According to GameSpot, MultiVersus production director Justin Fischer and technical director Brock Feldman have launched Airlock Games, a completely self-funded studio focused on creating smaller games more quickly than AAA productions. The duo previously worked on Disney Infinity and Medal of Honor before their roles on the now-cancelled MultiVersus, which Warner Bros. Games shut down in May 2024. Their first title, What the Stars Forgot, is a sim management horror game featuring old-school 16-bit graphics, with a Kickstarter campaign currently running until November 27 that has raised nearly $8,000 of its $25,000 goal. The game is scheduled for early access on Steam later this year, marking a significant departure from their previous work on major licensed properties.
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The AAA Exodus Gains Momentum
The move by Fischer and Feldman represents a growing trend of experienced developers leaving major studios to pursue creative freedom through smaller, self-funded ventures. After years working on high-profile titles like Disney Infinity and MultiVersus, their decision to focus on “wonderful, reckless creativity” speaks volumes about the current state of AAA game development. The industry has become increasingly risk-averse, with massive budgets requiring safe bets on established franchises and proven formulas. This creative stagnation has driven numerous veteran developers toward indie development, where smaller teams can experiment with unconventional genres and artistic styles without corporate oversight.
The Promise and Peril of Genre Fusion
What the Stars Forgot represents an intriguing but challenging genre combination that would be difficult to greenlight at a major publisher. Blending simulation management with horror elements while using retro 16-bit graphics creates a unique proposition, but also presents significant design challenges. Management sims typically require clear interfaces and predictable systems, while horror thrives on uncertainty and tension. The success of this approach will depend heavily on how well the team balances these competing design philosophies. Their experience with Warner Bros. Games projects suggests they understand polished production values, but indie development requires different skills in resource management and scope control.
The Crowdfunding Landscape in 2024
The $25,000 Kickstarter goal for What the Stars Forgot appears modest compared to typical game development budgets, but reflects a realistic assessment of what’s achievable for a small team. With approximately $8,000 raised so far, the campaign faces the challenge of gaining momentum in an increasingly crowded crowdfunding space. Successful indie launches today often require substantial additional funding beyond initial Kickstarter goals, suggesting the team may be supplementing development with personal savings or other resources. The timing of their campaign, running through November 27, positions it well for the holiday giving season but also competes with numerous other projects vying for backer attention.
Strategic Positioning After MultiVersus
The closure of MultiVersus in May created an interesting opportunity for these directors to reinvent themselves outside the Warner Bros. Games ecosystem. Rather than seeking positions at another major publisher, they’re leveraging their industry experience to build something entirely independent. This approach allows them to retain creative control and intellectual property ownership—critical advantages that could pay long-term dividends if What the Stars Forgot finds an audience. Their decision to focus on Steam early access also reflects a pragmatic understanding of modern game distribution, where community feedback can shape development and help build word-of-mouth marketing organically.
Broader Implications for Game Development
The emergence of Airlock Games signals a maturation of the indie development scene, where experienced AAA veterans are applying their production knowledge to smaller-scale passion projects. As the studio’s announcement emphasizes, this model enables creative risks that major publishers increasingly avoid. If successful, Fischer and Feldman could inspire other mid-career developers to make similar leaps, potentially shifting talent away from blockbuster productions toward more innovative, niche experiences. The gaming industry may be entering a phase where the most interesting creative work happens not at the largest studios, but in smaller teams led by developers who’ve mastered their craft through years of AAA experience.