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Private Division - new independent games label from Take-Two Interactive

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Private Division Twitter account has been more active over the past week or so.
mystery.png


https://gamedaily.biz/article/98/ta...ry-somewhat-sadly-falling-prey-to-sequel-itis

"Desilets’ Ancestors might be the first new IP to lead the charge for Private Division. Worosz said 2019 should be when we start to see his team’s work bear fruit."

Take-Two's Private Division sees 'industry, somewhat sadly, falling prey to sequel-itis'

michaelworosz_feature.jpg


Michael Worosz, head of Private Division, explains how devs can pursue creative firepower and get away from org charts.

Success breeds success breeds… burnout? That’s not always the case, but it certainly has happened to a number of veteran game developers who’ve been asked to make sequel after sequel for big name franchises. Publishers have to answer to their shareholders, and making yet another Assassin’s Creed or Call of Duty makes good fiscal sense. Known entities are lower risk than new IP, but developers aren’t suits; they’re creatives who want to explore their ideas without the shackles of shareholders. Ironically, a group of developers may be given that freedom by a company that’s very much beholden to the market: Take-Two Interactive.

Take-Two’s new label, Private Division, started to make its presence known late last year, but it’s already signed deals with triple-A veterans like Patrice Desilets, David Goldfarb and Ben Cousins (The Outsiders), Obsidian Entertainment and others. Take-Two CEO Strauss Zelnick acknowledged that Private Division will help bolster the publisher’s portfolio but the genesis of the idea goes far beyond that. Private Division boss Michael Worosz sat down with me at E3 2018 and talked about how he saw a unique opportunity to help veteran creatives who were growing weary of the triple-A lifestyle.

“We saw very veteran creative developers who were leaving the bigger shops, and they had sort of built their careers working on someone else's idea, someone else's IP,” he began. “They gleaned experience and they worked with people for many years. They wanted to get out of that, and do something more entrepreneurial, working against their own idea. And hang their shingle, build their own shop, and they were bringing their teams with them. We saw a couple of these opportunities, one after another really, and we said to ourselves, 'We think there's an opportunity for us to do publishing in this space.' These are people who want to get away from managing 400-person teams and five-year development cycles.”

Ken Levine of BioShock fame is not working with Private Division, but Worosz did note that his team was even inspired internally somewhat by seeing what Levine decided to pursue with his new post-Irrational venture called Ghost Story Games. “[Ken’s] working on a new IP after he wanted to get away from BioShock which is a very big endeavor,” Worosz said.

Patrice Desilets, who is best known for creating the Assassin’s Creed franchise, is perhaps the most famous example of this phenomenon. He ultimately went on to found his new studio Panache Digital Games so he could work on an interesting new property called Ancestors: The Humankind Odyssey, which deals with human evolution.

“Patrice was on a massive team at Ubisoft. He was doing org charts, instead of using his creative firepower,” Worosz said. “One after another, we saw these opportunities. Then we asked ourselves, 'Well, within Take-Two, what's the best home for these projects?' Rockstar generally works on their own ideas, their own IP. 2K does third-party publishing deals on occasion, but a game needs to be able to start half their size to make the math work from an ROI standpoint, just by virtue of their overhead, and the opportunities they want to put their bets on any given year.

“Yet, these are great ideas that are flung by the wayside when it comes to within the four walls of our company. How do we pursue those? And that gave rise to, let's build a publishing team squarely focused on this opportunity, where we're working with veteran creatives who've been there, done that, we can obviate some of the risks by virtue of their experience. It's not like we're funding a new team, this is not their first rodeo. In stark comparison, these people are all proven. They've made games like Halo, Assassin's Creed, and Fallout.”

Goldfarb, who has a long history in triple-A at companies like Starbreeze, DICE, Guerilla Games and others, admitted to me in 2015 that he was burnt out. Even then, he saw the potential in a mid-tier that Private Division is now exploring.

"I do think there's a spot between the $100-$200 million dollar AAA games and the $1 million indie games that is not being adequately explored. To me that's a really rich field to plow and you can do awesome stuff there," he said at the time.

And that’s precisely the idea, Worosz explained. Private Division is aiming to find that ground between $100 million budgets and the two-person teams that are funded on Kickstarter. Frankly, apart from market opportunities, it’s an endeavor that can leverage some of the best creatives in the business, and that can only be a good thing for an industry that “somewhat sadly, is falling prey to sequel-itis,” said Worosz.

“When you're writing a bigger and bigger check for the next game, the next iteration, you gain a little bit more confidence on the risks you're taking if the previous IP has done well. At the same time, it comes at the expense of planting new seeds. We're constantly harvesting instead of planting,” Worosz observed.

