It's Finally Time.

This morning, we’re finally showing off more about what we’ve been up to. You’ve seen a little content and now you know the name. We haven’t opened the vault all the way yet, but that’s coming very soon. All that being said, you probably want to know more.

It’s necessary to acknowledge a few things here. One of the obvious bits is simply that making games is hard. A lot of you have been out there for some time now with words of encouragement, shared excitement, and a spectrum of expectations. We hope you like what were serving up. There’s lots more to come, but hopefully this will slake some of the thirst.

We’re also going to take a moment and acknowledge our own excitement. Sure making games is hard, but it’s also AWESOME. It’s exhilarating. It’s frightening. A lot of folks here at V1 have been around this block a few times. Some haven’t. Will people like it? What if people DO like it? Do WE like it? You get the idea. It’s exciting.

On to gratitude. All of us here at V1 also want to give a hearty shout-out to our friends at Private Division, without whom, none of this would be possible. Lotta love there.

We also want to thank all of you. Anyone who’s been keeping on eye on us up to now, or just tuning in. The finish line is a few miles out, but it’s coming up fast. Hang in there with us. After all, the more you put into something, the more you get out of it.

Things are going to start moving really fast. The train has pulled away from the station and we’re picking up speed. If we’re doing our part correctly, you’ll start hearing our names, the studio’s name, the game’s name and any number of tidbits about what’s coming. We encourage you to keep an eye on our social sites and right here on our website for the real scoop.

You might be walking away from this message wondering about the game. That’s good. We’ll have plenty more to tell you soon.

On behalf of everyone here at V1, we hope you’re getting as excited as we are. We hope you’re digging what you’re seeing. Thanks for bearing with us this far and we hope you stick around for some time to come.

Thank you.

- The V1 Team


(It’s worth noting that the above image includes V1 FTEs. We want to acknowledge our contractors and interns as well. They play a huge part in making Disintegration and you should know their names;
Thornton Prime, Tony Arechiga, Bill Obasi, Melissa Chan, Sam Hardin, Angela Wu, Kipling Knox, Jason Pickthall, Neil Blevins & Jon Everist.)




The auspicious timing of this blog post is most fortuitous!

As you may know, some of our Private Division label-mates will be showing off their hard work at the Game Awards tonight by pulling back the ol’ velvet curtain on their projects. We’re really excited for Panache and Obsidian! Not only for those busting their tails on those respective projects, but we’re really excited to see more about those projects!

SO! What brings you here? Perhaps you saw a tweet or an article that led you to the label and then here. If it’s your first time, welcome! For those that have been here before, welcome back!

We’ve had a very, very active couple of months. We’re pretty sure our attention is where it belongs as we’re churning away on our own project, but we certainly wanted to check in and say hello to you all.

We have an inkling that you’re hearing a bit about us out there in the ether. We’re fortunate to be mentioned in good company and even more fortunate to have your attention.

With that said, please enjoy a little peek of our project. Just a little something to mull over and speculate on.

A glimpse into a small corner of the larger world we're building.

We’re excited to show you more soon. Let us know what you think! We’ve still got some miles to tread before we can pull the curtain all the way back, so stay tuned!


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Ear Candy

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Hello everyone!

A quick update, then on to some awesome news! We're dropping this little news flash in the pre-E3 window just to let you know that we won't be there this year. Not in any official capacity, at least. A few of us might be walking the show floor, but we'll be in 'spectator mode,' enjoying the buffet of delights. But, fear not. We are in fact bringing you a pretty sweet announcement to tide you over. 

We’re really excited to share this fantastic, game-related news today. While we continue to keep the curtain drawn on our project, there are some really cool developments (currently and upcoming) that we are able to talk about. Anytime these bits arise, we’re actively assessing the best ones to share with you. This is undoubtedly one of them!

All of us at V1 are very happy to announce that the inimitable JON EVERIST will be working his musical wizardry with us to create a truly stellar original soundtrack for our project! We’re really happy to be working so closely with such a great talent and this collaboration is already adding a profound sonic layer to the game.  

Knowing Jon for a few years now, I am excited to get to work with him on this project. I’m looking forward to creating something magical together.
— Jack Menhorn, Sound Designer @ V1

Any of you out there who’ve heard Jon’s work (not only on the recent BattleTech release, but previous soundtracks for a bevy of Shadowrun titles, just to name a few) know that Jon brings a unique and accessible ‘je ne sais quoi’ to every note of every score he works on.

