Campo Santo

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  • Firewatch

    A 'Firewatch' movie is in the works, again

    by 
    Igor Bonifacic
    Igor Bonifacic
    08.17.2020

    A Firewatch movie is once again in development after the rights to the initial film reverted to Campo Santo.

  • Campo Santo/Valve Software

    'Firewatch' team pauses its next game to work on Valve titles

    by 
    Jon Fingas
    Jon Fingas
    12.03.2019

    Did you get nervous when multiple former Campo Santo developers pulled mentions of In the Valley of Gods from their Twitter profiles? Your trepidation might have been justified, although it's not as bad as it sounds. Studio co-founder Jake Rodkin has revealed that the team has placed In the Valley of Gods "on hold" while its various members work on other Valve projects, including Half-Life: Alyx, Dota Underlords and Steam. Rodkin characterized it as a voluntary shift -- Valve wasn't forcing the developers to work on its existing titles.

  • Scenic wilderness and awkward tension fill this Firewatch trailer

    by 
    Thomas Schulenberg
    Thomas Schulenberg
    08.30.2014

    "So, last night" is a rough topic, especially when shared by an underling and a supervisor, as is the case with Firewatch's Henry and Delilah. The mysterious adventure's first trailer hints there's a lot more to Campo Santo's debut than the incessant threat of a fiery demise. [Image: Campo Santo]

  • Former Klei, Telltale devs reveal first-person mystery Firewatch

    by 
    Mike Suszek
    Mike Suszek
    03.13.2014

    Indie developer Campo Santo announced its first game, a first-person mystery named Firewatch. The game is set in the Wyoming wilderness, "where your only human connection is communicating with your supervisor over a handheld radio," according to the game's announcement blog. The game's protagonist, whose job is to "look for smoke and keep the wilderness safe," winds up exploring a "wild and unknown environment" after something pulls them away from their watchtower. Firewatch's official site says the game will press players with "interpersonal choices" that will affect players' relationships with Delilah, the supervisor in question. Campo Santo was formed in September 2013 by former Telltale and Klei developers, including Mark of the Ninja lead designer Nels Anderson and artist Olly Moss. The Cave co-writer Chris Remo joined the team in February after departing from Double Fine. [Image: Campo Santo]

  • Destiny, Monaco, BioShock Infinite talks round out GDC 2014 panels

    by 
    David Hinkle
    David Hinkle
    02.19.2014

    Interesting art talks looking at character customization and animation workflow for Destiny will be hosted by Bungie at this year's Game Developers Conference, which goes down in San Francisco next month. Irrational Games (what's left of it, anyway) will provide a breakdown of how Elizabeth's AI-controlled movements were created for BioShock Infinite and a panel from Monaco designer Andy Nguyen will address how developer Pocketwatch Games completely streamlined its game post-launch after poring over player data. If you've ever wondered how Bethesda created your favorite dungeons in Skyrim and Fallout 3, a panel on iterative level design will attempt to provide insight. A panel from two-man team Vlambeer will offer a behind-the-curtain look at the life of Nuclear Throne, which went from game jam prototype to early access offering and, later this year, full product launch. Another potentially interesting talk, headed up by Sean Vanaman, may finally give us our first glimpse at what Campo Santo is working on. These are just a handful of the dozens of interesting engagements going down at this year's GDC, held in San Francisco from March 17 - 21, 2014. A full list of the panels and workshops have been published online for all attendees – if you're interested in attending, you can purchase passes through GDC's website. [Image: Bungie]

  • Chris Remo leaves Double Fine to join startup dev Campo Santo

    by 
    Sinan Kubba
    Sinan Kubba
    02.07.2014

    The Cave co-writer Chris Remo is no longer working at Double Fine, having teamed up with Idle Thumbs co-stars and Walking Dead designers Jake Rodkin and Sean Vanaman at the recently formed Campo Santo studio. Remo was formerly editor-in-chief at Gamasutra and a community manager at BioShock studio Irrational Games before he joined Double Fine in 2012, where he also prototyped the upcoming Spacebase DF-9. He also recently served as a freelance composer on Joystiq Top 10 of 2013 entry Gone Home. Remo joins the growing line-up of talented developers at Campo Santo, including Mark of the Ninja lead Nels Anderson and industry artist Olly Moss. Campo's first game is in the works with the backing and collaborative efforts of Portland-based app Dev Panic. Inc.

  • Campo Santo studio formed by former Telltale Games, Klei developers

    by 
    Mike Suszek
    Mike Suszek
    09.19.2013

    A new San Francisco-based video game studio called Campo Santo has formed, and is composed of former Telltale Games and Klei developers. Namely, The Walking Dead designers and Idle Thumbs Podcast hosts Jake Rodkin and Sean Vanaman joined Mark of the Ninja lead designer Nels Anderson and artist Olly Moss on the team. Vanaman noted in the studio's announcement blog that Campo Santo's first game will be "both backed by and made in collaboration with" Portland design studio Panic, Inc.