In the event you’re a retro gaming fan delight in me, then Dotemu can also be certainly one of your well-liked contemporary studios. The company has made its title as a developer and writer by reviving traditional franchises with astonishing video games delight in Wonder Boy : The Dragon’s Entice and Streets of Rage 4. It’s additionally publishing a remake of the conventional metropolis-builder Pharaoh and setting up a sequel to the arcade hit Windjammers. Last month, Dotemu cheerful nostalgic avid gamers by announcing Teenage Mutant Ninja Turtles: Shredder’s Revenge.
The company is a leader in the retro-revival motion. It’s now no longer loyal exploiting customary gaming franchises nonetheless additionally reviving them with ardour and care.
I now no longer too long ago interviewed Dotemu’s CEO, Cyrille Imbert. I asked him concerning the contemporary TMNT project and the intention it came to be, and we additionally talked about his company’s location as a premier retro gaming studio. I additionally clumsily tried to salvage him to narrate relieve certainly one of my well-liked Genesis franchises. (You pass over 100% of the total footage you don’t desire and all that.)
Right here’s an edited transcript of the interview.
Turtle energy
GamesBeat: Became the TMNT deal titillating to lock down?
Cyrille Imbert: It didn’t in actuality feel that diversified than traditional online sport licenses through formula and talks we had with Nickelodeon. It’s loyal that it’s a huge company. We’ve worked with huge corporations for some IP, pointless to direct, nonetheless this one is magnificent huge. Quite quite a bit of licenses there. That’s a huge a part of their work, to invent certain their licenses are in the ethical palms. That’s something they salvage quite a bit. They own got tons of diversified licenses in diversified media. It was once a bit of diversified. But ethical from the initiate, we had a factual reference to the Nickelodeon group of workers.
For me, ensuing from our DNA, it was once indispensable that we worked with the ’87 keep. That was once a non-public dream. But it for creep loyal made sense. Also, on fable of — now no longer easiest as a fan of the customary TMNT video games, nonetheless additionally on fable of we wished to survey that coming relieve, that’s our childhood. We knew that we’re now no longer doubtlessly the most basic ones spherical who favor that. We pushed for that, nonetheless with a total idea of easy how to salvage it and what it goes to restful look delight in. We were already engaged on Streets of Rage 4 relieve in the day. All of it made sense, and I assume it made sense for Nickelodeon as effectively.
But it for creep took a while. It’s loyal ensuing from random formula that I’m able to’t focus on. Nothing out of the regular. It’s loyal that some events on the opposite facet supposed we couldn’t signal something ethical away after first discussing it. It took somewhat a while, nearly two years, to salvage that executed. But it for creep wasn’t on fable of either salvage collectively wasn’t into it. We loyal wished to salvage each person on board and that takes time, in particular when there are adjustments in the diversified groups over time. At Dotemu we’ve realized to wait and see and to never stop. That’s what we did. It at closing took establish.
The silly express of all here is that magnificent early in construction, per chance after six or eight months, after our first contact with Nickelodeon, we met at GDC, and I realized from the guys at Shrimp Bolt Video games, from the guys at Nickelodeon, I realized that there was once one more studio that was once proposing pronounce for a sport, akin to what we were proposing. I was once delight in, OK, that’s never factual news. But that’s existence. That’s how it goes. Nickelodeon, it was once entirely customary for them to salvage that, to receive diversified ideas and tips. But I managed to know on the identical day who was once on the opposite company doing the pitch. It was once Tribute Video games. I knew that by means of Shrimp Bolt Video games, on fable of they heard about it. They’re factual pals with them. And typically I got their email. I knew concerning the company, nonetheless never met them in person. I asked in the event that they were on the market for a gathering in the afternoon. We met and talked. We had nearly the identical idea. It was once completely in-line. I thought it was once big, on fable of relieve in the day we were wondering who could be the ethical studio. It was once ethical there. We said, OK, let’s hump collectively as a substitute of doing two separate proposals. Let’s be half of forces and propose something in actuality frigid that’s in step with Nickelodeon’s expectations, that will please the followers, and that is at possibility of be made by followers, on fable of that’s certainly one of a in point of fact critical factors of all our initiatives. The groups are right followers and know all the pieces about these initiatives. That’s how it came to be.
It was once a long legend, nonetheless it ended magnificent effectively, and now we want to narrate an very glorious sport. It’s now no longer over yet, nonetheless it’s a factual step. We now know that we’re now no longer doubtlessly the most basic ones overjoyed about this.
GamesBeat: Became there any pushback about going for that customary comic strip gorgeous?
Imbert: I don’t know precisely the inner discussions at Nickelodeon, nonetheless from my facet, it wasn’t a problem. From the initiate, I said that’s how we wished to salvage it. We didn’t want to salvage it in a undeniable intention. We crossed our fingers that they would catch. But it for creep was once never a area delight in, no, that’s now no longer possible, or it’s going to be big-refined. I don’t know about these inner discussions. It could also want taken a while to validate that. But for me it never perceived to be a huge area.
GamesBeat: During the conventional TMNT video games, Turtles in Time is the one folks mediate. Are you taking inspiration from a pair of of the opposite video games?
Imbert: Shredder’s Revenge is a beat-’em-up, so many of the inspiration comes from the customary Turtles beat-’em-ups, in particular Turtles in Time, which was once doubtlessly doubtlessly the most basic of them, the arcade version. But Tribute Video games worked on other TMNT video games previously, a while ago. They’ve already been inspired by diversified video games, and that’s what they want to salvage again. Taking inspiration from diversified video games, frigid factors from diversified video games.
But in the stop it’s a beat-’em-up. It’ll be mainly inspired by beat-’em-americafrom that period, now no longer easiest Turtles. Inspiration goes to be taken from all these awesome beat-’em-up video games that came out relieve in the day. We own some freedom spherical that.
GamesBeat: Attain it is a need to to focus on over with Konami the least bit? Does it own any rights involvement on this?
Imbert: Now not on our facet, no lower than.
GamesBeat: The everyday TMNT arcade video games are extra shining than Streets of Rage 4. Are you going to invent this contemporary TMNT sport’s fight extra complex?
Imbert: The basis goes to be magnificent identical in Tribute’s tips. That’s why we got along on the project. They own got this idea of taking many of the texture, the factual formula of the video games relieve in the day, nonetheless including contemporary gameplay. Feeling and mashing these collectively, looking to glean a balance between what made these video games big, what made the total abilities big, and translating it to a contemporary period with contemporary gameplay mechanics, extra mechanics which would possibly well per chance be now no longer too invasive. Same for Streets of Rage. We’re now no longer going to salvage an RPG with plenty of paths and something big-complex and contemporary. We’re going to follow the conventional system of a beat-’em-up, nonetheless including mechanics that will make stronger the core mechanics, the fundamentals of what makes a factual beat-’em-up, nonetheless expanding it, discovering good touches and mechanics that will make stronger the total factors. Those miniature indispensable factors that would possibly well invent a huge difference.
Above: Streets of Rage 4 with the conventional persona sprites.
Image Credit ranking: Dotemu
GamesBeat: With Streets of Rage and TMNT, there’s been a revival in beat-’em-ups. It wasn’t long ago that it looked delight in a insensible genre. How salvage you suspect the total beat-’em-up scene had such a huge revival now no longer too long ago?
Imbert: For me it was once unfamiliar that we weren’t restful having fun with beat-’em-up. It was once the opposite intention spherical. For me it was once delight in, why? Right here’s so factual. Why aren’t we having fun with that? I don’t in actuality know. It loyal is entertaining to me. It’s a huge genre. It’s take a seat again. They don’t own big-long lessons. You’re going to play along side your pals. You don’t own to imagine too worthy. It’s so good, good moments that you might well per chance even own gotten with beat-’em-ups, whether or not they’re on the RPG facet or extra on the arcade facet. It doesn’t in actuality matter. If it’s effectively-made, it’s frequently factual. I’m big-overjoyed that it’s coming relieve and that we’re contributing to that.
Needless to direct I be conscious when I was once talking with diversified partners about Streets of Rage when it wasn’t supplied. They said, yeah, nonetheless a beat-’em-ups? Are you obvious? No person performs these this day. It’ll loyal be a miniature crowd having fun with that. They weren’t obvious it was once the ethical idea. Most regularly I had doubts. I checked out the diversified numbers, the most contemporary releases, and there weren’t hundreds of them. I wasn’t obvious folks would delight in it. But in the stop, folks were waiting for that. I’m chuffed we contributed to that, and confidently it’s going to preserve there now.
GamesBeat: With Wonder Boy and Streets of Rage, you took the customary pixel look and adapted it into something extra hand-drawn. With TMNT you’re sticking with pixels. Why did you invent that decision?
Imbert: It’s largely about discovering the ethical group of workers for the ethical project. For Wonder Boy and Streets of Rage, the group of workers with Lizard Cube and the proficient Ben Fiquet, who took care of every of these initiatives, it loyal made sense. He’s so factual at animation and persona keep. The total lot about it is entertaining. We thought it was once a factual advice, in particular for Wonder Boy, on fable of it’s an 8-bit sport. It didn’t age effectively. It’s restful very charming, nonetheless it’s more challenging than having fun with Streets of Rage 2 on the 2nd, as an illustration. It wished to own something diversified, and Ben is extremely proficient. The first time we noticed the artwork, it was once very finest. He managed to translate the 8-bit art into something absolutely HD with a residing universe. It was once so frigid. Streets of Rage, the customary video games are good. Wonder Boy III is always good. But the Streets of Rage video games are younger than Wonder Boy. They restful look in actuality good.
If we wished to hump for something pixelated first, then we wouldn’t own executed it with Lizard Cube, on fable of it’s now no longer necessarily their predominant thing. On the opposite, we said, we now own to salvage something diversified, on fable of in another case the adaptation wouldn’t be that huge. It loyal made sense. Because we were working with Lizard Cube, the things they had in tips, even earlier than we began to work on the project, were in actuality in-line. If we had these graphics relieve in the day, we would own said, yes, that’s it, that’s how it needs to be, on fable of it’s extra concerning the opportunity in the 2nd. It loyal clicks. It feels ethical. For TMNT, pointless to direct, when I obtained the predominant untrue screenshots from Tribute Video games — I do know their password. I do know how colorful they’ll work on pixel art. That loyal made sense as effectively. Streets of Rage is now no longer necessarily connected to arcades. It’s a console sport. It doesn’t own that hyperlink with the arcade. It is entertaining to own pixel art TMNT, on fable of it’s been a in point of fact long time, first of all. Streets of Rage, there was once nothing after the third one. TMNT, there had been some tries, many video games for the past 20 years. Nearly none of them had been pixel art. It loyal made sense. It clicked.
It wished to be pixel art, nonetheless with the awesome art we know Tribute can provide, that in actuality shined in the trailer we released. After we noticed these first artworks, it was once big. We knew folks would delight in it, on fable of we beloved it, as avid gamers and as followers. We knew it was once going to work. But it for creep’s now no longer something we in actuality thought by means of quite a bit, delight in it wished to be this style. We loyal thought we would strive it, in particular with their abilities. Let’s survey what they’ll salvage with their very dangle abilities. While Lizard Cube is extra about HD hand-drawn animation, Tribute Video games is extra about very good gorgeous pixel art. It worked out.
Working retro
GamesBeat: How salvage you hump about picking the initiatives for Dotemu? Is it extra about shopping for franchises which had been insensible for a while, or is it extra about groups coming approach you?
Imbert: It’s a bit of of every. Most regularly groups formula us. For instance, for Pharaoh, the remake we’re doing, the group of workers came to us to salvage one more sport first, a metropolis-builder. But then we said, you’re factual at doing metropolis builders and likewise you delight in that, what’s your well-liked sport? They said it’s Pharaoh, doubtlessly the most basic metropolis builder ever made. Would you take to salvage a remake of Pharaoh? Yes, pointless to direct. Then I needed to envision if it was once possible and focus on over with Activision. This time it came from all aspects. Most regularly it’s on our facet. It could per chance well per chance be big to work on that license, each person would be overjoyed to survey it coming relieve! First we gape recommendation from the IP holder and survey if it’s possible, below what stipulations. If it in actuality works out effectively, earlier than proposing something, we gaze the ethical studio to salvage that. It could also be our inner studio that’s engaged on Windjammers 2 ethical now. Or it will per chance per chance also be an external studio as effectively.
