There’s a lot going on at Super Evil Megacorp. You’ll be hearing more from us soon but here’s a little fast summary of what we have been up to, why we are fired up about pursuing a vision with new games, and why we think Super Evil is an especially great place to make games right now.
New games, partnerships and awards
We’ve been heads down making great strides–some of which you may even know about – like Catalyst Black winning Samsung Galaxy’s Game of the Year, the reveal of our partnership with Netflix Games to build a game around a new upcoming IP, the release of our first Entertainment IP-based game, Teenage Mutant Ninja Turtles: Splintered Fate which launched to the top of the Apple Arcade charts to great reviews and awesome accolades like “The best TMNT game to be released in years” from VDGMS and “The best game on Apple Arcade right now” from Xfire. We were also delighted to be included in the recent “The 9 Best Teenage Mutant Ninja Turtles Games” from Kotaku.
If you’re surprised to hear our name alongside companies and titles like Netflix or Teenage Mutant Ninja Turtles, here’s a little context. We have historically focused on creating and building original IP. This remains a core tenet of our studio and we continue to work hard in this space. What we have found is that the opportunities presented by working with the best IP and partners presents a huge creative space for us to flourish within. We will also combine this with the increased reach of new platforms to help us get our gaming experiences to a larger audience. We believe mobile has a critical role in the gaming ecosystem, and it deserves to sit proudly alongside other platforms with the quality of content players should demand. The opportunity to explore new platforms and tell new stories for such incredible IP has been an exciting addition to our product strategy and we have found it complements our continued work on original IP. We have been working hard over the past years to grow our capabilities in delivering best in class gaming experiences on mobile and other platforms, and working with some of the world’s best partners has really helped us to deliver this mission.
Lots of new talent!
I’m glad to share publicly that we recently added Anna Sweet, games industry stalwart and CEO of Bad Robot Games, to our board of directors. Anna brings a wealth of experience in transmedia and narrative that will help us grow our expertise in those areas. This year we are bringing in more than 30 new incredible individuals of exceptional talent and with AAA experience.
Back in 2016, Super Evil began working hard to evolve into a healthy, talent-first globally remote company. Now, over six years later, we are all-remote with 100+ developers located across 15 countries, and we will continue to grow across Europe and the Americas.
Many companies are asking their staff to return to the office. We are doubling down on all-remote. We continue to invest in our culture, working practices and rituals with a long term vision to be the very best home for the very best talent wanting to push the boundaries of gaming in an all-remote company. Check out our ever updating handbook here for a glimpse of how we work.
A new presence in the UK
On a personal note, after eight years in Menlo Park, CA and two in Portugal, I moved back to the UK - my home for many years and where I grew my first two game companies, Macrospace / Glu Mobile and Playfish. This move also represents an exciting new chapter for Super Evil, as it signals a new focus on the UK game industry talent pool for us through the opening of our UK entity.
We have already started to collate some of the UK’s best talent to Super Evil, having recruited Viviane Costa, our Platform Technical Director, and Product Director Tom Westall, both based here in the UK in addition to a handful of others. In a time where many large scale companies are reducing headcount, Super Evil is on a growth path and we intend to significantly increase our UK-based developer headcount over the next three years.
The UK team will both help with new product development and, as part of the larger team, will of course also serve as shared resources for all of our projects and our proprietary EVIL Engine. And while we are offering a remote model that will give UK talent the opportunity to work on some of the biggest IP in entertainment in a way that suits their lifestyle, we are also committing to monthly IRL get-togethers to continually solidify these UK connections.
Where to next?
I’m really proud that through all the changes of the last few years, the team at Super Evil Megacorp has emerged as one of the few independent, cross platform studios who are proven at being able to release award winning games, and all on our own EVIL engine enabling the best performance across the widest set of devices. Why we make games and what we believe in remains the same - to build the best shared gaming experiences. And we are excited to continue to build on our passion for pushing boundaries in the games space, native cross platform game design, and we are pursuing the best multiplayer action games.
We have a lot more to share over the coming months around our live and unannounced projects, including an ambitious AAA, cross platform project that we are building great momentum on. If working on pushing the boundaries of gaming in an ambitious, all-remote company sounds like something you would be interested in, get in touch!