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Exclusive Q&A w/ Colin Foran, CCO at Shrapnel

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Exclusive Q&A w/ Colin Foran, CCO at Shrapnel
Reading Time: 5 minutes

 

Colin Foran is CCO at Shrapnel. With 15 years of publishing experience in bringing rich narratives to platforms ranging from mobile, to indie, to AAA flagship products, Colin has worked on such titles as Ryse: Son of Rome, Sunset Overdrive, and the Emmy-winning Westworld VR: A Delos Experience. Prior to joining Shrapnel, he served as Creative Lead at HBO and as an Art Director at Microsoft. 

With the evolution of the gaming landscape, why is merely creating a game no longer sufficient, and why is there a growing emphasis on building expansive universes and transmedia lore?

People have an overwhelming number of entertainment options competing for their time, and if they don’t feel like they have a world in which they can invest in and explore, you’ll never get them through the door. I think it’s worth saying that a transmedia approach isn’t necessary or ideal for every game – sometimes a simple and direct interaction with your audience is all you want or need. But studios that are striving for rich, long lasting stories should understand the strengths and weaknesses of different media and explore them where it makes sense.

At Shrapnel, we’ve been exploring comics, live action shorts, CGI pieces, and frankly anything that sounds interesting to us as a way to help explore our characters and world. Each medium conveys a story differently, and if you’re willing to take chances here and there, you can find yourself in interesting territory. One of the nice things about founding a studio is that there’s no one to tell you not to experiment with a narrative, which gets really exciting when you start inviting the community to contribute. Our hope and belief is that as the universe starts to solidify, our community will contribute to the lore just as much as we are at the studio.

Tell us more about Shrapnel’s journey in curating a unique transmedia brand. How have initiatives like comic book releases and the award-winning trailer contributed to the anticipation surrounding the game?

The benefits for the studio have been huge both from a public facing perspective, and in helping us tighten up our thinking internally. We’ve  built out our universe very quickly, and the ability to interrogate story ideas in our comics or make bold visual statements with the trailer has helped to ensure a common vision in the studio.

When we first started to define the world in pre-production, we had a general set of themes we wanted to explore and went through the usual exercises you’d see at the beginning of a new title, such as mood boards and concept art. Our CEO, Mark Long, had had a lot of success in the past working with comics and shorts as a way to cover ground quickly, and he encouraged the team to get comfortable committing ideas to paper.

At the same time, we were starting work on our first live action piece, Solitarius Lupus. It can definitely feel anxious to start spending money before the story is entirely buttoned up, but my request to the team at the time was to ensure we were telling stories that could exist in this world. They didn’t have to be the stories – those would change over time and continuously over the development of the game. But once you get over the initial shock of starting the work, it’s an exciting process. Later, we started work on our official CGI trailer; that development was very much informed by what we thought worked and what didn’t in the earlier pieces.

Shrapnel is being developed by an esteemed team with accolades like BAFTA and Emmy awards. How do you believe this expertise and experience in areas like virtual production and transmedia storytelling have influenced the game’s development?

A common trait across the members of our team is an affinity for weird, complicated projects that merge new technologies and storytelling. After you get a few of those under your belt, you start to build up strategies and processes that can break intractable problems into manageable production beats. With a project as large and complicated as Shrapnel, that sort of perspective is essential.

Any game that successfully ships is a miracle, and every production is a collection of a thousand daily successes and failures. Our team members that worked at Infinity Ward, or Irrational, or even HBO all had to navigate unique production constraints, personalities and politics to produce something they were proud of. Now we’re going one step further and mashing up those techniques and perspectives into a new studio that hopefully builds on lessons learned in past gigs.

One standout feature of Shrapnel is the empowerment it offers players in terms of modding, shaping, and owning their creations. Can you delve deeper into how you envision this impacting the overall gaming experience for players?

Our hope is that user generated content becomes the core of the Shrapnel experience. We look at our role as providing exemplar content – such as artwork and specific mechanics – and seeing what the community can do with it. But our perspective is that the tech is only part of the equation; there’s an enormous amount of community engagement and active mentorship that we want to provide to gamers to help expand their skill set and make the most of what we’re making available.