Worosz noted that Private Division isn’t some small, experimental initiative for Take-Two but “represents a really significant investment by the company.” There are already four games underway (that have been announced so far) and Private Division acquired the Kerbal Space Program IP, “which has been great because we have cash flows and profit coming in the door to help fund our publishing overhead, and pursue new opportunities, but also we love that IP. We think that we can take it to the next level with things we'll do with it in the future.”

While Take-Two now operates Kerbal Space Program, Worosz made it clear that the developers Private Division works with will maintain their IP rights. That said, Private Division keeps long-term rights to publish sequels. “If we have a good experience in the first game, we like working together, we created a successful hit, it would probably work in our favor that you came back to us,” Worosz said.

In analyzing which developers to work with, Worosz said that Private Division is definitely leaning towards the veterans who’ve already shown their pedigree, but he wants to empower them with the full weight of Take-Two’s resources.

“We'll look at the broader market, what's interesting. We'll start with the former. The market is a data point. And then we'll do analysis against what we think this thing can do from a P&L standpoint,” he remarked.

“But in terms of our sources, we're super well connected to the industry. We have a team composed of producers, and marketers and QA personnel. We've set up Private Division where anybody in the organization, if they're connected to someone who has an idea that wants to get a game made, we'll bring them into the funnel. We'll evaluate it, and we'll see if it has merit. Anybody can really source a deal, so we have lots of eyes and ears on the ground, sourcing new opportunities on our behalf.”

Worosz was reticent to define an exact budget range for the titles Private Division will work on with these veteran developers. And while they clearly won’t be $100 million projects, his team isn’t necessarily compelled to stop at $1 million either. “Take-Two is not capital constrained. We'll pursue the idea if we have conviction behind the team and the idea itself, and we think we can make a profitable release from it,” he noted.

“The promises we're making to our developers is we're going to do a kick ass job on your game, and we're going to bring your baby to market, and hopefully achieve success together,” Worosz continued. “If our organization is not sufficiently staffed to realize that ambition, then we've fallen down on the promise we made from the very beginning of that conversation with a developer. At this point, we think that we, ourselves, are growing the organization bit by bit. So far so good, but if and as we release profitable, creatively successful games on the market, we'll grow the organization. We don't need to make a 150-person publishing team, but we're not going to be constrained either based on just trying to keep the team lean.”

Of course, Take-Two is not the first triple-A publisher that has gone after the indie market. Electronic Arts has published some great titles (like Unravel) under its EA Originals program and Ubisoft, too, has experimented with smaller projects like Valiant Hearts.

“Obviously, our budgets and our endeavors, they're bigger and more ambitious,” Worosz said, referring to other publishers’ indie efforts. “We're really putting the full resources of the company behind this. We've recruited a dedicated team… It's strategically significant for the company, so we're all in on this in ways, I think, other publishers probably haven't been to this point.”

When developers work on major franchises under the triple-A umbrella they inevitably are asked to do things that might be outside their comfort zone, whether that’s loot boxes, games-as-a-service monetization, or anything else to enhance a publisher’s bottom line. Working with Private Division, however, means that developers will have autonomy and creative freedom.

“We're not going to force anything,” Worosz said, “And some of the developments we've seen from E3 this week, including very respected RPG franchises that are doing online modes, you know certain types, certain number of games won't include any online component. They'll feature traditional DLC, and they'll be really heavily focused on single-player experience. We think that's great for our games, because there certainly is a market for that, and we're going to go after it.”

With rising budgets and rising expectations from gamers, the mid-tier is a bit of an endangered species. Even calling it mid-tier is something that Worosz is not thrilled with because “it connotes a game of certain mixed quality,” but he also sees how hard the triple-A space has become for anyone but a handful of studios.

“I think that to compete in the arms race that is super, high fidelity, open world endless choice, there's only a few studios who can pull that off,” Worosz commented. “CD Projekt seems to be on another path with their new game. Certainly our own team at Rockstar is really defined in that category, and they'll achieve it with Red Dead 2. We're not obviously in that arms race. We're a different proposition. When we think about our games, we think that it's eminently achievable, we can hit high production values, and give gamers a satisfying experience but perhaps it doesn't take a 100 hours of their lives to get through the experience.

“You can give someone a really compelling interactive entertainment experience that might take them 12, 15 hours, and at the end of the day they completed it, they feel really good about it, they're ready for the next iteration, or a piece of DLC. So, a lot of times what we think about is given the myriad number of distractions we all have for anything in this world, including demands on our time from different content, can you get somebody a really satisfying experience, deliver high production values on a budget, and set up a new IP for the future?”