Please join us in welcoming Jon to our little band of misfits!

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To supplement this announcement, he sat down with us to help provide all of you with a little ‘get to know ya’” session.

V1: “Have you always been musically inclined? Did you grow up playing instruments and listening to music?”

Jon Everist: I was drawn to music at a really young age. I got into the drums when I was around 10 (sorry mom!), and then piano and guitar shortly after. I was always producing music in one form or another and in bands throughout college, but I didn't have classical training until much later. I never imagined that I'd be working with orchestras someday.  

I grew up mesmerized by game and film soundtracks, but it always felt like an unattainable dream to score them. I was always a very instinctual and 'by ear' composer, and I was hard on myself for not having classical training at a young age (pursuing a music degree was sort of an unspoken 'no-no' in my family). I didn't realize at the time that the writer's voice, ear, and instinct is the hardest thing to learn, so in a way I was already a bit ahead of the curve with how much practice I had producing music.

After writing music on the side while working a job I hated, I came to a crossroads where I had to ask myself "Do I always relegate music to 'side-hustle' status, or do I go all-in and see what happens?" I left my job and used every dime I had to go back to music school and to study Music for Games at DigiPen. Long story short - I got VERY lucky. I even had to leave DigiPen without graduating because I'd ran out of money to pay tuition, but at that point I'd started to get some work, and I've never looked back. I think what helped me is that I was making music every day. By always trying to improve and learn more, and playing my music for anyone who would listen, I increased my odds of getting a lucky break. 


V1: “Was there a piece of music from an artist that really clicked for you? That one piece that landed and made you say ‘Oh, I guess I know what I’m doing with the rest of my life.’”

Jon Everist: There are many!  I grew up on Squaresoft games, so soundtracks like Final Fantasy III and Chrono Trigger are what got me into making music in the first place. At that point I knew I'd be making music for the rest of my life, no matter what I was doing for a day job. I think the 'click' moment that got me to take the leap and leave my job started with Amon Tobin's score for Splinter Cell: Chaos Theory, and Disasterpeace's FEZ. At that point in my life, I knew I could produce good music, but I still felt like I didn't 'belong' on a scoring stage with an orchestra, so hearing soundtracks that took an evocative but electronic approach really made me say: "I can do this."

Now that I'm comfortable with the orchestra, one of my favorite things to do is combine those two worlds together: modular and analog synths with live players.  I think my circuitous path in music is reflected in my voice, which is a mixture of all these different types of music that I've loved, and now with the emotional power and versatility that the orchestra (and soloists) do so well.

I also must admit that if you told Young Jon that Older Jon would one day be sitting in the same room with the co-creator of Halo discussing scoring his team's amazingly cool new IP, my young head would have exploded. I loved Halo and Marty's soundtrack immensely, so getting to work with Marcus and V1 is one of those examples where your younger self just isn't capable of dreaming big enough; I have to pinch myself to make sure this is all really happening and I wish I could have told Young Jon to believe in himself more.

V1: “Will you tell us a little about your process and how collaboration factors in?”

Jon Everist: I really enjoy absorbing as much about the game-world as possible, I'm a very character driven composer.  One of my favorite things about the process is to sit and listen to creative directors, devs, and artists to talk about the world they're creating, explain their stories, their characters, their aspirations; to be empathetic enough to reach the emotional core of what is propelling the story and gluing the world together.  

I never want to get in the way of the story we're telling or force the player to feel a certain way, but I do want to challenge the player to feel. When I sent my first draft of our main theme to Marcus, he told me it brought him to tears, which is the highest compliment I think a composer can get (yes, we live off the tears of others, we are monsters). When we are able to strike the chord that drives others to create art, that sort of emotional response means we're heading in the right direction - and to keep digging.

Another thing I love is that Marcus, Jack, and I have a very open dialogue about edits and honing in pieces of music. As we dial in certain pieces of music and openly discuss what's working and what needs work, I think we get closer and closer to an ideal where music is completely absorbed into the game-world, where neither could exist without the other.  Jack and I also work very closely together to make sure that the audio experience is cohesive and feeds off of each other rather than compete for space. Sometimes music needs the foreground, and sometimes music needs to just shut up.  

