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Harebrained Schemes - All News

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Wednesday - March 04, 2015
Sunday - January 11, 2015
Monday - January 05, 2015
Tuesday - December 30, 2014
Tuesday - December 23, 2014
Wednesday - December 17, 2014
Friday - July 25, 2014
Sunday - June 15, 2014
Box Art

Wednesday - March 04, 2015

Harebrained Schemes - Interview @ US Gamer

by Couchpotato, 03:18

Harebrained Schemes was interviewed on US Gamer to talk about how how to be successful kickstarter by putting your ego aside, and communicating with backers. 

Kickstarter is just a service. Sometimes amid all the doom and gloom, people forget that. Kickstarter is meant to connect creative people to fans who are willing to fund interesting projects. Two weeks ago, problems with that service were highlighted when veteran developer Peter Molyneux was called out on the mishandling of his first Kickstarted title, Godus. The Godus situation showed many of the ways that Kickstarter projects can go wrong. Kickstarter drives over-promise, over-estimate, get delayed, and get cancelled all of the time. 

What about when Kickstarter works? 

Seattle-based developer Harebrained Schemes is rather good with Kickstarter. The studio has Kickstarted three gaming projects, two of which they've released. The small team of around 20 developers has delivered on the promise of the service consistently. Their first title was Shadowrun Returns, a game adaptation of the popular pen-and-paper RPG series. That funding drive closed at $1.8 million, far above its original $400,000 goal. The studio followed that a year later with Golem Arcana, a tablet-enhanced miniatures board game. Last week, Harebrained finished the Kickstarter for Returns sequel, Shadowrun: Hong Kong. Like the first Shadowrun drive, they finished far above their intended goal. 

So what does Harebrained Schemes do differently? That question led me to this conversation with Harebrained Schemes co-founder Mitch Gitelman about the developer's success on Kickstarter. I ask him about what a developer needs to have a successful Kickstarter project.

Sunday - January 11, 2015

Harebrained Schemes - January 13th Launch

by Couchpotato, 01:55

In-case you have been living in an area with internet Harebrained Schemes announced last month they will launching a new Shadowrun Kickstarter.

Well we now know the date due to a new Twitter post.

Monday - January 05, 2015

Harebrained Schemes - 2014 in Review Update

by Couchpotato, 04:40

Harebrained Schemes latest website update wishes everyone a Happy New Year, and looks back at what the developer accomplished in 2014.

2014 has been the biggest year ever for Harebrained Schemes in so many ways, and it can only get bigger from here. Just in case you forgot what with all the things that happened this year, let’s have a quick recap.

We released 2.5 games this year: Dragonfall in February, “one of the most memorable and complex RPG stories of the decade.” according to PCGamer’s TJ Hafer.

Golem Arcana in August, our first physical game here at Harebrained, and Dragonfall: Director’s cut in September, which won RPG Gamer’s Game of the Year among many other accolades.

We also started work on our newest project, Necropolis, which you may have heard a little about from @TheBrazenHead or http://necropolisgame.tumblr.com

We also welcomed on a lot of people to the team this year. Mino, Angelica, Rebecca, Liz, Erik, Tristin, Will, Nate, Zach, Spencer, another Chris, Cassidy, Dennis, and Doug all joined our ranks (and I don’t think I forgot anyone, but we now so numerous as to take up corners on two floors of the building, so that’s exciting!)

Harebrained’s extended family grew as well. Our engineers Brenton and Sheridan both got married, and Andrew, our lead writer for Dragonfall, welcomed Monica (yep, like that Monika) into his life in mid-May. Chris, our lead Engineer on Golem Arcana, also welcomed his son Eli last December.

As we grew though, some of our beloved Harebrained folks flew away- some for warmer climes, such as our lead environment artist, Jenn, who left us to go eat peaches in Georgia, and some for colder climes, like the designer for the APEX Mission, Simon, who returned to his native Canada to twirl his prestigious mustache.

We look forward to seeing you again in January with our newest Kickstarter project. Happy New Year!

-The Harebrained Schemes Team

Tuesday - December 30, 2014

Harebrained Schemes - The New Setting Revealed

by Couchpotato, 19:29

Harebrained Schemes posted a new image and some new information in a new update about their new Shadowrun kickstarter will take place in Hong Kong.