Desilets’ Ancestors might be the first new IP to lead the charge for Private Division. Worosz said 2019 should be when we start to see his team’s work bear fruit. And Desilets is chomping at the bit.

“Patrice’s creative firepower kind of like shines through, and he can't help himself sometimes, and he wants to get out there. He's one of his own best marketers,” Worosz said. “He's obviously shared some stuff on that. We've gone quiet a little bit since, but there'll be a lot more details about the game towards the end of the calendar year.”

A game that deals with human evolution is exactly the kind of fresh experience that the industry needs, Worosz noted:

“You can certainly make that into a compelling piece of entertainment. I think he's done that, and we're sort of reflecting back on the press conferences of what we've seen so far at E3. There's a lot of post apocalyptic zombie games. There's a bunch of samurai games. There's lots of guns. Some of ours games don't contain any of those elements, and that feels really good. It's fresh.”
 

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Take-Two earnings conference call from last month: https://www.fool.com/earnings/call-...nteractive-ttwo-q1-2019-earnings-confere.aspx

Ryan Gee -- Barclays -- Analyst

OK. Fair enough. And then maybe thinking longer term, I know end of last year, you guys announced the Private Division and then several projects to go along with those at that time. So, I'm curious if there's any sort of update on any of those projects, and ideally what's the realistic timeline that we might be able to see one or two of those come out? And then, kind of along those lines, if you guys have any plans to add additional studios under that umbrella? Thanks.

Strauss Zelnick -- Chairman and Chief Executive Officer

Well, we've mentioned a number of the projects that are pending at Private Division. There are four of them pending. Right now what we have in the marketplace is Kerbal Space Program, which we acquired and which is doing really well. We don't have any releases from Private Division in fiscal 2019.

And more to come on Private Division but we do have four titles about which we're incredibly excited in development.

No games before the end of 2019.
 

Kyl Von Kull

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Take-Two earnings conference call from last month: https://www.fool.com/earnings/call-...nteractive-ttwo-q1-2019-earnings-confere.aspx

Ryan Gee -- Barclays -- Analyst

OK. Fair enough. And then maybe thinking longer term, I know end of last year, you guys announced the Private Division and then several projects to go along with those at that time. So, I'm curious if there's any sort of update on any of those projects, and ideally what's the realistic timeline that we might be able to see one or two of those come out? And then, kind of along those lines, if you guys have any plans to add additional studios under that umbrella? Thanks.

Strauss Zelnick -- Chairman and Chief Executive Officer

Well, we've mentioned a number of the projects that are pending at Private Division. There are four of them pending. Right now what we have in the marketplace is Kerbal Space Program, which we acquired and which is doing really well. We don't have any releases from Private Division in fiscal 2019.

And more to come on Private Division but we do have four titles about which we're incredibly excited in development.

No games before the end of 2019.

Not quite. Take-Two’s 2019 fiscal year ends next March.
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Yeah, they already said that we won't hear anything before April 2019. Not before the end of 2019.
 

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Now that Private Division's games have been announced, there's more stuff about it in the latest Take-Two earnings call: https://www.fool.com/earnings/call-...nteractive-ttwo-q3-2019-earnings-confere.aspx

At The Game Awards in December, Private Division announced The Outer Worlds, an upcoming new IP from Obsidian Entertainment, that is coming to PC, Playstation 4 and Xbox One. The Outer Worlds marks the reunion of Tim Cain and Leonard Boyarsky, the original creators of Fallout, for this new single player si-fi RPG from the renowned team behind Fallout: New Vegas, Star Wars: Knights of the Old Republic II, South Park: The Stick of Truth and the Pillars of Eternity franchise. The announcement trailer for The Outer Worlds has tallied more than 12.6 million views, and the game is featured on this month's cover of Game Informer magazine. Also at The Game Awards, Private Division announced that Ancestors: The Humankind Odyssey will launch digitally on PC, Playstation 4 and Xbox One in calendar 2019.

Following The Game Awards, Private Division partnered with Gamespot to view the first 25 minutes of the game, which has been viewed more than 2.4 million times on Gamespot's YouTube channel. Ancestors is being developed by Panache Digital Games, an independent studio of 35 talented developers in Montreal, cofounded by Patrice Desilets, original creative director of Assassin's Creed. In addition, Private Division will continue to release updates for new content for the Kerbal Space Program Enhanced Edition for Xbox One and Playstation 4, as well as for the PC version. Going forward, Private Division will seek to add to its already impressive roster of development partners throughout the world, and we look forward to its future announcements.

