Today’s guest is Raphael Colantonio, President and Creative Director at Wolf Eye Studios. Raphael Colantonio has been a prominent figure in the game industry since 1993. He founded Arkane Studios in 1999 and brought us classics like Arx Fatalis, Dark Messiah, Bioshock 2 (co-development), and the Dishonored series. With hundreds of awards to his name, Raphael co-founded WolfEye Studios in 2019, releasing Weird West in 2022. Besides his expertise in creative direction and game mechanics, Raphael is also a talented musician, having composed music for Dishonored, Prey, and Weird West. In this podcast, he shares his journey from Arkane Studios to founding WolfEye, diving into his passion for game development, the challenges of creating games, the importance of long-term teams, and managing a remote studio. This podcast is for anyone interested in game development, from aspiring developers and studio founders to gaming enthusiasts looking for behind-the-scenes insights.
why do you make games like what actually started things like back in 99 super philosophical question why people do the
things they do right I knew that I was going to make uh video games back then that that’s there was no other thing I
wanted to do that was the that was the thing I wanted to do the most in my entire existence you start with
intuition then let the game reveal itself from a production point of view this sounds very expensive how do we
actually make this happen proactively in a maybe more efficient way yeah you can’t I think that’s saying from the
GetGo we know what we’re doing and then you try again and and you go like but we don’t know what we’re doing how many
times have I I have heard developers say like well we need to make it right this time or next time or how do the other
ones do it well that’s the thing is that unless you’re doing when you’re founding a new studio like picking the people at
the start it sounds like that’s one of the most important things I don’t think people realize that when you when you
create a when you have a team when you have a company an operation in general it’s all about the people
but it’s not about the people individually it’s all
about rafhael welcome to the show thank you for inviting rapael founder of
Arcane behind Dishonored one and two amazing games that I grew up watching actually so during my playing
vicariously through YouTubers phase it was one of the few games where I watched from start to finish Lov the story so
yeah very excited for this I want to start very briefly with how we met because I thought it was quite funny um
nice in Cypress actually in home turf so how did we meet Rafael yeah we were at the some sort of
the Afterparty of the GDC y right it was a really cool house uh with nice
swimming pool and fantastic barbecue and catering and uh yeah we were just talking there randomly and uh thought oh
that’s a you know sounds like a cool thing to do let’s let’s do that podcast yeah and I love your introduction as
well I was like hey nice to meet you I’m Harry and said hi I’m Rafael and then it took a good half an hour for me to realize oh he made that game and this
game I was like ah okay so yeah it was very humble introduction and then we got to know each other which was very fun yeah been very eagerly waiting for this
fantastic so I love to get a quick intro of kind of you were at Arcane for 18
years but you’ve since became a consultant for a bit and now you founded a new studio wolfi so yeah I would love to get a just a brief recap of what
you’ve been up to yeah I mean uh yeah you pretty much summarized it I uh I was in the industry
since uh uh 1993 started with EA and then uh
eventually I you know I I want I was have really have that that kind of like mentality of of doing my own thing and
and I’m very driven about like some specific games and projects that I wanted to do so uh Arc Fatalis was the
first game that I um I wanted to make I had the passion and a dream to make this happen I wanted that that was the most
important thing in my entire life at that time when I was uh 20 something 25 or whatever and so by the time I was 29
I founded Arcane studios in France uh we were only four people back then so me
and a bunch of friends we uh crazy enough to stop this and then it became
uh you know became the Arcane that everybody knew and loved uh Dishonored I mean before that Darkness magic
Dishonored to prey uh and then I left in 2017 so after
the company at that point was about uh 300 people between the French and the Leon and the and the Austin office so it
was half and half Austin was doing prey Leon was doing this too even though people are confused because the the
Harvey Smith the the who became the leader of this of uh of Aran Austin was
actually Leon for this to so but anyway um and then after that I left in 2017 after 18 years uh for variety of reasons
there’s too many reasons to uh to list but some were very personal and uh just a need to for change and you know seeing
the arc the end of that Arc like the Arc of Arcane was was really powerful for me like I had seen from the Inception to
selling to First success to uh you know growing Etc all that was really fun and
and interesting but then I feel I felt like okay I got to do something different now so I left for uh and then
I was like around for two years uh just U focusing on music and and Consulting and doing personal stuff and uh
eventually the itch uh took again and uh with you know Julian Robi who was
actually one of my very very first early employee and and uh uh he was also at
arane with with me in 99 frankly uh we decided to do it again so wari was born
in uh 2019 uh and I’m now now the creative
director and president of wari Studios we made our first game was a smaller
game compared to what we’ve done before called weird West uh it was a good way for us to assemble some of the some of
the people that would then you know become where we are now where now we we have a bit much much bigger team and
we’re getting ready for at some point this year announcing something that I believe people are GNA be very happy
about Al righty very exciting so with this conversation I would love to you know dig into the journey that was Iain