Music plays such an important role in defining a game’s heart and soul. I’m so happy we’re working with Jon to compose the music for our game. Not only does he match the high quality bar we demand here at V1, but he also has a natural understanding for how music is integrated in games.
— Marcus Lehto, Creative Director @ V1

V1: ”Help us contextualize and get a sense of what it feels like to conduct an orchestra (of any size), expertly playing a piece you wrote.”

Jon Everist: For me: terrifying and exhilarating but also completely unhelpful. There are composers who are great at conducting their own music during sessions, and I must admit I am not one of those composers. I think I'm much better served leaving the conducting to someone else so I can focus in the engineering room with my ears on the recordings, keeping things moving along, and keeping track of what is working and what isn't. This frees me up to make quick decisions for each take. Just hearing notes you've written being played by 75 humans is a very surreal thing. You've been listening to mock-ups of these pieces sometimes for over a year, and when you hear them played live, it's sort of magical.

There are so many moving pieces to these live sessions and things are moving very quickly. Every minute is accounted for and utilized. On average I'd say it takes about 10-15 minutes to record 1 minute of music. Sometimes we may only get 1 or 2 takes for a piece that none of these musicians have seen or played before, so you have to be very regimented about time and agile with edits and notes. I think some composers who are highly trained conductors can thrive off of that high pressure environment but for me it's sensory overload. But hey, I'll never shy away at a chance for a photo-op because it makes me look SO cool! When you see pictures of me conducting it usually means one of two things: we didn't have the budget to hire someone to conduct, or we finished our music in time to let me get up and conduct a few cues myself, for fun.

Don't get me wrong though, conducting your own music is sublime, and I'd love to do it when I'm not trying to beat the clock and get the best recordings possible in just a few minutes. Someday I'd love to conduct my own music in a concert setting, that would be amazing.


V1: “For the gearheads reading this, can you give us an idea of your home studio setup?

Jon Everist:  My setup is pretty simple and streamlined.  The most important thing for me is to have unfettered access to recording ideas quickly, as they come.

Everything in my studio is meant to be used at any moment, without fuss. I tend to start writing my music ideas at the piano and then shape and form those ideas in Cubase running on a suped-up Mac Pro with several external SSD's filled with samples I load in Vienna Ensemble Pro (I have templates for everything, and one large template is always pre-loaded). My Apogee Ensemble Thunderbolt interface runs the show.  

I like to make my digital mock-ups realistic and shippable as-is, but if a cue I'm writing will be recorded by an orchestra or other live ensemble or soloist, I'll export that finished track into Sibelius for engraving and score prep and eventually printing. I think the most important pieces of gear in my studio are my Barefoot monitors and acoustic treatment which give me a clear and transparent understanding of my mix as I'm writing and orchestrating tracks.  Hearing things cleanly has been a huge time saver for me. I also have Avantone Mixcubes for referencing. I use a Dangerous Music 2BUS when I'm mixing stems to add a little analog flavor and glue to things. My MIDI controller is the Roland A-88 which I've had for many years and housed into a sit/stand desk that I built myself a few years ago. I also have an MCU Pro to control my DAW and help me mix/organize things.

For synths, I favor my Prophet 12 and my Make Noise modular rig. I've also got a ton of string and percussion 'instruments' laying around that I routinely pluck, bow, and smash. I also have an assortment of wind instruments and even a bass recorder that I use surprisingly often. When I'm recording myself I typically use an AEA ribbon mic and also a mid-side or stereo setup with some cheap-o mics.

V1: “Is there anyone you want to give a shout-out to, industry-folk, teachers/mentors, or otherwise, that’s had a helpful hand in getting you to where you are?”

Jon Everist: Definitely want to shout-out to my music teacher, Bruce Stark.   He really helped unlock the classical side of music for me in a way that shaped who I am as a composer and person today. It felt like I was learning to write a language I'd been speaking for years and he gave me a lot of confidence in my abilities. I always have to shout-out Jenn Ravenna, who helped get me my first real gig. She did the cover art to the Shadowrun: Dragonfall vinyl soundtrack and worked on the Shadowrun games and on BattleTech. Check out her website here! Shout out to Maclaine Diemer (composer for Guild Wars) for letting me bug him with questions about recording, and Stan LePard (my orchestrator who coincidentally orchestrated music for some of the Halo games, as well).  

