industry.
