Major-franchise judgment
Our proposed team brings experience from large online worlds, action games, progression systems, and live operations.
Built for worlds with devoted readers
Ten senior developers. Credits spanning World of Warcraft, Call of Duty, WildStar, Dungeons & Dragons Online, Fable Legends, and other shipped games. One focused proposition: let us build The Primal Hunter game with its creator at the table.
Selected experience across our proposed team
Why Oathwild // Why this universe
Our proposed team brings experience from large online worlds, action games, progression systems, and live operations.
Paths, skills, professions, hunting, discovery, and consequence already speak the language of player-driven systems.
Start with the author and rights holders, agree on the boundaries, then prove the experience in a focused playable slice.
The studio
Oathwild brings ten veteran developers together across gameplay, engineering, systems design, art, production, QA, community, and commercial strategy. This is the senior core required to turn a beloved progression-fantasy universe into a game players will champion.
Across the team are credits on World of Warcraft, Call of Duty, WildStar, Dungeons & Dragons Online, Fable Legends, and The Oregon Trail Mobile. We know online worlds, progression systems, combat, live operations, and the production realities behind major franchises.
For a beloved literary universe, that means beginning with the author, the canon, and the player promise before choosing scope or technology.
Author access, lore review, and clear approval gates belong inside production from day one.
Levels alone are not growth. Builds, choices, preparation, and mastery must create identity.
Prototype with the readers who know every rule, then earn a wider action-RPG audience.
Exploratory world direction
Direction studies // not final character designs
A faithful game needs more than recognizable names. Villy’s ancient menace, Stormild’s joyful catastrophe, and Eversmile’s quiet manipulation should change the player’s sense of scale before any of them speaks.
Ancient alchemist, schemer, and catastrophe in reserve.
A colossal elemental bird whose joy makes destruction feel effortless.
An ancient observer turns unseen manipulation into a readable visual language.
These images are original, unofficial pitch studies created to communicate tone and scale. They are not authorized designs, and they deliberately leave final visual authorship to Zogarth and the rights holders.
The adaptation thesis
Working direction // subject to rights-holder collaboration
Our opening thesis is a systems-driven action RPG that translates the series’ preparation, dangerous discovery, meaningful progression, and sharp combat into player agency. The exact format should be decided with the people who understand the universe best.
PILLAR // 01
Track, read, prepare, and commit. Encounters become more rewarding when perception and planning create the opening, rather than a larger number alone.
PILLAR // 02
Classes, professions, skills, and evolutions should combine into distinct playstyles with real opportunity cost and visible mastery.
PILLAR // 03
Scale comes from rules, consequence, and things glimpsed before they can be understood, rather than from filling a map with repetitive markers.
PILLAR // 04
A game adaptation should create room for player agency without flattening the source or treating established lore as optional.
A disciplined first step
We are not asking for a blind license. We are asking for the chance to listen, establish boundaries, and determine whether the creative and commercial fit is real.
Understand goals, boundaries, audience, approvals, and what success means to Zogarth and Aethon.
Turn shared priorities into genre, platform, scope, audience, and business-model options.
Agree on a bounded prototype or vertical-slice plan with decision gates and transparent costs.
The people at the table
Two named leads, eight veteran collaborators, and a production model designed to add specialists only when the game demands them.
Co-founder // Studio & product lead
Game executive and product leader. Served as CTO and CCO of Pixels.xyz, helping build the game from zero to 1.3 million users and leading through the PIXEL token launch. The token reached a peak fully diluted valuation above $5 billion. Now focused on turning ambitious worlds into executable products.
Co-founder // Technical lead
Senior software engineer and technical lead with deep game-systems experience, including credited engineering work on Dungeons & Dragons Online and its Menace of the Underdark expansion.
The wider core // Eight collaborators
Senior contributors across gameplay and platform engineering, systems and content design, art, production, QA, community, and commercial strategy. Named roster and role commitments available during diligence.
The proposal to Zogarth & Aethon
Put our veteran team in a room with the people who know The Primal Hunter best. Give us thirty minutes to listen, show how we think, and determine whether Oathwild is the right team to take the first disciplined step.
No public announcement. No unauthorized production. Rights and creative alignment come first.
Ten senior developers, major-franchise experience, a canon-first production model, and the judgment to prove the idea before scaling it.