A word from our CEO

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Companies are born in many different ways.  Some kind of special thing gives rise to that process, some peculiar micro-event that defines the beloved story the participants occasionally recall years later.  It's usually something like, "We were sitting in the garage with the guys, sipping beer, when Tim said...," or, "It was just another day, and I was working at home when Alex dropped by with a stack of papers...," or...  You've heard those kinds of stories many times, no doubt, and there will be more.  All of those stories are usually connected by one thing -- a simple event that changes everything.  Sure, if a company is successful, that story will become obscured by tons of hearsay that exaggerates the truth and gives life to different stories that have little to do with what actually happened.

 

To preserve that moment and to be honest with ourselves, we decided to create this page as a milestone, a point in time that crystallizes the instant we came into existence.  We know you're closely following our work, ready to criticize it, to offer your advice and to lend your support, and the team needs to know we're creating something people need.

 

Also, I'd like to answer three simple questions people who see a startup company and a new project usually ask: Who are we?  What's our plan? And what do we have to propose to our partners and audience?

 

First, who are we?  As a group of people who started working together on a common project, we've existed since late 2006.  Everybody was linked to the media industry, and in particular, with computer and video games, movies and television.  After taking part in a series of small episodic projects, we decided to found our own company, with game development as its primary business and a number of smaller subordinate efforts on the side.

 

The team's background determined the direction of our company and the project on which we're now working: the third-person action game, Salvation, which we're developing in cooperation with Dragonfly, one of the best graphics studios in the ex-USSR, and N-Game Studios, an experienced game developer.  It's similar to a great movie in that it has good direction and plenty of drama.  We're creating a linear game that emphasizes character development, story progression and fun, dynamic gameplay.  Those are our guiding principles.  You can find out more about the gameplay by visiting the other sections of this Web site.

 

Secondly, what are our plans?  They're quite simple: in a year and a half, we intend to ship Salvation alongside a few other small "art house" projects.  Also, we're currently extending our presence inside and outside the country. To date, we've set up operating offices in Dnepropetrovsk and Kiev, Ukraine as well as representative offices in Moscow, Russia and Beijing, China.

 

And what do we have to propose to our partners and audience?  To our future partners, we offer speed, quality and responsibility in our relationships with you.  One of our key directions is providing a variety of services, such as graphics and sound outsourcing, so we're determined to foster and retain a good reputation through our work.  To the people who are waiting for our products, we promise quality and fun.  It's as simple as that.

 

Best regards,

Aleksey Savchenko

CEO