We’re hoping we’ve got the timing right: we’re creating a universe for gamers that have grown up with UGC in games such as Roblox, Minecraft, and Forge, but don’t really have a next lilypad to jump to as their tastes naturally gravitate towards more sophisticated or mature experiences. This is also happening at a time when a lot of the sharper edges have been shaved off of historically complex content creation tools, and people’s familiarity with online worlds has become super sophisticated. We’re developing with Unreal Engine 5, and the idea that our users might have their own casual knowledge of engine software like that would have been totally insane like 10 years ago.

Community engagement seems to be a pivotal element in Shrapnel’s development, with the community actively driving gameplay decisions. How has this involvement shaped the game’s universe, and can you share some notable instances where it led to significant in-game enhancements?

The quality of the feedback we get from our community blows my mind – we consistently get thoughtful questions or ideas that surprise the devs and get them thinking about new directions we can take the story or tech. Going back to transmedia, the comic series and Operator campaign introduced the world of Shrapnel to a huge audience, and they immediately started telling their own stories with their own Operator characters. And on the UGC side of the house, user feedback is constantly being integrated. At this point our roadmap is almost entirely driven by user feature requests.

In the early days, I was worried that community input would be at odds with our natural desire for creative control, but I think that’s just a holdover from our days in traditional publishing. After a while you start to realize that in the AAA space you don’t necessarily do things because they’re correct, you do them because any process that gets a game out the door is better than the alternative. That sometimes confrontational relationship between gamers and the people making their games strikes me as one of the worst examples.

Every hook that we’ve given the community into the world – whether it’s voting on which levels enter preproduction or competitions around world lore – has been met with a ton of enthusiasm and good will. I’m really excited for the game to go live so we can open up even more of the game to people.

The trailer of Shrapnel, created with Unreal Engine 5 and in collaboration with renowned names like Plastic Wax and Jerry O’Flaherty, has set high expectations. What can fans anticipate in terms of gameplay and graphics, especially with the upcoming release of the never-before-seen footage on Shrapnel’s Twitter?

The idea behind using Unreal 5 to render the trailer was to give people a 1:1 vision for what we want the game to feel like. Our Early Access level will take place in the same environment, and players can expect to see familiar faces when the build becomes available. Things are going to change over the course of development, but I’m really proud of how closely we’re sticking to the beats that we’ve telegraphed out to our community. It really does feel like we’ve been building this thing alongside people online, and we’re super excited to get those first early playables into peoples hands. In the meantime, check out the trailer or hang out in the Discord!


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Asia

KGeN launches India’s first VALORANT virtual training academy ‘LIFT//OFF’

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KGeN, a community led gaming platform and Riot Games have partnered for the launch of LIFT//OFF, a community-led & data-driven online training academy to forge the next set of professional VALORANT athletes. This program will allow everyday gamers to make a mark, whether it is through their in-game achievements or showing off their skills at a global stage. 

The program sets a new standard as a community-driven program by strategically selecting gaming content creators as ‘creators’ and seasoned competitive gamers as ‘trainers’, from the VALORANT community to lead this training academy. They will select 20 creators from a pool of applicants, these creators will then form their own teams from within their communities. Each creator will either select 5 players for their team or play alongside 4 players, forming a total of 60 to 80 players. Additionally, 20 trainers will be selected, with each assigned to one of the 20 creator-led teams.

A gamer’s in-game VALORANT performance, including stats like hours played, win rates, successful kills, headshot percentage, and KDR, combined with their social standing in the community, such as tournament wins, content creation skills, and positive feedback, will be the foundation for selecting the first group of Trainers, Creators, and esports recruits for LIFT//OFF.

LIFT//OFF will offer all participants a first of its kind opportunity to connect with the global esports community. Top-performing teams will have the chance to showcase their skills in official VALORANT tournaments. Additionally, creators and trainers will receive official VALORANT merchandise, highlighting their involvement in shaping this program and contributing to the growth of the esports community in India. The program will include a mentor cohort which will captivate and engage a diverse audience.