(I think he confused Game Informer with Gamespot)

We've also got Private Division. We spend a lot of time talking about, which you're going to see the first couple of releases coming out in the near-term future

Andrew Uerkwitz -- Oppenheimer -- Analyst

Yes. No, no, fair enough. And then Strauss, just had a couple of questions around Private Division. What were some of the -- now that we're getting the two games launched this year, what were some of the industry trends you identified a couple of years that made you want to build Private Division out really aside from a focus on original content? And as a follow-up, how do you think about building a studio as what you do with Mr. Condrey versus finding third-party studios like what you're doing with Private Division?

Karl Slatoff -- President

Andrew, it's Karl. So in terms of the idea behind Private Division, I mean, look, we've had -- obviously, we've been around the industry long time and when you see sort of ebbs and flows in terms of the amount of independent studios that are out there and also talent that's not necessarily associated with other enterprises and just within the last few years we've seen an increase. And most of the people that we have -- that we signed up for Private Division, these are actually folks that got real credibility in the industry and have done things before. And want to try -- and they want to try creative -- a different creative approach than they have in the past and not necessarily work on titles with -- as bigger budgets as they've had in the AAA or Quad-A world.

So there's just an opportunity -- it's really based on talent and availability of talent. And like I said earlier, we prodded ourselves to be a home where -- and to have the flexibility to be a home for creative talent to allow them to pursue those endeavors. And the key ingredient there is passion. And that really is -- probably 95% of it is passion, do we believe in them? Do they believe in themselves? And can we find a way for it to work within the business model that works for both for us? And that idea is something that was born here.

And then we actually really believe -- and once we saw it work once, we said this could be a new business model for us. We can grow this out into a much bigger place because there has to be more than one or two of these folks out there that want to pursue this path. And as it turns out, we're absolutely right. And the pipeline has been incredible, and the number of titles that we've looked at is staggering over the past few years.

I mean, there is no shortage of inbound interest for private division. So it's very [Audio gap]

"Quad-A" is officially a thing now, huh?

Gerrick Johnson -- BMO Capital Markets -- Analyst

Hi, good morning. Thanks for the commentary on private division. But can you remind us the economic relationship between Take-Two and the companies in Private Division like Obsidian? And what do you get -- what's your upside potential from outer worlds and games like that? Thank you.

Karl Slatoff -- President

I won't get into the specific economics, but generally speaking, all the -- these are situations where the independent -- the studious that we work with, they actually maintain the ownership of the IP, but we have long-term publishing rights to that IP and we generally will fund developments and marketing of those expenses -- of those titles. And once all of that is recouped and there is typically a profit share. But I can't get into the specifics of how -- what kind of profit share that is, etc, etc.
 
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Urthor

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Just seems like they had way too much money from GTA and private division is an excuse to spend it on whatever the fuck rather than returning it to shareholders.
 

Infinitron

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Private Division's third game, the sci-fi shooter from Halo co-creator Marcus Lehto, has finally been revealed. It is indeed called Disintegration:

 
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LESS T_T

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Funny, Take Two's last big E3 announcement was XCOM 2: War of the Chosen at E3 2017.

July, 2014 - Battleborn announced
July, 2015 - Mafia 3 teased, official reveal at Gamescom next month
May, 2016 - Civ 6 announced
October, 2016 - RDR 2 announced
December, 2018 - Outer Worlds and Ancestors announced at The Game Awards
March, 2019 - Borderlands 3 announced at PAX East
July, 2019 - Disintegration teased, official reveal at Gamescom next month
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Q1 2020 Take-Two earnings call: https://www.fool.com/earnings/call-...nteractive-software-inc-ttwo-q1-2020-ear.aspx

August 27th, Private Division will release Ancestors: The Humankind Odyssey for digital download on PC. The title is the first release from Panache Digital Games, the studio co-founded by Patrice Desilets, the original creative director of the Assassin's Creed franchise. in Ancestors: The Humankind Odyssey, players are challenged to survive and evolve in the harsh yet beautiful land of Africa spanning from 10 million to 2 million years ago.

Ancestors will also be available for digital download on PlayStation 4 and Xbox One in December. On September 6, 2K and Visual Concepts will launch NBA 2K20, the next annual offering from our industry-leading basketball simulation for PlayStation 4, Xbox One, Nintendo Switch, and PC.The title will also be available for Google Stadia when the platform launches in November 2019.

On October 25th, private Division will released The Outer Worlds, developed by Obsidian Entertainment, the Outer Worlds marks the reunion of Tim Cain and Leonard Boyarsky, the creators of Fallout, who are introducing an entirely new single player Sci-Fi RPG experience. Launching on PlayStation 4, Xbox One, and PC, The Outer Worlds is a dark and witty player-driven story set in a colony at the farthest reaches of the galaxy.