I've got a close group of super talented composer friends who I learn from everyday and who help me grow as an artist. Also, above all, my partner Suzy who is my biggest supporter and source of all my inspiration.


V1: ”To wrap up -- At the risk of tooting our own horn here and without going into too much about the project, what excites you about what we’re making together?”

Jon Everist: During my first meeting with Marcus where he told me about the story and world V1 was creating it was impossible to hide my excitement - I was clearly giddy. I also got a chance to see him play through a demo and I was just so impressed with what I saw even though it was very early stuff. The expertise and care that goes into character and world-building for this project is world class, and from a mechanical standpoint, the game is just damn fun.  

Everything about this project feels triple A, even though V1 is a small team, the talent of the roster from art to engineering is ridiculously impressive. I also feel a great privilege to work with Jack Menhorn on this, he has a deft ear and clear understanding of the audio story we're trying to tell, and how to balance the interplay of sound design and music to create a moving and engaging experience.  

I am so stoked for people to see what V1 is cooking up, and I can't wait to share the music I've been writing...it’s all very exciting stuff. I'd like to share some behind-the-scenes updates as we move further along in production so people can see my process and what it takes to score a game like this. It's going to be fun!

V1: Thanks Jon!

We'll be back with another V1 dev profile and (hopefully) more project tidbits to share soon. If you’re interested in learning more about Jon, his work, and where you can listen to it -- check out the links below. We’re definitely fans of Jon. We’re pretty sure you will be too.

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New Phone, Who Dis?


So what can we tell you? There’s plenty you want to know, to be sure. But here’s what we can say and fill you in on.

Spring is here! To coincide with the studio’s official 2nd birthday we took the team out to see Ready Player One and hit the local pub after. Good times were had by all. It was cool (and a little surreal) to be in the company of so many ex-Bungie vets and (SPOILER ALERT) see a bunch of Master Chief and Halo references in the film. Does this count as the first Halo appearance on the BIG screen? We think it might.

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You might see some familiar and unfamiliar faces in the image above. The point is, there’s more of us! We’ve been very fortunate to welcome new talent across multiple disciplines recently. Everything they’ve brought to the table so far is pushing the rest of us forward. You can check out more about them, here.

Otherwise, as you might imagine, we’re “all hands on deck” on the game project. We’ve got some plans in the works about when we can start showing you bits and pieces, as well as formally announce. We’re working hard and having a lot of fun discovering what’s gelling well with what exists and what’s to come.

Special shout-out to the folks at Private Division, who have been so supportive and open to what we’re doing. We’re very lucky to have such a collaborative relationship with them and the freedom to do what’s best for what we’re making.

So to give you guys something more than, ‘be cool and wait’ -- we’ve taken the liberty of adding a fun segment in this post (and ideally, future ones too) that you might be interested in;

-Five Questions for a V1 ‘Mechanic.'-
Feat. Rick Lesley, V1 Designer.

1.) "What was the first game project you worked on professionally and what sort of lasting impression did it have on you?"
My first professional project in the industry was on an MMO called ‘Marvel Super Hero Squad Online’. It was based on a kids show about all of the Marvel characters, and on it I was a Mission Designer, designing and scripting unique story content that players could play through cooperatively.

My biggest takeaways from my first job would be learning to work within the constraints of your game’s universe, but to also being free to push the limits of what fits within that universe. We were given a lot of freedom to prototype and toy with custom mechanics for each of our missions, and it was blast to have a chance to shape a part of the game like that.

2.) "What are you playing currently in your spare time? What sticks with you about it?"
I’m playing quite a few games at once, but The Witcher is my main focus right now. The aspect of The Witcher series that impresses me endlessly is their dedication to their world building, and how rich a history the world FEELS like it has. It is one thing for their to be a lot of lore in a game world, but it is something else entirely to have that history represented in almost of interaction in the game. CD Projekt Red are some of the best in the business, especially when it comes to narrative, and I’m thoroughly enjoying every drop of story the game has to offer.