The program aims to not only elevate the skills of esports recruits but also cultivate the next generation of esports idols. The program’s teachings extend beyond in-game strategies to encompass the broader aspects of life as an esports professional. By mentoring participants in every facet of the player’s social persona, KGeN seeks to use data to build the reputation and “gamer cred” of everyone involved, ensuring they are well-rounded individuals ready for the spotlight. Data-driven insights will be used to tailor tutorials and challenges, helping each participant address specific areas where they need help.

LIFT//OFF Roadmap

  1. Launch (Sep 18) – Applications for Creators, Trainers & Recruits go live.

  2. Last Date to Apply (Oct 10) – Last date for Creators, Trainers & Recruits to apply.

  3. Weekly & Daily Challenges Leaderboard (Nov 4 – 26) – In this period, players can take part in-game challenges to test their learning and also win rewards from the leaderboard.

  4. Finale (Nov 30 – Dec 3) – LIFT//OFF will feature a final tournament, to assess the learnings of the Recruits and the teaching effectiveness of Trainers.

How To Apply?

To join the LIFT//OFF program, select the role that best suits you and fill out the required details in the application form. A KGeN representative will reach out to you shortly to guide you through the next steps.

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Gaming

Evoplay rolls out successful third-person shooter title Star Guardians to wider operator network

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Evoplay rolls out successful third-person shooter title Star Guardians to wider operator network
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Evoplay, the award-winning game development studio, has expanded the availability of its groundbreaking skill-based title, Star Guardians to all its partners following a successful exclusive release.

Star Guardians blends the mechanics of slot games with the immersive action of third-person shooters. Players can choose from a range of unique characters, each equipped with their own special boosters and abilities, adding layers of strategy and customisation.

The game can be experienced in automatic or manual mode, where movement and shooting are controlled by the player, enhancing the skill-based element of the title.

Released as Evoplay’s flagship title in 2021, Star Guardians was originally released on an exclusive basis for operators. Due to its exceptional performance and popularity, the game is now being rolled out to the studio’s wider partner network.

Evoplay has continued to hone in on skill-based gaming experiences, including its most recent flagship title, the 3D racing game Adrenaline Rush which is currently available as an exclusive to its partners.

Ivan Kravchuk, CEO at Evoplay, said: “By merging role playing game elements with gambling, Star Guardians delivers an innovative and unique gaming experience for players.

“As a first-of-its-kind title, Star Guardians has consistently grown in popularity since its debut. With Gen-Z and millennial audiences playing an increasingly significant role in shaping the industry, we expect this wider release to drive even greater success.”

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Gaming

BGaming introduces first bird’s eye view crash game Top Eagle

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BGaming introduces first bird's eye view crash game Top Eagle
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Popular iGaming content provider BGaming has released its new take on the popular crash game genre with Top Eagle. The title has five unlockable plane skins on top of the default one, motivating personal milestones, a flight history bar and an altitude meter which registers multiplier levels.

Brave players must take off and then open their parachute ahead of the plane’s unfortunate crash. After landing safely and winning the prize, their bets will be multiplied. The altimeter at the bottom right of the screen registers the distance the aircraft covers and reflects the possible winning multiplier. Players who cash out after x2, x5, x10, x50 or x100 unlock additional skins for their plane, with one skin per milestone available.

Further tailored milestones await in Top Eagle, with a special Best Drop icon on the top right of the game field. This displays the highest multiplier value scored throughout the gaming session, while the Leading badge is earned once the plane successfully surpasses the player’s previous longest attempt.

During each round, the bar at the top of the main game records the biggest multiplier reached before crashing. If the player successfully cashes out, the multiplier shows as white, while a non-winning round remains pale grey.

As in other BGaming crash games, Top Eagle’s autoplay mode allows players to preset the number of flights they wish to take, while the automatic cashout gives them the chance to set a multiplier value at which the game will cash out.

Players may also switch between two energetic soundtracks, “Attack” or “Recon”, to dictate the atmosphere of the game, while changing the skin of their plane as they make progress through the game.

Mikalai Dzeneladze, Chief Casual Game Producer at BGaming, said: “Crash games have quickly become a staple in our portfolio, with their appeal stretching across many regulated markets, including LatAm. With its unique top-down view which offers diversity of the background and the illusion of flight, players will remain engaged for longer.

“This game is not to be missed by both long-term crash game fans looking for a new experience, and new players trying the genre for the first time.”

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