just to kind of give a bit of insight and some lessons for you know everyone listening at home but yeah also want to
get into wolfi and a little bit about your consultant um experience I’m very curious about that so yeah I’ll just
start off just to kind of understand like why do you make games like what actually started things like back in 99
because that’s a very different world than it is now it’s probably not as common it is now you know to have that
as a career so that’s a very long time ago so what started it all yeah you know uh I think people it’s
it’s a super philosophical question why people do the things they do right uh I think some of us are looky to do the
thing we do because we we chose it and we want it and that’s what we that’s
what makes a tick uh and some of us unfortunately look at work like more like a means to
an end um and I’m I’m considering myself very very lucky that being a big fan of
video games when I when I was a kid since I was uh 10 probably eight actually that’s that’s when I started
and you know I’m 53 so when I was eight back then it was not many people playing video games but I it’s I was always a
huge fan of video games of role playing games like uh um um dungeon and Dragons
you know pen and paper stuff and also music I was I I liked you know I was a kid uh I was one of those nerds one of
those uh very shy introverted uh kid you know I had kind
of a tragic start in life with my my mother died when I was very young so I kind of kind of like some people would
do go into drugs and or whatever I instead went into reading comic books
and uh drawing and making stories and video games and writing music you know
that was my thing uh and uh So So eventually I I managed to do that of my
work you know uh I was I was lucky to get into it frankly it was just a weird story through Electronic Arts that got
me in um but once I was there I knew that I was going to make a video gamees
games and uh and and not work on any video games I want to make my video
games and uh and this is always been hard it’s it’s it’s a very hard and
lonely road because nobody wants you to make your video game everybody uh wants you to work on their video games you
know if you if you a journal publisher or uh you know this uh the system is is
what it is you know it’s it’s it’s just very hard to impose your story your
video game your vision to an entire system including the
gamers so then you founded it and did it yourself from my understanding yeah again I think some
you know a lot of it is being being naive and being uh uh thinking you can
do it it’s it’s it’s uh but you know when you’re in your 20s uh that that
energy that that Navy is so um such a blessing you know it’s uh it’s the best
thing that we can have and uh again people will try to tell you oh it’s too
hard don’t do this or you know have a safe life or whatever I was like well I don’t know uh you know 20 28 29 I was
also lucky to have an uncle that was very entrepreneur in his in his uh in
his mindset and uh he saw he saw in me my passion uh and I don’t think he realized
I don’t think he knew how uh risky and because it’s artistics as well right video games are it’s it’s how do you how
do you uh get something that is it it would be the same as trying to be successful at doing movies you know or
or making music or making uh paintings you know people would be yeah good luck my son you know uh it
doesn’t sound like a like a thing right and now the times are different because people become super Popular by being
YouTube influencers or whatever so it’s the most popular career choice right for kids when they want to grow up I want to
be a YouTuber yeah exactly so everything goes now right so bits are off uh so I
think today would not be as shocking if you wanted to be a video game maker even
though the ticket to access it you know there’s a lot of money involved there’s making a company hiring a lot of people
getting the interest of other people getting the interest of of uh the press and the and the influencers and and and
most of all the the the the polishers so it is it is hard I’m not saying it’s easy uh but you back then that that’s
there was no other thing I wanted to do that was the that was the thing I wanted to do the most in my entire
existence yeah writing that 20s energy you mentioned I feel like I’m in a little bit like that and hearing you use
the example of your uncle I’ve kind of just reflected now like I’ve been blessed because like my dad and both my
grandparents started businesses and I didn’t really internalized that when I
kind of for me it’s like ah I can help this person and start my own business and just do XYZ it makes sense but then
from speaking to people realize that’s not really a common thing so having that person who be like yeah go for it and
that is a blessing so I love the origin story there I’m curious you mentioned my games I think
for people listening who may have not like know the type of games like from my understanding it’s like first person
immersive games is there anything more around that like what are your games yeah I want to make my games and
by this I mean um I’ve always been and that might sound generic right
because I think you can take any game and then say oh yeah well that sounds like any game but I’ve always wanted to
explore worlds that’s that’s my thing I I like the simulation aspect of a property of a
game like I like the idea that I’m losing myself in a world that feels like
it’s uh believable feels like it’s a it has a sense of place where I can do then
I can then do things and that maybe the other the other characters don’t know I’m here and I can go around them I can
I can screw with the systems I can you know I can do this this thing is super important to me it’s like it’s like finding the the uh you know this the
secret seller of of your of your grandfather and like you know like going around the things and yeah know that if
you you’re kind of like in the secret area and like only and it belongs to that’s your experience right and so I I
I’ve liked that because I guess in in the past I was very much into table pen and paper pen and paper RPG sorry uh and
