![]() ![]() ![]() The studio’s stories appeal to a broad audience of older adults, teens, and women. Life Is Strange, which debuted in 2015, sold more than 3 million copies. While hardcore players may not be fans, Dontnod’s games have found their own dedicated audience. The team includes members who worked on Dontnod’s flagship series, Life Is Strange.īut their action is often slow-paced, with traditional gamers and critics saying the games are like “walking simulators” or soap operas. The team in Montreal, headed by executive producer Luc Baghadoust and creative director Michel Koch, is working on a new intellectual property. When it comes to spreading its wings, Dontnod is getting there the hard way, with original stories that don’t lean all that much on the games that came before them. He thinks of Dontnod’s diverse characters as honest games about life. “Our recent releases have been very successful in terms of press reception and player reception. ![]() “Our studio is growing, with six games in production now,” Guilbert said. And it raises the questions: Can diversity be your business model, and will it lead to diversified revenue streams? It is this approach to diversity that ultimately may help the company become a stronger business. Like its games about diversity and inclusion, Dontnod is spreading out, acquiring different perspectives, and diversifying the stories that it tells. ![]()
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