Sean Plott Makes a Multiplayer Strategy Games

As a former StarCraft pro and current host of the PC gaming show, Sean “Day9” Plott is known for playing games and talking about games. And now he’s getting into the game creation business: Plott announced on Twitter that he has created a new game studio — and honestly, I don’t know if it’s permanent or what, but that’s what he says on the site — Day9’s Game Studio.

“I created a game studio, we are funded and we are hiring!”Plott tweeted. “If you are interested in working with me on a multiplayer PC strategy game, we have vacancies for a technical director and an art director.”

This will not be Plott’s first foray into the world of game development: he spent several years at Artillery Games as designer of the MOBA-RTS hybrid Guardians of Atlas before leaving the Studio in 2017.

None of the job postings say anything about the nature of Plott’s game, but they do reveal that it’s built using Unreal Engine and, more interestingly, that Plott and a number of presumably handpicked employees have been quietly “developing prototypes for a multiplayer PC strategy game for the past few years.”Despite our contractual closeness, Plott also refused to tell us about it, but he answered a few questions when we spoke to him yesterday.”:

Sean”Day9″ Plott: As someone who has closely followed the announcements of games and gaming companies (including as host of the largest press conference in the gaming space, the PC Gaming Show), we take the approach “say absolutely nothing.”Honestly, games change a lot during development. In my opinion, it is advantageous for game developers and their audience to disclose less information at the beginning of development. For our part, we do not need to constantly “declare” ourselves when change occurs. On your side, there is nothing to follow or be confused about because we haven’t said anything! My dream is to wait until we can just open a Gameplay video and say, “This is the game.”

We actually spent the last two years prototyping our design until we felt that enough questions had been answered. It was only when we felt comfortable that we started contacting investors.

A common (absolutely Brutal) pain point in game development is change. Any good developer knows that your first, tenth or even hundredth idea may not be enough for the final product.

Iteration is important, but Iteration comes at a cost. If you have a large team, inflexible technology or assets that no longer apply, changing and iterating can be like piloting an oil tanker.

Designers can spend more time answering production questions than enriching their design. Artists and engineers can lose track of the overall vision. Producers can desperately invent tasks that, they hope, will not be leaved for future iterations.

We were there and wanted to have enough clarity about the game before getting financing and evolving the team.