there is this this notion of what you do next you know that is the thing that the dungeon master always asked and uh so I
was never into platform games I mean I was into them because they are fun and and I I get it I get what they but I
wouldn’t say it was grabbing me as much as I was grabbed by something like as a
kid when I was when I was eight I think my first big RPG was Ultima 2 Ultima
yeah Ultima 2 and uh was it was huge franchise back then I mean as huge as
100 thousand people probably uh but uh it it’s I think anything that you know
how when you when you when you love a specific music when you’re a kid when you love a specific food when you love a
specific uh movie property anything game it stays with you for the rest of your
life uh uh there’s a there’s a moment that is very uh formative in our in our
younger years right so like if you think of like the the music you were listening to when you were 15 I I I I bet more or
less it has influence now with the music you’re you’re going to be listening for the rest of your life 100% like for me
RuneScape is that game because I had that when I was 8 years old to 18 also now I’m thinking about it the soundtrack
of music I will never forget and it’s got that aspect where I can just travel make my own little stories and unlike a
platformer I don’t think of an individual moment that happened in a platformer and have that burning in my
memory but I have that when it comes to like skying and runescope because I’m like ah that made me feel something
right and it stays with you and that’s yeah like like you said they all have
their place but if I think game and like in all capital letters I start to think
the simulation game so at least for me yeah and and so all throughout history of of gaming there’s always been that
one or two or three cool games per year right and so like based on when you were
playing that is like for me it was Ultimate ultim in the world Fallout and
that’s it after that I’m of course gonna be Wai for GTA 6 yeah yeah yeah uh so
that’s why yeah I like I like games I like I like games that make me trouble and and where I can explore and and uh
simulate uh you know feel like I’m I’m I’m really I have possibilities a space of possibilities that’s why those games
like arcs dark Etc they provide that all righty let’s get into a bit about the
game development because I know there’s a lot of people who want to make these games and I was looking through your
last podcast and you mentioned something quite interesting you said making a game is like making a
salad with tons of ingredients now I would love for you to explain that for me
please uh yes so
if you think about the number of moving pieces that you have when you make a
game uh and unlike so if you if you’re making a
building there’s also a lot of Ming moving pieces right you have the the electrician that need to make sure comes
after the plumber or maybe the deposite I don’t know I’m not a builder uh and uh
and then if that day is sick then you have to you know and then you’re late now Etc so they all that so that’s the
production side of things but it’s a building so it’s pretty known quantity where has a video
game uh you don’t really know where you’re going so and so you have all these ingredients
all these all these things and you need to give it time you need to it’s G to it’s going to be messy it’s going to be
complicated and and uh you’re going to have to adjust the the recipe as you go
because you don’t really know the destination you might have a vision or you might think you know where you’re going and that takes you somewhere
that’s necessary you know you can’t you can’t just go like well I don’t have any idea like you need to go somewhere you
think you’re going there even if then that direction is going to change halfway um and that’s fine but anyway my
point about the salad thing is that yeah you got to you got to taste it you got to you got to wait uh until it it really
works together uh and every time you add an ingredient you you need to make sure it still works with the other ones uh
and there might be too much of one too much of the other uh and sometimes in
our cases anyway because of so much simulation is is is uh at at play uh then the the the recipe uh kind of um
reveals itself to you as you go you you go oh that that that thing goes really well with that thing so let’s uh let’s
let’s add more of this or let’s fix it or let’s make sure it works or whatever you know interesting so you mentioned in
that same podcast just to follow up on this point like you start with intuition then let the game reveal itself now I’m
thinking from a production point of view this sounds very expensive like how do we actually make this happen proactively
in a maybe more efficient way now that you’ve done it a few times yeah you can’t I think that’s the thing is that
the first time you do it you go [ __ ] man that was uh exhausting and and I think we got lucky and never again this way
now we’re gonna you know from the GetGo we know what we’re doing and then you try again and and you go like but we don’t know what you’re doing you know
and so like now you fail again even though you succeed at the end but you you feel like still failed because it’s
like that process is horrible like we got to we got to we got to be better at this you know how many times have I I
have heard uh developers say like well we need to make it right this time or next time or or you know or like how do
the other ones do it well that’s the thing is that unless you’re doing a building like I was talking about in our
industry a building would be making a sequel of a game like the 14th iteration
of of of a of a game right so so take big franchise number 14 and then you can operate in a in a
way more um right production you go you know and
even then there’s still going to be some elements like the story which is going to be like H story still might change as
we implemented because we realized it’s not as clear as we thought it would be or you know people don’t respond well or