3.) "In the vaguest, non-NDA breaking terms possible, can you tell us a little about what you're working on currently?
The vaguest way possible? I’m in the middle of a lovely sandwich, in-between environment art and engineering (where I prefer to be), working to help the different parts of our game compliment each other nicely, through some pretty exciting gameplay systems. I love seeing what other departments are working on, and working with rest of design to come up with the connective glue that combines it all in a fun way for players.

4.) "Give a quick piece of advice to someone who maybe wants to get into what you do."
The first thing that I think aspiring designers should ask themselves is “what do I want to do in game development?” What excites you, gets your gears turning? Do you love creating interesting spaces for players to use as a playground within a game? Look into Level Design! Are you a number fanatic who would enjoy spending their time balancing weapons, multiplayer modes and other gameplay systems? Do some research on Systems Design! Would you prefer to craft experiences within the game world, that people want to keep playing over and over? Mission Design might be right up your alley!

After that? Make something. Anything. Just makes something small, that you can have other people play, give you feedback on, and then you can iterate on. Learn to soak up all of the feedback and use it to keep improving on whatever experience you are crafting.

5.) "What's your plan for this weekend?"
My weekends are sacred to me, and I prefer to keep them pretty low-key. This weekend will mostly be walking my dog with my fiance, cooking delicious food(s), maybe bowling-and-a-movie, then some video games to round things out. Yeah, that sounds pretty great right now.

Despite these missives coming few and far between - it often feels like when we do put one of these together not much time has passed since the last one. However! The calendar would have us believe otherwise. It’s safe to say at this point we’re feeling the need to increase the regularity of these updates. Things are getting more exciting on our end. Every. Single. Day.




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It's a big day! Everyone here at V1 is very proud to signal boost the announcement of our publisher, Private Division. We are privileged and honored to be part of a label that is home to an elite roster of exciting studios and talented developers.

Private Division is focused on enabling independent studios to make games that the developers want to make, while supporting the studios within the label to be successful on all fronts across the globe. 

"We took our time preparing a solid prototype before pitching the game to publishers. Private Division immediately appreciated the project vision and gave us the ability to assemble an experienced team capable of building an ambitious new IP." 
- Marcus Lehto ( V1 President & Creative Director) 

From the moment we partnered with Private Division, their support has allowed us to confidently move forward with our current project. We consider ourselves fortunate to have such an excellent ally in the industry. 

When you're lucky enough to count yourself alongside studios like The Outsiders, Panache Digital Games, and Obsidian Entertainment, plus a title like Kerbal Space Program, it's impossible not to feel like we're already part of something special. 

Some of these studios have announced their current projects. Others, like ourselves, are still behind the curtain. Your patient support is a crucial component in making all these projects into great gaming experiences.

We've been very eager to continue talking about our studio and everyone who is making our project possible. In time, we'll be able to start pulling the curtain back on our current project -- but for now, please join us in celebrating this awesome news!

This is the beginning of what we hope is a positive and productive dialogue with everyone who has been curious about what we've been up to. You can get more information on the studios that currently make up Private Division via the links below. We encourage you to follow them on your familiar social media outlets. 

- Twitter
- Facebook

There's a lot more to come! Stay tuned!

- The V1 Team



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Summer's Over

Well now, this summer here in the PNW has been a hot and dry one (driest on record since 1914), but wonderful for outdoor activities. As always, the natural beauty of this area, between two mountain ranges and coastal terrain, lends itself to so many excursions for our employees. There was rarely a week over this summer where someone wasn't out and about on some adventure.

I also took part in some hikes up into the Cascades and loved every moment. I've even been on my motorcycle more often than not, which has been great. However, I have to be honest, I'm ready for the Fall to be here. It's a great time to switch gears and hone in on some serious concentration with the game and studio.

We've been hiring some seriously talented people and growing this studio into a place that will be making waves when it's time for us to finally announce the game we've been pouring all our passion into over the last couple years. I love being at the studio and just being part of the daily interaction with everyone as they innovate and work together.

But, I can't tell you how difficult it is for us to not talk publicly about this game! The wait will be worth it when it's time to start that discussion.

Until then, we'll be talking more about the studio, who we are, what we're doing as we develop this game and how we interact with one another. It should be very insightful for those of you interested in what goes on behind the curtain of game development.


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Good news!

Hello again!

It’s been awhile since we checked in. There’s good reason for the delay however and this post will be our way of trying to get you all up to speed without giving too much away. There’s a lot to catch up on!

