![]() ![]() This gelled nicely with Sharkmob's own plans, so the two companies decided to collaborate on what would eventually become the now-contentious Bloodhunt. That's why they wanted us, with our experience in multiplayer shooters, to create something for them". Recounting this, Hultberg told Newsweek: "One of the things that were doing on their end was that they were trying to broaden the entire Vampire experience and reach outside of the RPG. In the process, they entered negotiations with a representative of White Wolf Publishing (which was a subsidiary of at the time), who suggested that Vampire: The Masquerade was on the table. To that end, the co-founders each reached out to their respective contacts in the industry, looking for any options that were available and financially viable. "Vampire: The Masquerade – Bloodhunt" adapts the popular tabletop RPG into a battle royale shooter. So, it kind of made sense to go with a licensed title." But we also knew that, in starting a new studio, there were going to be plenty of risks involved. "We always had the intention of working on original IPs. ![]() Hultberg continued: "You have five hungry developers sitting in a penthouse apartment trying to figure out what to do with their lives now that they have jeopardized their mortgages and families' futures by jumping ship to start their own thing. When it came to choosing what their first outing would be, the team agreed that the safest move would be to adapt a pre-established property. We decided that the best way to do this was by starting our own studio. Hultberg said: "After shipping, we felt like we wanted to try something different, with new projects, a new culture and a new workflow. ![]() The Malmö-based studio was formed by Hultberg and four other Ubisoft Massive alumni, who had all previously collaborated on multiplayer shooters like The Division.
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