whatever because some of these things you can test in advance like you know are people going to like the overall
theme but you can’t really test like if if if a a quest is going to work really
well because it’s really based on how you implement it you can’t really preest the implementation there’s just no way
you only see in context so so yeah that’s that’s the thing is that at some point the production has to relax a
little bit and integrate the chaos into their own uh their own structure which
which is terrifying for for a lot of producers and uh yeah it takes a special
breed yeah so let’s say you have a team of producers they hear you they
understand they need to do it like you use the word fail but it sounds like this is kind of like a part of the process so maybe it’s the wrong
definition the word fail like how do we have that potentially more celebrated or more of a active thing so you can so I
feel like rapael understands this but how do we make it so everyone understands it and like looks for these moments well it’s it’s a lot of uh
communication with the team it’s a lot of um uh it’s a lot of not treating it as a
failure but treating it as a process uh you know the first time I understood this was when we worked with uh did did
you play half lifee 2 half lifee 2 I haven’t I’ve watched some videos but I have the idea okay so half lifee 2 was
uh let’s say the you know there was at some point there was Doom which was one of the revolution in the industry you
know and everybody was like oh my God how did they do that and then the half lifee 2 was another one of those right and uh I don’t know after that which one
because it’s it’s like the beol ETC like there’s less and less of them right it’s now we’re more into an interative phase
of of the development of the industry rather than the revolution side but anyway Half Life 2 I had that kind of
like Revolution kind of a aspect to it when it when it came out because it was beautiful and very fun at the same time
and nobody could understand how they did that and uh and when I was uh working
back then on Darkness ad so we were uh it was a little bit after half lifee 2
we were working on that game we’re working with with actually some people from B because we had their technology
and uh and their art director was helping us a lot and I was I was asking
Victor an was the art director and I was asking him man like how we keep failing at this like how did you guys do it how
you know how do you make it pretty and fun because what happens with us is that the Lial designers do something and it’s
kind of fun and then the artists come in they break everything uh but now it’s pretty but
then the LEL designer come back and it’s not fun you know everybody yells at each other it’s horrible yeah exactly and he
said he said with his uh uh usual Cal he
said something well you have to you have to integrate this in your schedule you have to accept it as part of the process
and and then you will stop looking at it like you you you fail because it’s it’s part of it they do the thing these are
the gas come in they break everything and they they add their layer and now part of the process is going to be to
repair things so instead of screaming and crying about it do it accept it as integrated in your schedule and and then
every iteration is a new version of that and you know it’s almost like U uh you you you merge the new version of of your
source code uh you know because you you got that new version of the technology is things are going to break and yeah
it’s painful and there’s two way you can look at it either you you cry and scream or you allocate the time to make it
clean and uh everybody is not you it’s about setting expectations internally that you know to answer your question a
little more briefly it’s it’s about setting expectation no I love that and the sound
of like when you have a Sprint actually planning for the pain part rather than every time it happens we like ah we’re
wasting time like no we have budgeted for this so that can hopefully stop the whole Snowball Effect where everyone
starts panicking yeah awesome you mentioned before if if you were making
like the 14th iteration of a game then you can kind of be a bit more efficient
well you’ve had one game which was super successful Dishonored one and then made Dishonored two but there was a bit of a
gap there between so I wondered what did you learn from making dishonor one that you brought to dishonor 2 from a
production perspective it was a very painful development because we change engine uh
so the the first one was UN real three uh and then we went to another one
internal from It software that we ourself modified and then we redeveloped some tools called void
engine and so that alone was incredibly incredibly painful uh and uh what we
learned though if you if you think about if you think about it when you have the lore of Your World
already and when you have the game playay identity and the visual identity
we had the other direction as well you already have a lot you already have a lot so then what’s
going to be pain because you know the destination you know you know where you’re going and then the the the only thing that is going to truly differ
between uh the first Dishonored and the second Dishonored is more going to be the story itself so not the lore the
story even though you can deepen the lore but you you are operating from an existing LW some characters that now you
can develop further Etc so it’s actually a very very different exercise uh I was less involved in this on too uh Harvey
Smith was uh you know as much as Dison one was harvy Smith and I as co-
creative director Dison two was uh most principally Harvest Smith I was like
sometime chiming in but I was focused on prey uh so it was it was uh you know I
don’t know all the all the all the details of of this on two as much uh but I was following it as uh you know as as
the CEO of the company back then um plus consultant uh creative but but not much
more than that I was just testing occasionally fair so it sounds like what
how much of the pi is the law and the World building when it comes to like the development because you mentioned that
