The PlayStation video team posted “PlayStation Experience 2015: Golem Conversation” — a video they ran on the PSX live stream featuring interviews with the Highwire team as they work on the announcement trailer.
Watch it for extra details about the game, some hidden secrets in the background and a cameo by one of the members of Daft Punk.
Highwire Games is happy to finally be able to officially announce something we have been working on for a while… our brand new logo!
(What? You think we would just haphazardly announce our first game on our website? Not hardly… that will require a larger stage.)
Now, we know that the retro red sneaker logo really resonated with the Highwire community — to the point that it became the unofficial uniform at our fan meet-ups — so we aren’t abandoning it. Think of it as the throwback logo that only the really committed fans know about. We’ll still bring it out every once in a while… maybe as a t-shirt?
So, like the new logo? Prefer the old one? Want either one printed on a shirt, hoodie or other item of clothing? What color combo would you wear? Let us know on the reddit forum!
World Art Director
Vic DeLeon is a puzzle, a paradox, an artist composed of impossible contradictions.
How do you explain that the man is a published author, professional photographer and respected speaker, but is best known for #WeirdFishWednesday.
What do you make of the fact that Vic made headlines when he left 343 Industries — where he was an Art Lead and directed an army of artists on one of gaming’s most successful franchises — to quietly join a tiny studio with no pedigree — where he is currently an environment team of one?
Vic is mysterious. Some might say crazy. Some might say he literally swims with sharks. Annually.
And how do you introduce someone to Highwire’s fan community when they already know him so well? Why spend time promoting someone who already has twenty times the number of Twitter followers as the studio? It’s kind of puzzling, actually… maybe we should just take a page out Vic’s #UnZen playbook and post black-and-white photos of creepy dolls.
“Yeah, it’s a child’s doll, but those are real human teeth. Crazy, right? … What?! Come back!”
– Vic DeLeon, @vicdeleon
Matt is an experienced gameplay programmer, specializing in player input and unusual peripherals. He was the engineer responsible for “one of the best PlayStation Move compatible titles” and helped drive early prototyping for the DualShock 4. He’s a virtual reality evangelist with an addiction to Kickstarter and a storage unit full of prototype hardware. Obviously, a valuable hire for a new studio with ambitious aspirations working on cutting edge platforms. But start to connect the dots, and it seems like he may actually be a Machiavellian puppet master with everyone helplessly dancing to his tune.
- Before joining the studio, before there was a studio, Matt loaned us his first-edition DK1, which really got the whole thing rolling.
- Matt was the first person to voluntarily leave a paying position to join the team. (Strike one. Strike two. Strike three.) Almost as if he knew how it would work out.
- When it was time to choose a location for the studio, we coincidentally found a place mere blocks from his loft in downtown Seattle. And this space happened to have a full-size dance floor and room for his DJ equipment and ridiculous gear.
- His full name is “Matthew Earl Longest” which is an anagram for “Let Not HW Games Alert”. Clearly this is a long-term plan.
- After years in the industry, Matt has accumulated the perfect set of skills for our current project. Or… has our project been carefully tailored to his skillset?
- Matt was the only member of Highwire Games that already owned a pair of red shoes before the PAX 2015 selfie contest.
- He always gets to work on the coolest parts of the game!
“I don’t know… have you tried putting a dampened spring on it?”
– Matt Longest
If you’re a huge Halo fan… you probably don’t know Jared Noftle. If you’re in the gaming press and looking for a story… maybe you don’t know Jared Noftle. But if you are a developer with more bugs than an anthill and an engineering team so underwater they need snorkels, then Jared Noftle is definitely on your contact list. As the front man for an international team of under-cover programmers, Jared has been air-dropped into every hooped project on the west coast; you may not know the man, but you have definitely seen his work.
However, if what you really need is someone who knows how to found, fund and run a game studio, someone with a particular set of entrepreneurial skills… well then you’d better have more than a name and a phone number, you’d better have some leverage. So when we pulled Jared from the smoking wreckage of burned down ryokan after a patch job that went bad, we knew we had our man.
“Cuddlr? What’s Cuddlr? I never even heard of Cuddlr… who wrote this? Jaime! Hey, who researched this profile? It’s all wrong!”
An award-winning Composer and premier Audio Director, best known for his work on Halo and Destiny’s “The Music of the Spheres.” Marty is also an accomplished chemistry professor and vitamin shill. He has not announced plans to work with 343 Industries on an upcoming Halo TV series.
Destiny, Halo: The Master Chief Collection, Halo 4, Halo: Reach, Halo 3: ODST, Halo 3, Halo 2, Halo: Combat Evolved, Oni, Myth II: Chimera, Septerra Core: Legacy of the Creator, Myth II: Soulblighter, Myth: The Fallen Lords, Riven: The Sequel to Myst
“Don’t mistake the golden egg for the goose that laid it.”
Halo game designer and world’s foremost authority on plasma rifle projectile speeds, Jaime specializes in crafting and tuning a game’s “thirty seconds of fun,” the core gameplay cycle that provides the foundation for everything else. It is said that he draws life-energy directly from empty white boards.
“All game design is psychological manipulation; designers have a moral obligation to their players to work for their benefit.”