We walked out of the room confident that all parties were energized about the idea – but it was a longshot for such a small, unknown company to snag a project like this. Paradox was eager to meet, and we ended up pitching the game in February 2016 at DICE. Ka’ai had already talked Andy Kipling and Russ Nelson (the founders of Hardsuit) into setting up a pitch with Paradox after hearing that they had just acquired the World of Darkness IP. Ka’ai and I started fleshing out the world of Bloodlines 2 over a series of drinks in late 2015 - the iteration was rapid. It’s not every day that a property gets resurrected after so many years, and there are multiple trials that need to be faced in order to even make it to the production stage. It’s still overwhelming to think about how many stars had to align to make this happen. It started with a text: “Would you be interested in working on a Bloodlines 2?” The text was from my good friend, Ka’ai Cluney, and my first thought was, “Would I?” But as we texted back and forth, something happened - an idea started to emerge, the embryonic formation of what we are announcing today: Bloodlines 2.
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