was a huge part like is that more than 50% of like the effort or how does that look oh percentages are so hard to
Define uh because they are everything is so interlaced intertwined in uh you know
you make a gadget and then it becomes part of the lore somehow but like
initially it was a gameplay idea or a lore idea created a gadget you know
created an idea for gaml so it’s it’s hard to know what what are the percentages of things but I would say
different games have different Focus uh and I would say Dishonored was
extremely low focused extremely low focused uh because it we wanted uh you
know when you start to game you could say well it’s going to be it’s going to happen in
LA and in in the world of gangsters or whatever you know and uh you have some
level of lore because you need to say uh here are the names of the gangs here is you know more or less the I mean
precisely the history of how they met Etc so there is some law but the law that you’re touching operates in reality
in in uh you know in in the world that exists so you can you can refrence you you’re not wondering like if you see a
McDonald in the street it’s going to be perfect you know it’s going to support your LW so like you’re really operating in a law that exists for the for the
most part uh same with you know a war game at war or something like World War
II whatever you’re probably going to use most of like you have all the access to all the realities of of the time like uh
the uh you know the weapons the the the the language the the the different
uh protagonist that play Etc whereas with Dishonored we reinvented
practically absolutely everything I was joking with Harvey that maybe we should not reinvent a device for the fork for
example like you know there’s a fork on the table let’s just call it a fork right we don’t need to but uh we went
really wild on uh on Reinventing absolutely everything we could like you know the type of Elixir to heal the type
of technology to you know everything was reinvented so this one was very very low focused uh prey a little less yes but
still pretty much too but not as much now the new game we’re working on just
as much at this honor unfortunately or fortunately I don’t know depends for who yeah for you maybe a bit painful but
hopefully for the player they’re goingon to love it right yeah but it’s painful but it’s also so cool when you pull it
off at the end and you know you really feel like that that kind of like nice balance between what’s what’s uh um
familiar understood but at the same time uh different is uh you know is very hard
to achieve because you could go way too early in and nobody understands you or you can just go banal and and then
there’s nothing special about it so it’s it’s difficult to find that balance yeah I feel like what you mentioned before
like those Monument games half lifee 2 I would say like fortnite’s one of them it’s usually a variation of something
before and they’ve combined then they’ve become something new so I think like you said trying to make something completely
different be ahead of your time bit painful um for the player and this way we can hopefully get the best of both
world something Innovative but possible to create you at Arcane was President CEO
and co-creative director and now at warfire you’re also very similar situation like you are the creative
director and president and I’m thinking like with Arad as well when I was a
recruiter we were working with them and the CEO at the time was also very involved in the creative situation now
he’s you know stupped down as CEO and he’s been the creative director and then
there’s a new CEO but you kind of still have a situation where you’re president and also co-creative director and you’ve
done that for 20 years so how does that work like what are the different roles and how do you balance them yeah so it’s
a little different this this time because uh at Arcane I was the the CEO
and creative director until we sold to Bethesda and then I became the
president uh but I was still uh also acting as somehow CEO of Arcane whereas
this CA in this case with wari uh I I have a CEO this is Julian RI
who was my who was my intern at uh at Arcane he was 18 when he joined us uh
but he became so cool so strong and good at his job that eventually he’s way more
organized than I am and so for this new iteration having him as the CEO makes
much more sense and me as the president uh meaning that yes I’m I’m I’m very
aware of all the of all the uh you know the backbones of the company the the the
direction where we going the the um the strategy Etc the operations those type
of things operation Etc but I’m less on the money for example than you know he
knows where we are in the bank account it’s I don’t even know how to log into our bank system uh so he’s a little more
on the operation even though he’s creative as well by the way uh but but uh he he’s he’s more on the on the
operations and I’m more on the on the face of the company slash recruiting of
the people he’s more on make make things happen and I’m more on the uh on the on
the on the Creative Vision side you know like um um yeah but I I’d like to say
I’m more on the fun part but I think the other side is more you know it’s more fun for him yeah
exactly it’s taste buds right everyone can have the same thing so I’m guessing you prefer this format where
you kind of you’re in your lane I guess you can say like yeah I’m grateful for having someone like him that I that I
fully trust 100% like 100% And and that you know sometime we take this for granted uh but when you have a business
partner where you know the business part doesn’t have their own agenda trying to like steer the boat somewhere or whatever it’s it’s really cool we we we
both go exactly in the same direction it allows me to relax more into the part that I’m feeling more comfortable with
which is uh you know the the the creativity and the vision for the you know the culture of the company Etc
um yeah that’s that’s that’s more that’s more what I enjoy to do so it’s it’s
cool because with Arcane I was a little bit trapped into uh some stuff that you
know for many years I I did not want you know I did not necessarily want to uh uh
