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Former Blizzard Leads Unveil New Adventure at Dreamhaven Showcase

May 20,25(22 hours ago)
Former Blizzard Leads Unveil New Adventure at Dreamhaven Showcase

Five years ago, when Mike and Amy Morhaime founded Dreamhaven, I had the opportunity to speak with several founding members about their ambitious vision for the company. They expressed a desire to create a sustainable publishing and support pillar for game studios, encompassing both their initial ventures, Moonshot and Secret Door, as well as future partnerships.

At the conclusion of our discussion, Mike Morhaime shared an audacious goal for Dreamhaven:

"We want, if I may be so bold as to say, to be a beacon to the industry," he remarked, alluding to the company’s lighthouse logo. "There's a better way of approaching the business of games and the operation of a game company that can yield exceptional results, not only in terms of product quality and financial success but also in fostering a positive work environment. We aim to set an example that could elevate the entire industry."

At the time of Dreamhaven's inception, numerous studios led by former AAA executives were emerging, each promising a more sustainable and innovative approach to game development. However, the industry has since faced significant challenges, including a global pandemic, economic instability, widespread layoffs, studio closures, and project cancellations. Many of these visionary studios either shut down before releasing their games or postponed their ambitions indefinitely.

PlayYet, Dreamhaven has not only survived but thrived. Today, they partnered with The Game Awards to unveil their first showcase, presenting an impressive lineup of four games. Two of these, Sunderfolk and Wildgate, are internally developed. Sunderfolk, a turn-based tactical RPG with couch co-op, is set to launch on April 23, while Wildgate, a crew-based first-person shooter centered around space heists, was newly announced (and we had the privilege of previewing it). The other two titles, Lynked: Banner of the Spark and Mechabellum, are developed by external studios but published and supported by Dreamhaven. Lynked, an action-RPG from LA-based developer FuzzyBot, is already available in early access and will see its 1.0 release in May. Mechabellum, a turn-based tactical auto-battler from Chinese studio Game River, launched last September and, with Dreamhaven’s backing, aims to maintain long-term updates and freshness.

Dreamhaven's portfolio is impressively diverse and active for a relatively new entity. Beyond these four games, the company supports ten other external studios, many founded and staffed by former AAA developers. This support ranges from investments and consultancy to fundraising and sometimes publishing assistance. During the Game Developers Conference (GDC), Mike Morhaime explained that Dreamhaven's mission from the start was to create a "net" to capture and nurture the dispersed talent across the industry.

Wildgate - First Screenshots

10 Images“We saw all these studios starting up and we have a lot of relationships,” Morhaime noted. “We knew many of the people launching these ventures and wanted to establish a structure that could be helpful, cheer them on, and provide guidance and advice to ensure their success.”

Throughout GDC, the ongoing industry crisis was a common topic, with many pointing to the prioritization of profits as a contributing factor to widespread layoffs and project cancellations. I asked Morhaime about balancing craft and business, and he believes the two are not mutually exclusive. However, he emphasized the importance of allowing room for occasional failure in the pursuit of innovation.

“I think to foster an environment that encourages innovation, you need a certain level of safety and space to experiment and try new things,” he said. “We're not against making successful and profitable products. It's about focus. Our teams concentrate on creating the best possible experience, which we believe is the right business strategy in the long run. In a highly competitive industry with numerous game releases each year, the only way to stand out is by offering something truly special.”

With Dreamhaven and its partners largely staffed by AAA veterans, I asked Morhaime about the key lessons he took from his time at Blizzard. He highlighted the importance of an "iterative" development process.

Play“It was never a straightforward journey. We always faced obstacles and unexpected challenges, but we had the flexibility and adaptability to address them. Approaching development with an experimental mindset, where we're willing to try new things and adjust if they don't work, is crucial to creating something we're truly proud of.”

Contrasting his current work at Dreamhaven with his time at Blizzard, Morhaime identified "agency" as the significant difference.

“Given our experienced team, we've structured Dreamhaven to grant substantial agency to our studio leadership teams,” he explained. “The relationship between our studios and the central company is unique, with the central teams focused on supporting the studios' needs. Our studio heads and leadership are also founding members of Dreamhaven, fostering a true partnership.”

Our conversation also touched on emerging technologies, particularly the controversial topic of generative AI. While many gamers and developers are apprehensive, numerous AAA companies are integrating it into their operations. Morhaime acknowledges the potential of AI but stresses that Dreamhaven's use has been cautious, limited to research and internal policy drafting rather than game development.

Play“As a technologist, I find it incredibly exciting to witness the emergence of generative AI. It's fascinating to see what it can do, but there are also complex legal and ethical considerations. Its impact on our lives is hard to predict, but it's undeniable that it will affect us in numerous ways, some positive and some concerning. Ignoring it won't slow it down, and those who do will be at a significant disadvantage.”

Switching to a less contentious technology, I asked about the upcoming Nintendo Switch 2. Sunderfolk and Lynked are set to launch on the Switch, while Mechabellum remains Steam-exclusive due to its genre. Notably, Wildgate's multi-platform announcement omitted the Switch. Morhaime remained tight-lipped about this but shared his thoughts on the new console.

“I think console transitions can be disruptive but also invigorating and beneficial for the games industry,” he said. “For a gaming startup like ours, these transitions are positive. We don't have existing games to worry about, and as a gamer, I find console transitions exciting.”

As we concluded our discussion, I asked Morhaime whether Dreamhaven had achieved the mission he outlined five years ago—to be a "beacon to the industry." He believes they're not there yet; they need to release successful games and gauge the industry's response.

“We have to put out games that people love and achieve financial success, or else we won't be seen as a beacon,” he stated. “Ultimately, I want Dreamhaven to build a reputation where gamers associate our brand with quality and trust. We aim for players to know that a game from Dreamhaven, regardless of genre, will be something special and worth exploring.”

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