The biggest news is as follows;

We crossed our ‘greenlight’ pre-production milestone with flying colors this summer! What does that mean? It means we get to keep making the game we’ve been making. Which, in this business, is no small feat! We’ve got a stellar crew plugging away and we’re excited about what we’re doing! We’re also looking to add to our team.

That’s right! We’re hiring! We’ve got specific positions up now on our careers page but we’re also taking speculative applications. More specific positions will be listed soon. We encourage any and all prospective candidates to reach out with appropriate materials. We look forward to talking with you! We pride ourselves on emphasizing work/life balance, building a productive and positive workplace environment, and our kitchen/snack situation is pretty killer! We want your experience, your passion and your enthusiasm for creating a great game! If you’re currently a gainfully employed developer, we appreciate you passing the word along to those who are looking for their next great creative adventure.

We’re going to ask you to help us welcome Blake Low to our team! If you see him on the street or jawing on social media, congratulate him on joining our squad as a 3D Environment Artist.

As far as the game project is concerned, we can offer very little information at this time. However, here’s a few tiny but crucial bits that you can mull over. We’re building the game in Unreal. We’re aiming for a PC and console launch. And finally, we can tell you it’s an FPS. But it’s also so much more than an FPS. More on that much, much later. You’re just going to have to trust us.

We want to tell you more. It’s hard for us not to, frankly. But it’s probably safe to say that making any claims about a game project this early in it’s development is almost always an invitation for trouble. We aren’t trying to lead anyone on and as soon as we can say more, we will. If you assume anything, assume we’re going to do everything in our power to offer you something new, exciting and fun. Because otherwise what’s the point?

So again, thanks for the patience. We’re excited to keep working on something we think you’re really going to like.

Moving forward, we’ll be making efforts to introduce you to the team and offer up some details about what they do every day. This will be a cool glimpse behind the curtain into contemporary game development, which if you’re anything like us, is always something worth checking out. Keep an eye out for more updates coming soon!

Until next time...

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Something Special

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Something Special

The last month has been a complete whirlwind for us at the studio. Not only did we enter a major new milestone right during the holidays, but we moved into our new permanent office, which is wonderful!

Since this milestone was so short, we decided to focus most of our energy on tackling one of our big technical challenges. While I can’t go into specifics, it involves the environment, dynamic changes, physicality, and making it all network friendly. The end result, and I feel like we’re just uncovering the corner of a treasure trove, is something really amazing that makes an old dev like me giggle like a little kid.

As we’ve been continuing development on this super-secret project, it’s been uttered a few times internally that we’re onto something truly special. I believe it. So does the team. But none of it would be special if it weren’t for the talented team we have assembled. They are happy and free to delve into parts of the game that get them excited, and that excitement results in something special. It’s a good cycle I hope we all continue to successfully foster.

The latter point is so important to me as we grow at V1, because there are plenty of things by which we are naturally distracted, like the new political climate we face. But with the team, there’s a solidarity and focus that is rich with positive energy. This is the good stuff that allows people to weather through pretty much any challenge.

So, with this most recent milestone, we successfully cracked the lid on some unknowns. Sure, there are more to come, but we’re ready and happy to tackle them.



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Seasons Greetings!

It's time to close out the year!

We've been cranking along these past few months, as many of you know. We are happy to report that we continue to make fantastic progress with the game! We're hitting our deadlines, we're having a lot of success exploring new ideas, (as well as building on familiar ones) and best of all the game is revealing itself to be really FUN! 

We've been operating as a 12 person team now for a few months and quite honestly, there's a real enthusiasm and a camaraderie here that's sure to be evident in what we're making. The team as a whole is gearing up to move into our new permanent office space as well!

Its been a hell of ride so far. V1 went from a couple of folks working from home to a rock-solid main team. We moved into a temporary office. We gathered up some gear and started turning an idea that's been in the works for a few years into a reality. The veterans are bringing their considerable talents to the table and the young-guns are handily holding their own. Having a team with a range of experience is informing the project in really exciting ways.  

It probably goes without saying, we're still in a place that's a bit too early to reveal much of anything quite yet. However, we're having a lot of discussions about the best ways to start trickling out bits and pieces of information to you. Everyday (quite literally) something happens that we want to share with you, but we're erring on the side of caution for now. We encourage you to stay tuned, and think you're going to like what we're cooking up.