Tuesday - December 23, 2014

Harebrained Schemes - New Kickstarter Update

by Couchpotato, 23:21

Harebrained Schemes posted a new image and some new information in a new update about their new Shadowrun kickstarter that will be launched next month.


Here's a piece of look & feel concept art for our new setting. We'll show how it translates into Shadowrun's isometric gameplay view when our Kickstarter launches in January!

From the look of the image it will be be set in an Asian city this time.

Wednesday - December 17, 2014

Harebrained Schemes - New Kickstarter Game

by Couchpotato, 00:15

Harebrained Schemes announced in a new update that a new Shadowrun Kickstarter will be launched in January 2015. More information will be available next month.

Friday - July 25, 2014

Harebrained Schemes - Interview @ N4G

by Couchpotato, 14:59

The N4G Blog continues the indie month, and posted a new interview with Mike McCain. He is the Art Director of Harebrained Schemesm, and Game Director for Dragonfall.

FOGKNIGHT: How was Harebrained Schemes born?

MIKE: Jordan and Mitch officially founded Harebrained back in 2011. There were about a dozen of us, starting out - some folks that had worked with Jordan at his previous venture, and a few new contractors like myself. We were working out of a storage closet we rented from Gas Powered Games. Literally! It was this tiny, L-shaped closet on the far side of the lobby. There, we created our first title - Crimson: Steam Pirates, an iPad game published by Bungie Aerospace. Next up was Strikefleet Omega, a realtime fleet–command game for mobile which broke a million downloads and was very well received by both players and reviewers.

Our big breakout moment as an independent studio, though, was the Kickstarter campaign we launched for Shadowrun Returns in spring 2012. After that success, we more than doubled the size of the team and moved to a larger office in Kirkland to accommodate (which is where we still are today.)
 
FOGKNIGHT: What is Harebrained Schemes' goal as an independent game studio?

MIKE: Well, at the end of the day, we want to always be making games we love. We're passionate about telling great stories and entertaining an audience, so storytelling and world-building is always a part of what we do. We want to stay small, making games that appeal to a core geek audience. We're not limiting ourselves to RPGs, though. We have a very nimble dev team, and it's important to try new things as creators.

Sunday - June 15, 2014

Harebrained Schemes - Hiring For New Game

by Couchpotato, 05:24

Thanks to RPG Codex it seems Harebrained Schemes is hiring staff for another possible ShadowRun game. Here are the details.

One of our users spotted this new job opening on Harebrained Schemes' website, which they also tweeted about two days ago.

Writer (Contract)

Harebrained Schemes seeks a freelance game writer to work onsite in their Kirkland, WA studio contributing to the next HBS title. This writer will be responsible for conceiving of and executing upon well-written, engaging game dialog using Harebrained Schemes’ proprietary editor while collaborating with the Creative Director, Lead Writer and design team.

This freelance contract will begin immediately and run through the end of December, 2014 with the potential for work in the future. Candidates must deliver a short audition piece using the Shadowrun Editor to be considered for this position.

REQUIREMENTS
  • 1-3 years professional writing experience in the game industry.
  • At least one shipped digital game title.
  • Outstanding talent for crafting dialog. Character conversations flow naturally with good diction and grammar.
  • Deep understanding of RPG dialog design – dialog trees, variables, best practices.
  • Technically proficient – able to quickly master in-house tools for creation of RPG conversations.
  • Attention to detail – high accuracy with grammar, spelling and punctuation is critical.
  • Able to match the style and tone of our previous Shadowrun campaign writing.
  • Strong creative collaboration and communication skills – game writing takes iteration.
  • High-energy, self-motivated, and flexible.
BONUSES
  • Experience with the Shadowrun Returns Editor or with the Aurora Game Editor.
  • Working knowledge of the Shadowrun game setting a big plus.
  • Prior experience writing in the style and tone of the Shadowrun world.
  • Has played Shadowrun Returns or Shadowrun: Dragonfall.
If you’re interested in this position, please send your resume and writing sample to jobs@hbs-studios.com.​

Are they making a new Shadowrun Returns campaign? It certainly looks like it! Plus, the stated length of the contract (through the end of December) should give us some idea of what its release date is going to be. Great news - just don't call it "DLC" this time, guys.

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