Tuesday, February 11th 2025

Relic Entertainment CEO Outlines Development Strategies, Discusses Indie Life Post-Sega

Last March, Relic Entertainment announced its independence; an "external investor" helped officiate the Vancouver, Canada-based studio's separation from Sega. Via a press release, Relic thanked its former owner for the: "support over the years and guidance during this transition have been instrumental to our success. We may be out of the SEGA business, but we remain friends and colleagues. We are excited about this next chapter." The newly-independent development house proceeded to cut staff headcounts—according to the 2024 news cycle—and seemingly kept a low profile for the rest of the year. In early 2025, Relic has revealed its refreshed strategies and goals; VentureBeat and Game Developer both sat down and conducted interviews with Justin Dowdeswell (CEO). The relatively new Relic boss outlined his company's focus on three key areas of development. Relic remains committed to existing titles (e.g. Company of Heroes 3), but it will also pursue the production and publishing of "smaller-scope" games, as well re-imaginations of classics from its past portfolio.

Dowdeswell believes that company leadership will put "Relic back on the map" following its well-documented split from Sega. The future looks bright, due to the real-time strategy specialist's now unconstrained operating model—the CEO believes that his studio: "has innovated for its whole existence. The ability to tap into that is best served with Relic as an independent studio." Dowdeswell and his colleagues have long worked within the constraints of a relatively niche market segment; Relic's chief envisions something with a wider/more mainstream appeal: "the opportunity we have here is to crack the case of where RTS needs to go next...We've definitely seen really highly engaged multiplayer audiences. But it is limited when we talk about Company of Heroes, for example. This is a game set in World War II, which limits the audience to some degree. It's an RTS which further limits the audience. And when we internally talk about what the barriers are for us, broadening that audience is big. How do we bring new players in? How do we reach players?...We definitely strongly believe there is a market and there are players out there. It's our job to give them the next great RTS."
Sources: Venture Beat, Eurogamer, Game Developer
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