raise money or do things like that okay there’s driving forces that you know
makes it hard to not do that that’s very interesting I was going to ask you later on but we brought it up now it’s like
when you’re finding founding a new studio like picking the people at the start seems to be like one of the most
important decisions and you’ve kind of told this a little bit like you knew him since he was 18 he was the intern so you
had that trust and it sounds like that’s one of the most important things when you’re picking who’s going to be kind of
with you at the start of a new studio man it’s funny you talk about that because doing w f is like is like
playing new game plus it’s uh I I we are in a position
where uh we can this time start the game again but know exactly what we want and
you know we got I mean 80% of this company is for Aman people wow and the
value the value of having a team and I don’t think people realize that when you when you create a when you have a team
when you have a company um an operation in general it’s all about the people but
it’s not about the people individually it’s all about the dynamic that you’ve
created between the people this element goes extremely well with that one that without this would
not really do his thing Etc and so the value of having a team that has failed
together many times succeeded together many times uh know each other laughs about the same [ __ ] uh can scream at
each other but but with love uh is is incredible we are way way
more efficient it takes decades to create those team and the people that
I’m working with right now for the most part I’ve worked with anywhere between
10 and 20 years together wow that sounds like the biggest code so there’s a lot
of implicit communication there’s a lot of uh everybody’s an autopilot you know
uh they already know what I want before I even say it because at this point they just want it as much as I do they I
don’t have to convince them about some of the values of uh of the kind of games we do you know that usually we have to
tell people oh that’s the reason why we do this like no the team is in autopilot they know exactly what uh before showing
it to me that how I’m going to respond to things um so it’s yeah it’s very very
uh powerful effective I can imagine the
I’m just thinking for the people listening who don’t have the luxury of having a team where they’ve worked
together for 20 years straight that seems like we’ll be like yeah that’s very nice to have but how do
I have that implicit communication now is there a way to FastTrack this from my
understanding this was just through sheer osmosis through 15 years of maybe being in the same office potentially so
I’m curious like if you were trying to recreate that Vibe what would you do yeah I mean it would be like saying
how do you recreate the the the the vibe of that perfect group of friends uh you know we all have
that at some point in our lives and you in your 20s uh early 30s I’m not sure I’m not
sure exactly how old you are but uh 26 26 right so there’s this moment
where you have um you know that group that group of
friends you have where you know this girl is with that guy and then they you know there’s there’s this thing right
like there there’s incredible and it took years it took like 10 years to make and and you know each other Etc you
can’t recreate that it’s just an iterative process where the the one who stick to the culture stick and then the
other ones move move away and then some new ones that are just appropriate to come in and and and that that really
cool Dynamic that’s it’s the same with companies I think with uh you you sometimes have that magic or or band you
know you have that magic where everything is just perfect and uh you can’t create that you can’t buy that
that’s why that’s why it’s always funny to me funny in a single way when you
have those big groups full of money that come to a city and they say
triple the salary we’re going to open our Studios hire anyone hire the best
ones I have stories Rafael I have stories from the recruitment perspective speaking to the people and exactly what
you said like they come in usually foreign make the studio
pay triple the salaries there it’s like all right recreate what you did at King like okay and then it doesn’t work for 3
years I don’t know we try again elsewhere close the studio like yeah so
much pain and thank God frankly because I I’m glad it’s like this
because at least there’s some justice it it means otherwise that money would really buy anything but it
can’t some of it you just can’t rely on money to have it it’s uh [Music]
yeah the human the the human aspect is important and sometimes it’s just yeah it’s just no way to buy it yeah I think
you need that passion I think founder-led Studios I feel like that has its own special section like if it’s a
Founder Le Studio you have that Vision um I was again I’m just trying to make
it something that we can kind of hopefully touch on advice wise like you mentioned how do you build a group of
friends and I’m thinking okay if you were really trying to like from the sound of it you kind of need a core
group first if you wanted to build that Core group and then only then you can hopefully build on it and then get a
company a band group of friends yeah yeah it’s going to definitely rely on a on a on a group of
like four five six very very strong personalities or something
that you know there’s some sort of a dynamic that works really well between them and and the interesting thing and
you see this even in um you know you see this in some shows like
some TV shows like Silicon Valley or something and of course it’s it’s it’s a dramatization it’s it’s but but you see
different elements with different strength and sometime you go like but everybody think like this one person is
is doing everything or is is like the the mind but really it’s the other one that is more shy or or like more quirky
that actually without that person this other person would not be as good as as everybody thinks right so it’s really a
team thing it’s it’s a dynamic between a certain amount of people uh that’s why taken in