In addition, the title will be coming to the Nintendo Switch following the launch on the other platforms. At E3 in June, The Outer Worlds received 4 nominations from The Game Critics Award for Best of E3 more than any other game and won the award for best original game, throughout fiscal year 2020, we will continue to support our titles with innovative post with launch content designed to drive engagement. In addition, Social Point and 2K will continue to broaden our offerings for mobile devices. Looking ahead to fiscal year 2021, Private Division announced disintegration, a new Sci-Fi first person shooter from V1 Interactive, the studio co-founded by Marcus Lehto former creative director at Bungie and co-creator of Halo.

The title will be fully unveiled later this month at Gamescom. Private Division will have more exciting news and announcements in the coming months.

The largest contributors to net bookings are expected to be NBA 2K, Grand Theft Auto Online and Grand Theft Auto V, Borderlands 3, Red Dead Redemption 2 and Red Dead Online, The Outer Worlds and WWE 2K.

So for private Division, we've announced three titles to date. We've been -- Private Division has been in existence for quite some time and we tend to only announced things when we are ready to announce things about games themselves. We have a lot of other activity that we haven't talked about in Private Division, but those are the three games that we've announced, ancestors with Patrice Desilets at Panache games. We have The Outer Worlds with Obsidian and we also have -- we just announced recently of this integration was V1 which is marketplace of a studio. So that's all we have to say, but you should expect more in the future.

Mike Olson -- Piper Jaffray

Absolutely. And then as previously discussed on the call here, you've -- you've got some interesting Private Division titles coming out this year and next. I know it's really hard to say and you don't want to give specific guidance, but maybe just qualitatively, what's kind of the best way for investors to think about potential contribution from those titles like how additive, do you think they can be versus some of your other titles?

Karl Slatoff -- President

The structure of those titles economically are as we -- if we are able to create hits, they have the same pound-for-pound economic benefit than any of our other titles around here. So there is a great opportunity. But that opportunity would be deliver -- delivered to the extent that we deliver hits and we never claim success before we have it ever. That said, our expectations are high. The buzz is very strong. The team there led by Michael Worosz takes the quality part of our strategy exceedingly seriously, they are very disciplined, they are very, very selective and we're grateful that we get to work with some of the best creators on earth.
 

LESS T_T

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For some reason they're going to have actual development studio themselves: https://www.linkedin.com/posts/private-division_take-two-activity-6608912855641186305-UNN-

Private Division is thrilled to announce that we are opening a new, Seattle-based studio to work on the development of some of our exciting and engaging projects. We are looking for talented developers at all levels to join our creative and dynamic team. We encourage you to apply at the Private Division Jobs page. Use the pulldown menus to "Private Division" and "Seattle": https://lnkd.in/efjjGG4

They're looking for directors and leads for all departments.

JOB OVERVIEW
Private Division is a developer-focused publisher that empowers studios to develop the games that they are passionate about creating, while providing the support that they need to make their titles critically and commercially successful on a global scale. As a new division of Take-Two Interactive Software, the label publishes Kerbal Space Program, has released Ancestors with Panache Digital Games and The Outer Worlds with Obsidian Entertainment, and will publish the upcoming title Disintegration with V1 Interactive along with other unannounced partnerships.

Private Division is headquartered in New York City with offices in Seattle, Munich, and Las Vegas. We are growing our capabilities to allow us to continue bringing great games to players and are looking for a new member of our team near Seattle, WA.

We are looking for a passionate, talented, and experienced Creative Director with a proven track record of leading creative teams to success.

JOB RESPONSIBILITIES
  • Collaborate with studio leadership to craft strategy and articulate long-term plans
  • Concept and pitch high-level game concepts
  • Evangelize concepts and generate excitement and enthusiasm inside and outside of the studio
  • Build a collaborative relationship with our development teams
  • Participate in design brainstorm sessions
  • Ensure healthy pre-production practices that allow for idea incubation prior to execution
REQUIREMENT SKILLS & QUALIFICATIONS
  • Excellent pitch, presentation, and public speaking skills
  • Sensitivity to mass-market audience appeal, and the ability to innovate within it
  • Passion for playing and making games, and a strong understanding of what makes them fun
  • Solid understanding of social games and the mechanics that work well within them
 

Drakron

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I guess nobody wants to be published by then thats hardly a surprise considering they are Take-Two and independent studios either are small and make niche games and are self-published/small publisher or are kinda big and end up being eaten by a big publisher like Respawn was, also if I remember EA had a similar initiative (EA Originals) that also got nowhere since they are locked to Origin platform (with Private Division so far being "soft-locked" to Epic and yes, I had to bring that up).

