![]() NOW, for the really exciting news that many, many of you have been asking for! We're incredibly pleased to announce that Security Breach is coming to the Xbox Series X/S and Xbox One on November 22nd! A key area we focused on strengthening is our ability to deliver a game on multiple platforms, so we cannot thank you enough for your patience while we took our time on this version of the game. We’re fired up and can’t wait to share more with y’all. The unreleased teaser of Roxanne Wolf, revealed on FNaFs 6th anniversary. ![]() The unreleased teaser of Glamrock Chica, revealed on FNaFs 6th anniversary. Security Breach Action Figures by Funko, featuring Vanny and Glamrock Chicas designs. Our team is absolutely crushing it, and I couldn’t be prouder of them. A leaked image of a FNaF-themed 2020 calendar, with the designs of the Glamrocks. That Vertical Slice build was the very first one in my entire career that was a complete, actual VC with functional versions of all the gameplay elements and systems we’d intended to build. So far this year, we have delivered on our Vertical Slice milestone earlier than planned and are ahead of schedule for a major upcoming development milestone. Pursuant to growing our processes, the Security Breach team spent significant time in a rigorous pre-production process focusing on streamlining our ability to construct fun, stable gameplay. Let’s talk about Security Breach: Ruin! I don’t have any gameplay details that we’re ready to share, but I can talk about where we’re at in development. Even if you manage to escape facility, there is still. There is so much to see and do, program is always challenging. Multiplayer is really good and you can play with up to four players. There are different modes to play and you can keep playing and unlocking new things. We’ve already implemented changes that have shown promise, specifically in our pre-production phases. Replayability in FNAF: Security Breach for Xbox Series X/S is really high. Hiring is only half the battle the second half is analyzing our strengths and weaknesses to determine where we double down and where we need to improve. ![]() This includes programmers, producers, game designers, animators, IT, HR, 2D artists, 3D artists, and a small army of Quality Assurance staff - we are fully equipped to do some truly astounding things going forward. ![]() So we set our hiring goals in February, and as of today, we’ve filled every single one of those roles, nearly doubling the total size of our studio. We knew we needed more developers and operational staff. Altering processes and hiring more folks are going to affect that, so we’ve been taking our time to ensure the spirit of who we are flourishes to meet our lofty ambitions. We asked two big questions: how do we grow our teams responsibly and improve our development processes? Being a scrappy indie developer isn’t just in our blood it’s literally our DNA and monumentally crucial to our creative identity. Starting at the beginning of this year, we took a hard look at ourselves and began discussing how Steel Wool will evolve. It’s been a while since we’ve given y’all a peek behind the curtain - time for some updates! ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |