Former Blizzard Leads Unveil New Adventure at Dreamhaven Showcase

May 27,25

Five years ago, when Mike and Amy Morhaime founded Dreamhaven, I had the opportunity to speak with several of its founding members about their ambitious vision for the company. They expressed a desire to establish a sustainable publishing and support system for game studios, including the two they were launching at the time, Moonshot and Secret Door, as well as other carefully selected partners.

At the conclusion of our interview, Mike Morhaime shared an audacious goal for Dreamhaven:

"We want, if I may be so bold as to say, to be a beacon to the industry," he declared, alluding to the company's iconic lighthouse logo. "There's a better way to approach the business of games and the operation of a game company that can yield outstanding results in terms of both product quality and financial success, as well as fostering a positive work environment. This approach could potentially elevate the entire industry."

Around the time Dreamhaven was established, numerous studios led by former AAA executives emerged, all promising more sustainable and innovative futures. However, the subsequent years have been challenging for the gaming industry, marked by a global pandemic, economic instability, widespread layoffs, studio closures, and project cancellations. Many of these visionary studios have either shut down before releasing their games or postponed their aspirations indefinitely.

PlayYet, Dreamhaven has thrived. Today, in collaboration with The Game Awards, Dreamhaven unveiled its first showcase, presenting not just one or two, but four games. Two of these are internally developed: Sunderfolk, a turn-based tactical RPG with couch co-op set to launch on April 23, and the newly announced Wildgate, a crew-based first-person shooter centered around space heists (which we had the chance to preview!). The other two games, developed externally but published and supported by Dreamhaven, include Lynked: Banner of the Spark, an action-RPG from LA-based developer FuzzyBot, already available in early access and slated for its 1.0 launch in May, and Mechabellum, a turn-based tactical auto-battler from Chinese studio Game River. Mechabellum was released last September, and with Dreamhaven's support, Game River aims to maintain its long-term updates and freshness.

This is a significant milestone for a relatively new player in the gaming industry. But Dreamhaven's ambitions don't stop there. The company is also supporting ten other external studios—many founded and staffed by ex-AAA developers—through investments, consultancy, fundraising support, and sometimes publishing assistance. At the Game Developers Conference (GDC) last week, Mike Morhaime shared that from the outset, Dreamhaven aimed to create a "net" to "capture some of this great talent that was dispersing" throughout the industry.

Wildgate - First Screenshots

10 Images“We saw all these studios starting up and we have a lot of relationships,” he explained. “We knew many of the founders and wanted to establish a framework that would enable us to assist and champion these studios. So, we created a structure that allows us to offer guidance and advice, and be motivated to see them succeed.”

Throughout GDC, discussions about the ongoing industry crisis were prevalent, particularly focusing on the prioritization of profits over creativity, which has contributed to numerous cancellations, closures, and layoffs. When asked about the balance between craft and business, Morhaime believes they are not mutually exclusive, but emphasized that a fear of failure can stifle innovation.

“I think to foster an environment that encourages innovation, you need a degree of safety and room to experiment and try new things,” he said. “We certainly aren't opposed to our products being financially successful. It's about focus—what are these teams concentrating on? They're not focused daily on maximizing profitability at every turn. Instead, they're striving to create the best possible experience, which we believe is the best business strategy in the long run. With the intense competition and numerous game releases each year, the only way to succeed is by standing out with something truly special.”

Given Dreamhaven and many of its partners are staffed by AAA veterans, I asked Morhaime about the key lessons he learned from his time at Blizzard. He highlighted the importance of an "iterative" game development process.

Play“It was never a linear process. It wasn't a straight line where you follow a perfect plan and everything unfolds as expected, leading to success and happiness. We always faced obstacles and things didn't always go as planned, but we had the flexibility and adaptability to address these issues. Approaching everything with an experimental mindset, trying new things, and being able to revisit and refine them, is crucial to creating something we're proud of.”

Conversely, I asked about the main differences between his work at Blizzard and his current approach at Dreamhaven. He succinctly summed it up as "agency."

“Given our experienced team, we're structured to grant significant autonomy to our studio leadership teams,” he noted.

“This creates a unique dynamic where our studios enjoy a supportive relationship with the central company. The central teams exist to meet the studios' needs, and our studio heads and leadership are also founding members of Dreamhaven. It's more of a partnership.”

Our conversation then turned to emerging technologies, specifically the controversial topic of generative AI. While many gamers and developers are wary of its implications, numerous AAA gaming companies are quietly integrating it or openly using it. Morhaime acknowledges Dreamhaven's cautious approach, limited so far to research on best practices and internal policy drafting, without employing it in their games.

Play“As a technologist, I find it incredibly exciting to witness the emergence of generative AI during our lifetime. Just a few years ago, I never imagined it could achieve what it's doing now. There are many complexities, including legal and ethical concerns, and it's challenging to predict its broader societal impact. While some effects will be positive, others might be unsettling. Ignoring this technology won't slow it down, and those who do will be at a significant disadvantage.”

On a less contentious note, we discussed the upcoming Nintendo Switch 2. Sunderfolk and Lynked are slated for release on the Switch, while Mechabellum remains Steam-exclusive due to its genre. Notably, Wildgate's multi-platform announcement omitted the Switch. Morhaime remained tight-lipped about this but shared his general thoughts on the new console.

“I think console transitions can be both disruptive and invigorating for the gaming industry,” he commented. “For a gaming startup like ours, these transitions are beneficial. If you already have games on the market, there might be some disruption to consider, but that's not an issue for us. As a gamer, console transitions are always exciting.”

As we concluded, I asked Morhaime if he believes Dreamhaven has achieved the mission he outlined five years ago—being a "beacon to the industry." He responded that it's too early to claim success.

“We need to release some games that players love and achieve financial success. Without these, we won't be seen as a beacon by anyone,” he stated.

“Ultimately, I want Dreamhaven to build a reputation among gamers where our brand signifies quality and trust. Players should know that any game from Dreamhaven, regardless of genre, will be something extraordinary, sparking their curiosity to explore it.”

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