I think actual small independent studios dont want to be gobbled up by their publishers and that is something that have constantly happened, Take-Two is interesting since so far only Aspyr and Gearbox had titles published by 2K as everyone else been either owned studio or contractor and gobbled up they have, Bioshock was developed by Irrational that was brought up and renamed just prior to release, they also brought up Kerbal Space Program (and I know because I was really pissed when I found out) so I dont think no indy studio wants to end up RIP 2020-202?.
 

LESS T_T

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For some reason they're going to have actual development studio themselves: https://www.linkedin.com/posts/private-division_take-two-activity-6608912855641186305-UNN-

Private Division is thrilled to announce that we are opening a new, Seattle-based studio to work on the development of some of our exciting and engaging projects. We are looking for talented developers at all levels to join our creative and dynamic team. We encourage you to apply at the Private Division Jobs page. Use the pulldown menus to "Private Division" and "Seattle": https://lnkd.in/efjjGG4

They're looking for directors and leads for all departments.

Division: https://www.gamesindustry.biz/artic...-program-2-development-to-new-internal-studio

Private Division moves Kerbal Space Program 2 development to new, internal studio
Jeremy Ables, other KSP2 leads join Private Division, but former developer Star Theory's status is unknown

Private Division has moved development of Kerbal Space Program 2 from Star Theory to a newly-established, internal studio in the Greater Seattle area.

The studio will be led by Jeremy Ables, and will also include creative director Nate Simpson and lead producer Nate Robinson, all of whom have been working since the beginning of development on Kerbal Space Program 2 as part of Star Theory.

"Since we acquired Kerbal Space Program in 2017, we have consistently produced high-quality content for our community, which in turn has resulted in strong growth, both in terms of new players engaging with the franchise, and our ambitions to take it to the next level," said Private Division head Michael Worosz. "The opening of this new studio, whose purpose is dedicated solely to the ongoing development of KSP, is a reinforcement of our promise to bring the best experiences to our fans and players for Kerbal Space Program 2 and beyond."

Kerbal Space Program 2 was previously being made by Star Theory (formerly Uber Entertainment) with rights-holder Private Division as the publisher. The first Kerbal Space Program is being maintained by its original development studio, Squad.

Speaking to GamesIndustry.biz, Private Division confirmed that the Seattle location was indeed a "newly-formed, yet-to-be-named" studio, but did not comment on the status of Star Theory as a studio beyond the three leads' move to Private Division.

"When we first acquired Kerbal Space Program, we knew it would continue to be a blockbuster franchise," reads a statement from Private Division. "We're very excited about the launch of Kerbal Space Program 2 in Take-Two's fiscal year 2021 (ending March 31, 2021). Private Division believes strongly in the talented group of developers behind the game. The decision to open our own studio and move development in-house allows us to provide the development team with the necessary time and resources to complete development of KSP 2 at the quality level we all want to deliver our players. Our goal - and the goal of our developers - is to provide our community with the highest level gaming experience with Kerbal Space Program 2."

A representative of Star Theory declined to comment on the change.
 

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New publishing deals, including a new action RPG from Moon Studios of Ori series: https://www.privatedivision.com/202...gue-of-geeks-and-roll7-on-upcoming-new-games/

Private Division Teams up with Moon Studios, League of Geeks, and Roll7 on Upcoming New Games

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Three in-development titles will grow the label’s impressive portfolio with upcoming games from industry-leading creative talent

New York, NY – July 29, 2020
Private Division, a publishing label of Take-Two Interactive Software, Inc., today announced that they have signed three new publishing agreements with top independent developers Moon Studios, League of Geeks, and Roll7. These partnerships will expand Private Division’s portfolio of titles that includes the Kerbal Space Program franchise, The Outer Worlds, Ancestors: The Humankind Odyssey, and Disintegration. Private Division empowers and supports the industry’s leading creative talent in bringing their visions to life and land to consumers around the world.

“Our partnerships with Moon Studios, League of Geeks, and Roll7 continue to enhance Private Division’s roster with more of the game industry’s best creative talent from around the world,” said Michael Worosz, executive vice president and head of Private Division. “We are thrilled to work alongside these experienced developers to provide them with the support needed to propel their creative visions to the next level.”

Moon Studios, founded in 2010 by Thomas Mahler and Gennadiy Korol, is a BAFTA award-winning studio best known for their work developing the critically acclaimed Ori and the Blind Forest and Ori and the Will of the Wisps. As a distributed development house, their team is spread throughout the world and is comprised of industry-leading talent from across the globe. In partnership with Private Division, Moon Studios is creating a compelling new action RPG.

