Holinka was the Lead Combat Designer for World of Warcraft, but is heading out to take some time off before he joins Ghostcrawler's new studio.
Ghostcrawler's Studio
Ghostcrawler left Riot last month to move closer to family and start his own remote studio, which will be working on a MMO-like game.
Originally Posted by Ghostcrawler
I am starting a new journey in more ways than one. As I have shared with you all before, last year was a pretty brutal one for me personally. After 15 years in California, I am moving back to Texas to be closer to my surviving family. This may sound like I am retiring from the game industry, but far from it!
These past few years made me think a lot about my future and what I want to accomplish. They’ve made me think of the kinds of games I wanted to make as the defining milestones of my career: I want to make games I am truly passionate about and that players will love. They’ve also made me think of the effectiveness of remote work and how it can help me stay closer to my family.
That is why I'm excited to announce that I am starting my own remote studio! Our goal is to move fast and go big. Fortunately, I have found a great strategic partner aligned with this vision, and we are moving forward!
And yes it will be an MMO or something very MMO-like!
We’re not ready to share the new studio’s name or game details. Yet. Rather, the purpose of this message is that we're still looking for a few elite folks to round out our adventuring party. We will hire less experienced devs later (and yes some with no experience) but for now we are looking for leaders with serious industry experience. Hit me up on Twitter or LinkedIn if this is you.
If you know me, I value trust, empathy, and open communication, and that applies to both the dev team itself and to players.
Most importantly, players will be the judge of whether we win or lose. Things will be quiet for a bit while the adventuring party gears up, but we do plan to share what we’re working on early and often. We want to get you excited, hear your feedback, and give you the chance to catch our mistakes. This is the only way I personally feel I can make great games.
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