We strive to glean the correct match. It could’t be one more intention. It has to be a in point of fact finest match between a studio that is conscious of the license by heart and the license. Over the years I’ve had some proposals from studios on fable of they know what we salvage they generally know we now own ways of getting licenses, even when it seems now no longer possible. But every time we’ve felt there’s a miniature likelihood the studio doesn’t in actuality know the game, we refuse these initiatives. It could’t be another intention. It’s so refined. The followers quiz so worthy. We delight in these licenses as effectively. We don’t want to propose something that is at possibility of be spoiled to the license. We want to hump additional. We own to work with the ethical folks, folks that know all the pieces about these video games. It could’t be another intention. For Windjammers, as an illustration, now no longer each person on the group of workers, in the studio, knew concerning the game or played many of the game earlier than. That’s why we began to salvage a remaster of the customary version, so we were obvious we would know each detail concerning the predominant one earlier than beginning production on the 2nd one.
GamesBeat: Attain you might well per chance even own gotten many pitches develop into down? Or would you command extra pitches are celebrated than rejected?
Imbert: We own extra pitches which would possibly well per chance be rejected, for obvious. Potentially 1-out-of-10 is celebrated, and it takes a while.
GamesBeat: Working with these established franchises, how worthy inventive freedom salvage you might well per chance even own gotten with each?
Imbert: It’s concerning the identical for each project, for the reason that intention we formula the IP holders is we come with a idea. We come with a proposal, stout proposal with the total indispensable factors. That’s how we want to salvage things. If the IP holder doesn’t have confidence that, OK, why now no longer, nonetheless what salvage they want to alternate, and is it restful in step with what we now own in tips? If it differs too worthy and we in actuality feel it’s now no longer the ethical intention to salvage things, we loyal don’t salvage it. Till now, no lower than, every time we came with a idea, it clicked as effectively on the IP holder facet. They noticed the postulate held collectively. It made sense. Because all the pieces is determined ethical from the origin, nearly all the pieces, or no lower than the large idea is there, then we now own freedom, on fable of we’re initiating the object. We didn’t own to alternate things afterward. We loyal own to follow the notion.
GamesBeat: Going relieve to these pitches, after a pair of of the successes you’ve had, in particular with Streets of Rage, salvage you in actuality feel delight in these pitches are better obtained now than they were a pair of years ago?
Imbert: Oh, yes, for creep. It helps, for obvious. It’s titillating to function the belief of an IP owner. We’re frequently ready to desire the total threat on our facet, in instruct to convince them that we’re confident in our capability to salvage the project effectively. We own to retain what we now own in tips and salvage it our intention.
GamesBeat: Are you attracted to doing any sequels to your revivals? Or is it extra attention-grabbing to transfer on to one more IP?
Imbert: It’s extra attention-grabbing to transfer on to one more IP, from my deepest level of gape. But it for creep depends, above all, on the studio and what they want to salvage, what motivates them. It’s titillating to work on a sequel or a remake of an new license. In the event you’re a lawful fan, you don’t want to debris that up. It’s hundreds of stress. It’s hundreds of questioning. It’s titillating. You’re going to also fair own relieve-and=forth with the IP owner, with us. You’re going to also fair own tons of things to address, easy how to salvage this or that part, will folks be cheerful about this? It’s complex work. Ought to you’re a fan you don’t want to debris that up, so it’s extra stress. In the event you’re doing all your dangle IP, there are no expectations from folks. You loyal own to narrate something big. In the case of a sequel or remake, you might well per chance even own gotten to narrate something big that’s in step with folks’s expectations, even when these aren’t completely in step along side your expectations. You’re going to also fair own to know that and bring something that’s shut to that. That’s why every so often they’re delight in, OK, that was once big, that was once awesome, nonetheless I don’t want to salvage that again for a pair of years. That’s entirely understandable. But if at some level someone said, hiya, let’s salvage one more one, I own to gape recommendation from the IP homeowners pointless to direct, nonetheless if it’s possible, we’ll salvage it.