individually you know you might have this amazing uh uh artist lead artist or
something that also needs is is kind of like this other assistant that they used to work with that somehow even though in
absolute value on the paper is not as high somehow was bringing something to
that person my point is there is something about osmosis between between things between uh between personalities
between people that go beyond uh a resume or that go beyond um um you know
the the the the the character sheet that you on on Oran
game I’m thinking about this and you don’t have to answer this but I’m curious this osmosis do you think that’s
possible to do from scratch remotely oh remotely uh well
I don’t know I don’t have that experience so far I’ll have to say uh right now our company is very um um a
remote we have people from everywhere but it’s people that we’ve worked with
physically before for the most part I mean there are some there are some new elements
that we’ve we’ve integrated remotely uh that never worked at Arcane
before and that are a good fit so we’ll see it’s possible I think it’s
possible um yeah it probably is possible but
man I I do I do uh I do miss the time of uh offices off his space and and going
out to lunch together and you know because it’s it’s in between the meetings that the true meeting
happen yep I noticed that at conferences as well like the real business at least for me always at the parties or in
between the actual meeting I’m curious like for you guys if you’re fully remote at woli do you have regular
meetups like some studios do even if they’re fully remote how often do you have them what does that look
like uh we used to have two or three per year now we have one per year because simply because we are so we’re more
we’re bigger now than we’ve ever were uh we’ve got 55 people so but we choose you
typically we choose a destination that is fun like our next one is going to be Brazil nice and uh yeah we we fly
everybody and uh and have uh yeah have some some meetings in a hotel and
swimming pool and and so that yeah it’s a good moment to
celebrate our our partnership and a collaboration uh and at the same time
work and we do that yeah about once a year at this point I’m just curious um of the setup
here because I’ve heard of a few different ones like some people do where they have like the all work together and
then they spend the evenings together and they do this for a whole week some of them it’s a bit more chills like Hey we’re going to basically have a vacation
and there’s going to be some web seminars and like talks for the week but there kind of like not doing your actual
work week and some of them it’s like we’re just going to all work together for a week well we had different
versions of that I think like the ones the ones you’re referring to and the ones I was actually uh talking about
like we we call it the wolf gon so this one is a very specific format we go to a
uh either big rbnb I mean it used to be B rbnb now it’s big hotel and uh we have
a few conferences where we um uh we you know there’s a few presenters that are
going to talk about uh some you know for example the current version of the story or whatever uh to everybody in the room
um and it’s and that’s it and the rest of the time is uh
fun and lack of vacation frankly but then we also have the meetings where uh
at Alpha for example we’re going to fly some people in Austin because I have an office there uh we have office space
there and then 10 or 15 of us are going to work together non-stop for for two
weeks or something you know oh nice to like the good old
times make it happen put it fit it in the Box uh so you know we we do have
those bursts uh sometimes or sometimes we also have me going to France for a
week to and you know trying to work on
spe on a specific thing very closely with the level designers because we are at the stage where we need to uh
reorganize the the you know the mission flow whatever um so we do have all of that so all in all we do we do meet um
you know regularly somehow some of us anyway not everybody but there there a
few people that travel quite a lot I like that a lot actually I’m thinking if I was doing a wants to do
like that two week Sprint you mentioned like you can get a lot of Osmosis done in two weeks yeah you can and then again
and then you keep the momentum because it’s a lot of it is synchronizing between people and then like you go off
and at least you know what you’re doing yeah because I’ve had Jeremy Stein on a previous episode and everyone he’s just
founding a new studio he used to work um at it was on fool guys and then cybo but
a lot of his founding team is people he’s worked with for 10 plus years and he feels like that is one of the biggest
reasons why he can have that kind of remote start but if I were to do that again or if I was a studio founder or
some reason then that two we Sprint because I want to take advantage of Global Talent like why wouldn’t you then
yeah getting that two we Sprint it’s just yeah and also like you said I like the office Vibe I want those memories
you know like everyone just running around like H like at least for me it seems like a good memory to have
true lovely so just closing off now just curious about wolfi you mentioned you
have a game coming up um what is the story of wolfi why is it called wolfi like what is the what is
wolfi well there’s always been some sort of Wolf theme in in you know um this
it’s my band with Wolves yeah um wolfy yeah it’s just it’s just a just a name I
know there’s not necessarily tons of tons of reasons behind it um but the
next game so we are about 55 people at this point we’ve teased the internet
before with what we’re doing so we’re doing a you know it’s it’s a first person uh ritual sci-fi
RPG and uh I I do believe that the fans
of the games that we’ve done before while at Arcane are going to be uh very happy to uh to to see when when they see
the the the the games you know uh but anyway our next
step at this point is to um find a publisher so that’s going to be um
that’s going to be our next um business effort is going to be focused on planning a publisher so we are going to
