

Just last month, Tencent continued its investment spree, this time in Arma and DayZ studio Bohemia. According to two sources "with direct knowledge of the matter", Reuters posits that Timi alone accounts for 40 per cent of all game revenue (thanks, TheGamer). “We also have the budget to be competitive with compensation,” he said.The news comes after Tencent publicly reported it had generated 156.1 billion yuan (£17 billion) in revenue from its game business, but stopped short of revealing the revenue for each individual studio. But Warner said that the chance to work on something new with a big budget is a draw for candidates. With a big video game boom, it isn’t easy to hire people. “And I have tremendous respect for Scott as a creative.

“What attracted me to TiMi was the fact that Scott was the founder,” Zagorcheva said. TiMi was founded in 2008, and it has made games including Honor of Kings, Speed Drifters, Saint Seiya: Awakening, CrossFire: Legends, and most recently, Call of Duty: Mobile. “We have a hybrid strategy,” Zagorcheva said. The new TiMi Los Angeles office will also house some team members who work with the Seattle team. TiMi Seattle is hiring for a variety of positions including art, design, engineering and production. When Warner said he was going to start a new studio, she jumped at the chance.Īs the team grows, Zagorcheva said it will maintain the hybrid, distributed model after the office opens later this year.
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Zagorcheva’s games include Full Spectrum Warrior and Battlefield, where she knew of Warner. “I started with Planetscape: Torment, and for the last 10 years, I have been making shooters,” Warner said. Starting with art, she has been making games for about 20 years.


So I had to make my way and the rest is history.” “That didn’t exist as an industry or a job. “By the time I graduated, I told my professors that I was going to be making video games and they had no idea what I was talking about,” she said. She grew up in Bulgaria and got to work on one of the first video games made in the country while she was an architecture student. Zagorcheva joins TiMi following a long career at EA, where she most recently served as the head of development and operations for the DICE L.A. And possibly what I’m even more excited about is this chance to do everything right, to create a studio to create a culture, to form a team with no baggage - a clean slate to create something amazing.” That’s a rare rare opportunity in the industry. “What attracted me was new IP and the triple-A scale. “Any decision to move was not taken lightly,” Zagorcheva said. Warner was most recently working at Ubisoft in San Francisco. “It was obviously very attractive to me because it’s a once-in-a-lifetime opportunity.” “TiMi came to us with the capacity to be able to take risks with a blockbuster budget and a new intellectual property,” Warner said. Usually, the best talent is offered a choice between making another sequel or taking a personal risk to make a smaller-scale game, he said. He said he was excited about creating an original game and studio from the ground up. He previously worked on the Battlefield and Halo franchises at Electronic Arts and 343 Industries. Warner is a world-renowned game designer who will lead the Seattle team. Since joining TiMi as a creative director and studio director in May 2020, Warner has been actively recruiting and the existing team has been working remotely. And so the teams kind of have two choices either go independent on a smaller scale or they continue to work on sequel after sequel.” “It was attractive to me in the same way that it has been for a lot of our team members and that a lot of people in triple-A are now in these mega-franchises that really can’t do original titles,” Warner said.
