00:07I think you have to be kind of a special kind of crazy to want to make games.
00:11It's a crazy idea.
00:12Like you have to be a little bit of a madman to do it.
00:15Making games is hard.
00:17Like it's really fucking hard.
00:19Yeah, hell yeah man.
00:20What's the point of making games if you're not going to be ambitious?
00:27A lot of the founders at Midwinter have the same feeling.
00:30They want to get back to the time where you were less than 20 people making a game together.
00:36Everyone knows each other.
00:37Like you can make decisions really quickly.
00:40Working at AAA is awesome because you have this massive scale of production.
00:45You have this huge team of incredibly talented people.
00:47And the things that you can accomplish when you're working at that scale are pretty incredible.
00:52But something gets kind of lost in that process.
00:55We want to leverage I think a lot of the experience that we've had making big games.
00:59Don't get me wrong.
01:01This is an Independent with a capital I.
01:04It's about collaboration.
01:05And it's about working with other people in a very human way.
01:08And jamming out.
01:10Like making something that we can create as a team and really operate like a family almost.
01:17Scavengers is a survival shooter coopetition where teams of players compete while engaging in PvE combat.
01:26It takes place in a not so distant future in a winterized world where a cataclysmic event has led to
01:34this sort of new ice age.
01:36And then you have this mysterious disease that's been spreading through the world, infecting all life across the planet.
01:43The challenge that we have as an art team is to define that intersection of beauty and dystopia.
01:51And we're trying to have a lot of down moments in the game.
01:54We're pacing it like a thriller.
01:55We also have AI in an open big world that we have to fight and work together as a team
02:01to overcome.
02:02So it's a mix between PvP and PvE.
02:05To be able to merge these two types of conflict and have them remain in balance with one another is
02:14probably our biggest challenge.
02:16But it's also the thing that gets me most stoked about the game.
02:21We're trying to present a large, rich, open world environment.
02:27This is something that we tried to tackle with Warzone and Halo 5.
02:31And that mode was really popular and very successful in terms of what it achieved.
02:37But we had a lot of limitations that we had to deal with.
02:39And so for us with Scavengers, it's really important that we're leveraging a platform called Spatial OS.
02:44And what Spatial does is rather than having to deal with the limitations of a single server within which you're
02:50having to simulate everything that's taking place within a game session,
02:54you're actually able to divide up that game world.
02:57So basically you get smarter AI and you can use the environment as a more dynamic playground.
03:03What Spatial really gives us the opportunity to do is be able to ultimately push a lot more richness into
03:09the world than we were ever capable of doing before.
03:13There's a word that we use a lot here is that we call togetherness.
03:16And I think that is going to permeate through the company and with our titles where we want to make
03:23sure players play together and build relationships in the games.
03:26We believe in the idea that community takes adversity.
03:32That's our purpose at Midwinter is to create that feeling of togetherness and put that into the world.
03:36And that's what we're here to do.
03:37Not to get crazy, you know, philosophical, but I think like in an age where digital technology has the ability
03:45to sort of pull us all apart and polarize us and segment us,
03:49I think games have the ability to bring us together and bind us and that's really powerful.
03:55And that's what we're here to do.
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