the Gamescom with our um you know their material to show and um hope hope for
the best nice amazing and I know a few Publishers so guys have a hopefully
they’re listening and yeah Gamescom we’re going to party at Gamescom I assume um naturally we have to that’s part of
the yeah get get all the Publishers in a room like hey look at the game that’s that’s the way to do it
nice Rafael word of advice to Founders you’ve done it twice now and over 20
plus years if you’re finding a if you’re founding a new game what was one thing you would tell
them yeah I would say the world is different now than it was when I did it uh so you have different advantages and
different uh difficulties um one of you know the the advantage is that
today you could make a game with five to 10 people if you are if you
can if you have the the not even the money but if you can if you can spare you know like your on your lifestyle if
you can if you can really be lean and maybe still living with your parents I mean say you’re anywhere between 15
years old and 22 23 or whatever if you manage to gather people that are just as motivated as you are which is rare
because a lot of people will say they want to do things but uh eventually they they when when it comes to time to
actually doing it they they are feeling more like distracted or lazy or whatever it’s takes an incredible amount of drive
it takes this needs to be the thing you want the most uh in life at the moment
where you are in life that it’s got to be you got to have you you need to want to see this come out right this game
that you have in mind to be a to have a chance to succeed at it because otherwise it’s so hard it takes a long
time there’s no instant gratification for it it takes two three four five years uh of very very hard work a lot of
doubts it’s a very lonely road but assuming you have that in you and you find other people that are that have
that too then the benefit is that you could use unreal five uh download the the the
SDK and uh learn everything you need to learn assuming you’re you’re you’re fairly technical or artist or whatever
you have that little team they all the tutorial online on YouTube Etc you can absolutely do everything uh the biggest
problem after that is going to be discoverability which is not something we used to have before in in the in the
90s in the 2000s uh there were so many Gatekeepers uh from the Publishers to
the to the people who give money to to the to the press that uh um being
discovered uh was was hard but once you were then you had you had all eyes on
you right uh now uh so it back then what was hard was
to convince people that you could make a game now it’s hard is not that is to
reach reach to the to the to the public uh so I don’t know Tik Tok I don’t do
that today no I think more seriously you uh you do you do an early access uh and
you slowly build your community and you slly be interest for your game uh at first you are where you are in life you
know you’re not famous uh you can’t hire big people that are famous uh because
they won’t come to you they so you have to do with what you have and that’s the rule of the of the game since this game
exists uh the game of doing business you know it’s always been the same you gotta it’s hard at the very beginning you gota
you got to go through a lot of Hoops and being be consistent a hard worker honest
uh and then and then it’s not a matter of luck because if you constantly hit
you know you’re honest you’re passionate about what you do there’s a moment where it’s not luck anymore you know the
things are aligned and you go through yeah it’s like a matter of time I wrote about this like luck is like
fishing if you cast a bigger and bigger net then eventually the fish are going
to go in but if your net is Tiny yes you could get lucky but the only thing we
can control is how big the fish net is is and if like you said check the boxes you you’re honest you actually keep like
you kind of put bashing your head against the wall is one way to say but just keep fishing and then you can
complain about the weather but you can’t change the weather so we just need to keep fishing keep showing up and then
eventually fish come I like I like that I like the fishing and allery tree that’s good one lovely rapael where
should people find you what do you people if anyone’s listening what should people check out
uh well I’m on I guess I’m on Twitter and Instagram even though I don’t I don’t post uh like a madman but uh but I
would like to plug my band uh weird wolves uh we are you know I’ve I’ve I’ve
done some of the musics for Dishonored and prey and weird West uh with the band
so and and people people like those those those songs uh that they that were in those games so please yeah come and
check us out weird wolves this one uh find us on Spotify follow
us and uh yeah add our playlist you know there’s a there on on my main profile on on weird wolves there’s a there’s
there’s a playlist that that has all our songs there support us if you like us
yeah listen to the music and then yeah if you hate it if you hate it don’t you know that’s if you hate it send Rafael a
personal email no I’m kidding so we have yeah weird weird wolves. comom it’s
literally exactly that they have all the links to what we just said and fantastic rapael thank you so much for joining the
show yeah thank you so much it was a very fun fun conversation
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It was a pleasure collaborating with Harry on our Live session. Unlike other experiences, it was good to get the feedback and in-put on content and successful Linked-In formats.
The support in the lead up and post event was great, this made all the difference in terms of reach and success. A very supportive and collaborative approach for reaching out to our industry.
Cheers Harry 🤗
Harry is an excellent coach!
I had a plan to strengthen my personal brand on LinkedIn, but I really did not where to start. I just kept delaying that. And then during the 1:1 power hour with Harry it became clear that I need somebody experienced to help me put a strategy in place. This is how it started.