“Developing the Ori series over the last decade has been a fantastic experience for our team, and we’re thrilled to now be aiming our sights even higher with a new action RPG,” said Thomas Mahler and Gennadiy Korol, co-founders of Moon Studios. “We attribute our success to the ‘iterative polish’ process we use at Moon Studios, and we’re continuing that style of development to create a new game that rises above anything we’ve created thus far.”

League of Geeks, founded in 2011 by Trent Kusters, Blake Mizzi, and Ty Carey, are the renowned developers of the seminal digital board game Armello. Located in Melbourne, League of Geeks is looking to expand upon the studio’s initial success with an ambitious, new video game and intellectual property in partnership with Private Division.

“It’s equally important for us to build games with heart that can rally and foster a dedicated community of players, as it is to develop games that are critical, cultural, and commercial successes,” said Blake Mizzi, co-founder and director at League of Geeks. “This partnership provides the opportunity for us to grow our studio alongside our ambitions to create something beyond anything we’ve developed before.”

Roll7 is a BAFTA and multi-award-winning independent studio founded in London in 2008 by Simon Bennett, John Ribbins, and Tom Hegarty. Roll7 created the OlliOlli series, NOT A HERO, and Laser League, and are working with Private Division on the next jump forward in their mission to create awesome, flow state games.

“Our titles resonate with players because we strive for super solid game feel, highly refined gameplay, and simple but highly masterable mechanics,” said John Ribbins, chief creative officer at Roll7. “We’re really excited to be working with Private Division on our next title and we can’t wait for players to get their hands on it. We’re raising the bar on our creativity and the scope of our ambition to make this next project our best thing yet.”

In collaboration with these developers, Private Division will announce more details about each specific project in the future. All three titles are currently in early development, and do not currently have set release dates. The first of these titles is not expected to launch until Take-Two’s fiscal year 2022.

Private Division is a publishing label of Take-Two Interactive Software, Inc. (NASDAQ:TTWO).


About Private Division

Private Division is a developer-focused publisher that partners with the finest creative talent in the video game industry, empowering studios to develop the games that they are passionate about creating, while providing the support they need to make their titles critically and commercially successful on a global scale. The Label publishes the Kerbal Space Program franchise, Ancestors: The Humankind Odyssey from Panache Digital Games, The Outer Worlds from Obsidian Entertainment, and Disintegration from V1 Interactive. Private Division will publish new titles from Moon Studios, League of Geeks, and Roll7, with additional unannounced projects in development. Private Division is headquartered in New York City with offices in Seattle, Las Vegas, Munich, and Singapore. For more information, please visit www.privatedivision.com.

About Moon Studios

Moon Studios is an independent video game development studio, founded in 2010 by Thomas Mahler (former Cinematic Artist at Blizzard Entertainment) and Gennadiy Korol (former Senior Graphics Engineer at Animation Lab). The company mainly focuses on highly refined gameplay mechanics within its products and prides itself on an excessive ‘iterative polish’ process. Moon Studios is a distributed development house: All team members are spread throughout the world, allowing Moon to work with the best and most talented people in the games industry. Moon Studios created the critically acclaimed Ori and the Blind Forest and Ori and the Will of the Wisps and is currently developing a new, unannounced action RPG.

About League of Geeks

“Crafting inspiring videogames and enthralling worlds, with exceptional people.”

League of Geeks (you can call them LoG) is a “Triple-i” videogame development studio in Melbourne, Australia, most well-known for their seminal digital board game, Armello.

Torchbearers, trailblazers, tastemakers, rebels. This family of ambitious makers is united in their drive to endlessly evolve the craft and culture of videogames.

About Roll7

We are Roll7, we make games.

We like to define our work as “Flow State Gaming.”

Our mission is to develop titles so intuitive and refined, that all players reach that perfect equilibrium of focus and relaxation.

Whether that’s tricking and comboing through an OlliOlli street, rhythmically popping, sliding and shooting in NOT A HERO, or weaving through the hypnotic patterns of Laser League, we aim to guide players into a zone of Zen -like Focus.

It’s our combination of simple intuitive concept and complex, deep mechanics that have millions of players worldwide coming back over and over again.
 

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Another round of publishing deals, an "ambitious" action RPG with "emergent systems" and "rich, interactive worlds" from Mike Laidlaw's new studio and three smaller games. https://www.privatedivision.com/202...n-announces-four-new-publishing-partnerships/

Private Division Announces Four New Publishing Partnerships

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Label to publish upcoming titles from industry-leading creative talent at Die Gute Fabrik, Evening Star, Piccolo Studio, and Yellow Brick Games.

