In 2005, respected industry veterans Gary Gattis, Anthony L. Sommers, Cinco Barnes and Jake Rodgers co-founded an independent game development company, Spacetime Studios, locating it in Austin, TX. The quartet's combined backgrounds included lead roles on such noted properties as Privateer and Wing Commander. In addition, all four had worked on Star Wars Galaxies. Accordingly, when we found out about the team's formation, it was pretty easy and perhaps even natural to speculate that the principals' goal was to create a space-themed massively multiplayer title. NCsoft signed on as publisher. The deal was announced in March of 2006. Early this year, before the project was ever announced, the partnership was dissolved. We know some downsizing followed, but also that most of the developers were retained. Of course, our innate curiosity did lead us to wonder what they were up to.
Yesterday, we received at least a partial answer. Spacetime issued a press release stating that it has acquired the IP. Called Blackstar, it's said to be "a highly stylized science-fantasy universe" in which we'll experience appealing elements like "wildly original space fighters, horrifying demonic enemies and epic drama." The nature of such announcements is that they can be relatively non-specific about the actual titles. In this instance, we were told it's "a space fantasy combat game based on the single-player traditions of 'Wing Commander' and the multiplayer feel of 'Descent.'" Upon seeing this, it took only the slightest scintilla of time for our curiosity to be aroused. Our luck was clearly in, witness the fact that it required only a little longer for us to connect with Executive Producer Gary Gattis, and for him to answer a series of questions.
Jonric: As an introduction to the IP and your game, The Blackstar Chronicles, what are they about? What will make them stand out and succeed?
Gary Gattis:
we have jumped right back into development, and since we have such a strong tool set and well-defined IP, we are able to make great progress towards a finished product while we find our next publishing partner.We have the old-school folks here from Wing Commander days, who know how to make space flight accessible and FUN. This is combined with exhilarating ground combat for a completely unique experience. And it's all wrapped up in the visual stylings of David Levy, who brings the universe to light in a way that has never been seen before. It's the game we have all been dreaming of making for a long time.
Jonric: What kinds of players do you regard as the core target audience that will love the game, and what aspects will they find most appealing?
Gary Gattis:
And we expended a huge amount of effort to make the game universally accessible. We allow players to focus only on those things that are fun and challenging. After years of development, the game experience is wickedly simple to play, challenging to master and epic in its scope... you do battle from both inside the cockpit and on foot in unique 'hybrid' warzones that simply don't exist in any other game of this type.
Jonric: Please tell us about Spacetime Studios. Who are the principals, and what led to the formation of the company? When did that happen? How large is your team at this time?
Gary Gattis:
Jonric: When did development of the game begin? What was the status of the project when NCsoft decided to pull out?
Gary Gattis:
NCsoft decided to discontinue its involvement in January of '08. Our team was on the verge of production, which, for us, meant that all pre-production risks had been mitigated. This includes fast and fun gameplay, completed (and flushed) art production pipelines (in-house and out), and a full suite of content facing tools.
Jonric: What has happened in the time since then? To what degree have you been able to continue moving forward?
Gary Gattis:
The funny thing is that we have jumped right back into development, and since we have such a strong tool set and well-defined IP, we are able to make great progress towards a finished product while we find our next publishing partner.
12:00 am PDT May 9, 2008