GamesBeat: It’s attention-grabbing how studios delight in yours are focused loyal on retro gaming. Attain you suspect that here’s a construction that’s going to develop in the long urge? Attain you even survey yourselves as a retro gaming studio?
Imbert: Fully. Dotemu was once based in 2007, and the DNA hasn’t changed since then. It’s been a in point of fact long time now that Dotemu has been engaged on that extra or much less phenomenon, of bringing relieve these customary IP. It’s entirely pure, with the intention the market is evolving. It’s delight in one one more art develop. The music industry, they began to salvage remasters, remakes, discovering customary tracks from renowned artists, bringing them relieve. The utilization of customary lyrics. Same thing goes for movies, discovering the predominant version of a movie, the director’s prick, remastering it, making it a 3D movie, all that extra or much less thing. It loyal is entertaining. That’s how you revisit art. There’s a necessity from the creators to warfare by means of that course of of engaged on something that’s a ardour for them, and there’s a necessity from the gamers or the viewers or the listeners to revive that thing that had an affect on their existence. There’s an emotional reference to that. It is entertaining that it’s coming relieve. It’s additionally indispensable. I’m chuffed that here’s a pure course of. Especially in video video games, which evolve so rapid, intention faster than another develop of art. In the event you lose video display of what’s been made previously, you lose your soul, extra or much less.
All these creators from the ’80s, ’90s that did video games with nearly nothing, in a market the establish their oldsters thought it was once disastrous to survey their young folks looking to invent a occupation out of video video games. They made the market. Attributable to them and their efforts and their craziness, this day we now own these awesome video games, at the same time as a lot as the most contemporary triple-As. It’s thanks to them. We must always now no longer neglect the establish video video games come from. That’s a part of our role as effectively. The creators of the next day to come to come, the parents that will develop into designers which would possibly well per chance be young this day, which would possibly well per chance be beginning their careers, they’ve to know what was once up relieve in the day. They own got to know how video games were made, how they’re made delight in this, and why these video games are restful factual this day, to salvage inspiration for future video games and now no longer ignore this legacy, the intention video games were made. It’s now no longer easiest pure, on fable of our art develop is terribly young. It’s easiest been per chance 50 years. Potentially lower than that. The ancient past is loyal beginning. We didn’t own any ancient past 20 years ago, nearly. It was once the total new. Now there might per chance be a past, and that past needs to reside on, to now no longer be forgotten. That’s a necessity for creators and a necessity for avid gamers. That’s a factual thing, I assume.
Wonder studio
GamesBeat: Who salvage you suspect is your predominant viewers? Is it folks in their 30s and 40s, who’re nostalgic for that duration in gaming, or salvage you might well per chance even own gotten a substantial quantity of younger avid gamers having fun with these initiatives, even in the event that they didn’t develop up with the titles they’re inspired by?
Imbert: Needless to direct our predominant target would be folks delight in us. The moderate age at Dotemu is spherical 30 years customary. That’s why we delight in engaged on these initiatives. We’re the target. We know what we favor. But our blueprint is past that. I’d command between 25 and 45 years customary, spherical that. But past that our blueprint, again, is to hump past these lines and invent younger folks study that, thanks to the success we are able to narrate to these licenses. Wonder Boy, Streets of Rage, Windjammers, they’re being talked about in the center of the gaming industry, the gaming world on the total. Folks who never heard about these video games are listening to about them, even in the event that they never played it when it came out, or they were too young. They’re discovering that, and we’re aiming for that. That’s the level of modernizing the gameplay, to deal with the parents that never heard about these video games and invent them study it. You’re going to also fair own a sport sequence and likewise you could justify it to your pals, even in the event that they don’t know, and focus on about these video games. It’s a approach of sharing that ardour for each sport with other avid gamers that we know will delight in it. Ought to you study a sport and likewise you in actuality delight in it, and likewise you might well per chance even own gotten a buddy who’s never heard of this sport nonetheless you realize they’ll delight in it, you could justify it to them and invent them salvage pleasure from it, then it’s the identical spirit. We want to half that delight in for these video games to as many folks as we are able to.
GamesBeat: Became Wonder Boy a huge turning level for the company? Became that the title that build you a bit of additional on the map?