“At Private Division we champion the best creative talent in the games industry, and these four teams and the experiences that they are building represent an array of genres that will appeal to many different gaming audiences,”

— Michael Worosz, Executive Vice President and Head of Private Division.

Private Division, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), today announced that they have signed four new publishing agreements with leading independent developers Die Gute Fabrik, Evening Star, Piccolo Studio, and Yellow Brick Games. Following the recent acquisition of Roll7 in January, the unannounced titles from these four studios will add to Private Division’s portfolio of titles that includes the Kerbal Space Program franchise, OlliOlli World, The Outer Worlds, and more
“At Private Division we champion the best creative talent in the games industry, and these four teams and the experiences that they are building represent an array of genres that will appeal to many different gaming audiences,” said Michael Worosz, Executive Vice President and Head of Private Division. “Die Gute Fabrik, Evening Star, Piccolo Studio, and Yellow Brick Games each have their own wildly diverse creative visions, and we’re thrilled to help introduce their games to the world.”

Die Gute Fabrik was founded in 2008 by Nils Deneken and is now led by CEO and Creative Director Hannah Nicklin. The Copenhagen-based company develops story-driven games and are best known for 2019’s IGF and Indiecade award-winning Mutazione, a mutant soap opera where small-town gossip meets the supernatural. Die Gute Fabrik aims to draw inspiration from a variety of disciplines and histories, and to push the boundaries of what games can be. The team is creating a new story-driven game.

“We’re excited about how strongly Private Division shares our vision for the experience we want to build for our playing audience, and for the ethos with which we’re collaborating on the process,” said Hannah Nicklin, Studio Lead and Creative Director at Die Gute Fabrik. “We’re so thrilled about our next story-driven adventure game and the team we’ve brought together to create it, and we can’t wait to share more down the line.”

Evening Star was founded in 2018 by Christian Whitehead, Dave Padilla, Tom Fry, Hunter Bridges, and Brad Flick, and is headquartered in Los Angeles with additional operations in London and Melbourne. The founders previously worked on the critically-acclaimed Sonic Mania Plus for SEGA. Their debut title is an unannounced 3D action platformer utilizing their proprietary Star Engine.

“We are focused on leveraging the team’s unique backgrounds with an aim to develop electrifying experiences charged with our signature sense of style,” said Dave Padilla, CEO at Evening Star. “Private Division has been a fantastic partner, and their team is equally passionate about our vision. As we grow the studio, we are excited to share more about the new world we are creating.”

Piccolo Studio was founded in 2015 by Alexis Corominas, Jordi Ministral, and Oriol Pujado when the three friends left their successful advertising agency in Barcelona to pursue their passion for videogames. After enlisting many of Spain’s most talented game developers, Piccolo’s debut title, Arise: A Simple Story, garnered critical acclaim for its storytelling and gameplay. They are developing a unique new IP in partnership with Private Division.

“At Piccolo Studio, we craft stories that are very personal yet center on universal themes that have an impact on everyone who plays our games,” said Alexis Corominas, Co-Founder of Piccolo Studio. “We tell our stories in unique ways, and we’re thrilled to have found a publisher that supports our vision and is equally invested in seeing the story reach a wide audience.”

Yellow Brick Games was founded in Quebec City in 2020 by industry veterans Thomas Giroux, Mike Laidlaw, Jeff Skalski, and Frederic St-Laurent B. Having worked on numerous successful AAA franchises including Dragon Age, Assassin’s Creed, and Tom Clancy’s Rainbow Six, the Yellow Brick Games team aims to deliver innovative and emergent gameplay crafted by a small but highly skilled team. The studio firmly believes that emergent systems create rich, interactive worlds. In that vein, Yellow Brick Games is creating an ambitious new action RPG.

“I find myself energized by the challenge of helping build a new studio—full of incredible talent, ambitious ideas, and real focus on our product—while taking risks that might not be possible in AAA game development,” said Mike Laidlaw, Chief Creative Officer at Yellow Brick Games. “We want to deliver something special for our debut title, and partnering with Private Division provides our team with the support to create a game that’s truly memorable.”

In collaboration with these developers, Private Division will announce more details about each specific project in the future. All four titles are currently in early development, and do not currently have announced release dates. The first of these titles is not expected to launch until Take-Two’s Fiscal Year 2024.

To stay up to date on announcements from Private Division, sign up for the newsletter: https://www.privatedivision.com/newsletter/
 

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