You can always hit us up on Facebook and Twitter for more interaction. Many of you have, so please continue to do so. We're always listening. We absolutely appreciate you taking the time to check in with us. Every day we're getting closer and closer to something really special, and believe it or not, none of it would be happening without you.

We wish you all the happiest of holidays! 




Full steam ahead!

Alright, now begins a more frequent news update for all of you interested in how and what we’re all doing here at V1.

Since the last post, we’ve grown! We now have 12 dedicated professionals working together to build something very special that I think you will all be excited about when we start revealing details in the coming months.

The atmosphere around the office is pretty amazing. As we all work on the game together, everyone is taking ownership over very important parts of the game, iterating on them as they see how things fit with the larger project, and turning them into something I just can’t wait to show to the world. This is something that can’t happen on very large teams, and it’s absolutely inspiring to see.

The best part is when we play the game together. The hilarious taunts and bursts of laughter make what we’re building come to life and prove to us that there’s something very special being developed here at V1.

The game is continuing to evolve as we build the multiplayer components and venture deeper into the story side of the game. There are many challenges and hard problems to solve, but we’re tackling them one at a time resulting in features and gameplay mechanics that I’m sure will blow you away.





Our core team

We've been patiently waiting as some of our new members wrapped up commitments at their old studios before joining us at here at V1. I’m happy to say that this week marks the addition of one more super talented person, Lee Wilson, who I had the pleasure of working with for many years while at Bungie.

As of now, we have a solid core team, with a great mix of AAA veterans and brand new wicked smart devs. This talented group has already been such a fantastic team to work with as we successfully conquered our first big milestone last month and are charging headlong into the next.

Personally, I can’t wait to get to work every single day, just to be with them all and make a great game in one of the most positive, creative and fun environments I could imagine.





It's been a bit since we've posted so first off, we appreciate the patience!

Secondly, as many of you have expressed interest in potentially joining the growing ranks of our team, we've updated our Careers page to list some priority needs. We'd love to hear from you if you think you meet the descriptions!

Thirdly, things are moving along here swimmingly. We know you want in on what we're doing and as soon as we can talk about it, we will. We don't like NOT talking about it. Not to say that we don't wanna not hear from you or nothin'. Trust us, we don't not wanna. Never.

Lastly and in the meantime, we'll be taking some time to travel to L.A. next week and hang out at E3. So if you're down there and you see us in our snazzy V1 "Creator" t-shirts, come up and say hi. Tell us what you're digging at the conference and we'll do the same.

We're pretty amazed at how many of you are keeping an eye on the studio and keeping an ear out for news. Thank you everyone for all the 'likes' and 'follows' and comments. Keep it up. We're pretty sure you're gonna dig what's coming. 





We did it! And we're hiring!

It's been more than a few months since the last post, but there's a reason for it. We have been in negotiations with a publisher for many months. Working a publishing deal takes time - lots of time! Well, we wrapped up the deal last month and have made V1 an official entity. It took longer than we expected, but we did it! We're a real studio now!

We have officially hired on 5 employees and are growing fast. It's a real pleasure to finally bring on two of the contractors that have been a foundation to V1 as we went through the pitch phase and sealed the deal. 

This web site is in sore need of major updating, which will happen soon. When we revamp things, we'll be posting more information about the positions we're looking to fill. We'll also be talking a lot more about the studio, who we all are, and how things are going with production of our new top secret game.

Details about the game will be slim for a while since our publisher will want to drive any announcement on that front, but we'll do our best to keep you all part of our studio experience as we continue to hire on more super talented people and build our new AAA game!




Almost there!

Yes it's true, we're almost on our feet with building a real studio!

Over the last 8-10 months, we've been hammering on a game prototype, trying out new gameplay mechanics, charging tough hills, failing fast, reviewing what worked and what didn't, resetting and trying again until we finally landed on a core game concept that we believe is truly unique and provides a great player experience.

After assembling a comprehensive playable prototype, we started pitching the game around and were excited to receive a ton of interest from a variety of sources.

Right now, we're in the process of honing in on a partnership to make this game and our studio a reality. We're almost there, so hang tight and prepare for some good news at the start of the new year.