Imbert: Fully. It was once a threat for us as effectively. It was once doubtlessly the most expensive project we ever worked on. It was once our first remake. It was once for creep a turning level. In the stop, we developed our data of easy how to focus on these video games, easy how to formula the fan atrocious, easy how to win watch over expectations, and additionally easy how to know what a factual studio is and what quality is, on fable of that’s what Lizard Cube delivered with Wonder Boy, a in point of fact high stage of quality and attention to detail — we grew up from which own. It was once for creep a turning level. It was once the confirmation of our approach. We had that in tips for a pair of years. We were going for that, nonetheless we weren’t obvious it will per chance per chance work. We had one more abilities that was once now no longer big successful earlier than Wonder Boy with Pang Adventures. But we said, let’s proceed and survey if we are able to glean the ethical intention of doing this. Wonder Boy was once the confirmation of that concept. That’s after we said, we’re on the ethical course. Let’s proceed and take a look at out other things.
Above: Wonder Boy: The Dragon’s Entice came out in 2017 for consoles and PC.
Image Credit ranking: Dotemu
GamesBeat: Attain you suspect Wonder Boy benefited from factual timing? It came out a bit of after the Swap released, and it seems delight in folks that were hungry for Swap video games, it was once certainly one of the indispensable predominant digital titles that hundreds of folks flocked to.
Imbert: Yeah, we were big-lucky with the timing. But for achievement you frequently desire a bit of of luck. Rather a pair of luck, I’d even command, in particular in the leisure business. Whether or now no longer it’s movies, TV, music, video video games, you might well per chance even own gotten to own the celebrities align at some level. That makes the adaptation between a sport that has factual success or big success. You loyal own to provoke that likelihood and that timing, doing doubtlessly the most basic you will salvage. Beget a factual sport, factual communication, after which if the timing is ethical, if the celebrities are aligned, all the pieces is there for achievement. Despite the indisputable fact that the celebrities are aligned and your sport is easiest okay, or your communication is now no longer in actuality factual, then it obtained’t work. It’s an advanced recipe.
GamesBeat: Is the Swap restful your strongest platform on your releases?
Imbert: It’s for creep certainly one of the indispensable strongest platforms, nonetheless it is determined by the game. For instance, Streets of Rage 4 is even between all platforms, which was once somewhat ideal. We were pondering it will per chance per chance enhance on console than PC, nonetheless that’s now no longer the case. It’s magnificent even in each establish the establish. For Wonder Boy, if I be conscious precisely, it’s evened out over time, nonetheless on the beginning the Swap was once for creep stronger. Over time it evens out across all platforms. Yow will detect console avid gamers on PC and PC avid gamers on console now. The frontier is a bit of blurry on the 2nd when in contrast with what it frail to be. But for other video games delight in Pharaoh, pointless to direct that will be worthy extra PC than console, if we ever salvage a console version.
GamesBeat: Are there certain franchises that followers question you guys deal with quite a bit?
Imbert: That’s the silly thing. After we supplied and communicated and launched Streets of Rage, nearly every time folks were talking about Turtles in Time. And we knew — we were delight in, yes! We weren’t doubtlessly the most basic ones with that concept. It is entertaining. But yeah, we now own tons of tips from folks following our video games. We every so often salvage surveys on Twitter. What sport would you take to survey come relieve? Quite quite a bit of Sega video games pointless to direct. Shinobi. Golden Axe. Those are video games that come up generally. Since we supplied Pharaoh tons of folks are asking about Caesar or Zeus. It is determined by what sport we’re communicating, nonetheless generally we’re magnificent worthy in line. When folks study us, salvage you suspect about this one? We’re delight in, yes, we now own!
GamesBeat: Has anyone else asked about Ecco the Dolphin, or is that loyal me?
Imbert: No, I’ve personally asked about it myself! I asked the group of workers and we talked about it. We didn’t hump too a ways, on fable of it’s an advanced project. It’s big emotional. We didn’t glean the ethical idea as a lot as now no lower than.
The RetroBeat is a weekly column that looks at gaming’s past, diving into classics, contemporary retro titles, or how customary favorites — and their keep methods — encourage this day’s market and experiences. In the event you might well per chance even own gotten any retro-themed initiatives or scoops you’d take to send my intention, please contact me.
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