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Chapter 174 - Chapter : 173 : Next New Project

Players are looking forward to the collision between The Elder Scrolls: Skyrim and Epic Continent. The industry is also eager to see how the game quality of Epic Continent compares with The Elder Scrolls: Skyrim. But for John, this has no meaning at all. The starting level of both sides isn't even on the same scale; how could they be compared? The only real concern is that Gemtechs, UEGame, and several other companies are competing for the overseas release of The Elder Scrolls: Skyrim.

At PixelPioneers Studio, after several rounds of expansion, the studio has changed significantly, and each department even occupies its floor of office space. The development team is split into several groups.

Christy is in charge of the mobile game team, which is still in intense development. If there are technical difficulties in the project, nothing major is expected, only time-consuming tasks.

Because the game still includes card elements, the vertical illustrations and modeling are the most time-consuming aspects. A specialized illustrator has been brought in for the character art. Given the style, large-scale OEM outsourcing is out of the question. Coloring will follow, and others can complete it based on set guidelines.

Koch, on the other hand, is responsible for developing the DLC and online mode of The Elder Scrolls: Skyrim. Meanwhile, two update teams are dedicated to Resident Evil Resistance, handling weekly updates and new content.

Past titles like Binding of Isaac, Octopath Traveler, and Resident Evil Resistance also have dedicated bug-fixing teams. Although these games have been out for a while, maintenance continues, albeit with a lighter workload.

In the Skyrim development team, Koch was chatting with everyone.

"This Sky of Love mod is something else, but it's still in the early planning stage."

"It's interesting, but I hope they nail the combat animations. Let's not have characters clipping through models again."

"Exactly, that part's critical. So... doing anything after work?"

"I'm in. Sounds fun."

The team whispered while multitasking.

Cough! As they chatted, Koch suddenly coughed loudly. Everyone instantly got the message and changed the subject.

"What do you think of the Mirak quest?"

"There's something wrong with it. The soul gem doesn't drop. We need to test if it's a bug."

"Double-check this variable again."

They resumed serious discussion about the Dragonborn DLC.

Meanwhile, John entered the office, saw the open Social Tap forum interface on everyone's screens, and was momentarily speechless.

"It's good you're discussing work," he said. "But maybe close the forum tab so I can trust you a bit more?"

The air stiffened, and the team looked sheepish.

John didn't push the issue. They were his colleagues after all, and he knew the situation. As long as they met their deadlines with quality work, a little chatting or slacking off was fine, just don't overdo it. Like napping in class: it's okay if you do it discreetly, but if you're lying on your desk snoring, the teacher's chalk is coming for you.

In the meeting room, Koch, Christy, Evelien, and several other key team members gathered.

In addition to the recent success of The Elder Scrolls: Skyrim, updates to Resident Evil Resistance were also dominating headlines. Older titles like Binding of Isaac and Octopath Traveler, which had been ported to new platforms, were still selling well. As employees of PixelPioneers Studio, everyone, from management to artists, programmers, and customer service, received a generous bonus, so morale was high.

Positive player reviews and critical acclaim gave them pride, but let's be honest, big bonuses mattered too. It's no good having just honor without the paycheck. The success of The Elder Scrolls: Skyrim made them all proud as they were part of a studio that could produce AAA masterpieces.

"About the company's next steps, everyone's aware of our accomplishments," John began. "Today I'll focus on what we're doing next."

Everyone smiled and focused.

"First, regarding team expansion: the HR department will work with several top colleges to start internships and recruit final-year students. We need a talent pipeline," John said.

PixelPioneers Studio had previously only done industry hiring, since they were in a rapid growth phase and needed professionals ready to hit the ground running. But now, with several hit titles under its belt, PixelPioneers has established itself in the industry. To put it bluntly, while their reputation and IP won't last forever, they could coast comfortably for the next 3–6 years.

"Second, the projects we're currently developing: updates to Resident Evil Resistance, the Dragonborn DLC for Skyrim, and the multiplayer mode don't need repeating. But the new mobile games need to be pushed out soon. In addition, we'll establish a new company focused on animation and manga to support our game IPs," John added, surprising many in the room.

An animation and manga company for games? It may sound odd, but top-tier studios and second-tier developers all have similar arms, companies like Moondustries, Gemtechs, and even those in film and theater do this. It's not a side hustle, it's IP promotion through cross-media synergy.

Hearing this, folks like Evelien and Koch stayed calm, but many others perked up. A new company means fresh roles, and unlike PixelPioneers Studio, where promotions are rare and bonuses less lucrative outside the game division, this was a real opportunity. It might lead to big success or failure, but who knew?

John didn't dwell on that topic. He left it for Armani to handle, as he wasn't familiar with that industry. His focus was on the final announcement.

"The last thing, we'll soon start developing a new flagship game once the DLC and online mode of The Elder Scrolls: Skyrim wrap up. At the same time, two smaller projects will begin development."

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