"That original IP is an important part of our portfolio. "At some point, we want to do our own stuff, or something unique and original with someone else's stuff, and we're pretty flexible with how we do that," he said. "We're not one of those companies that will put everything else on hold and do an original property that might or might not be successful" Even so, Creighton assured me that the studio's original IP weren't forgotten. The studio quietly released Astro Duel Deluxe as a Nintendo Switch launch window title, but before that it hadn't developed and published an original game since 2012. Of course, as Creighton said, audiences do tend to hone in on the most recent thing a studio has done, and as a result Panic Button isn't especially notable for its original IP. We're gamers, and we like to make the kind of games we want to play, so we'll always be doing all sorts of diverse work." So people are looking at the Switch work we're doing and we're proud of that, but we're also doing Subnautica for PlayStation 4 and Xbox One, we've done ReCore for Xbox One and Windows, and a lot of other projects on other platforms. And we always want to make that excellent. "Even with our recent successes, people remember the most recent thing you've done. "We have really good partnerships with Microsoft, Nintendo, Sony, and other folks, and for the viability of a studio you want to have that expertise across the board. "I'm a portfolio person, and I want to have a lot of diversity in the kind of work we do on the platforms," he said, speaking to at PAX West. And that's exactly how Creighton intends to keep it. Seven years later and Panic Button may be best-known at the moment for its Nintendo Switch ports, but the studio has dabbled in almost all of the above and more. As studio GM and director of development, Creighton had something else in mind - a much broader portfolio. When Adam Creighton joined Panic Button, the Austin, Texas-based studio was very much still figuring out what it wanted to be when it grew up.Īt the time, it had released a number of fairly quiet original IPs across the Wii and Xbox 360 over its first four years, but was beginning to double down on work-for-hire ports.
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