From those early conversations, huddled around the marker board in the conference room, the roots were laid for the game that would eventually come to be known as Frontlines™: Fuel of War™. Inspired largely by the community feedback from Desert Combat, the team envisioned Frontlines™ as a title that would combine the visceral experience of a cinematic single player campaign with the non-stop action of an open-world multiplayer shooter.
Plus, it would have unmanned drones….and 32 player-multiplayer…and 60 vehicles and weapons…and, no wait, 42 player-multiplayer…and jets…and, no wait, 50 player-multiplayer…and it would launch on the PC and Xbox360 on the same day!
…and we soon realized we’d need a bigger team.
Expanding The Team.
Over the next 3 years, Kaos would grow exponentially, from 15 to 30 during preproduction of Frontlines™, then from 30-60 during production, and finally from 60-85 in the last stages of getting Frontlines™ out the door. For a few months, we had new hires starting every week. While this meant lots of free “Welcome to Kaos” lunches for the dev team, growing a studio 500% in 3 years was quite a challenge. Desks needed to be built, multiple fantasy football conferences crafted, favorite vending machine snacks vetted. It was quite a task.
Building For The Future.
However, as Kaos emerged from the challenges of growing a studio and creating Frontlines™, they saw a game that was reviewing and selling well, a team that had grown tighter from the challenges of their first project, and a bevy of new, exciting projects on the horizon. Today, the original team of 15 has grown to over 100+ and the marker board has been replaced by an industry-leading production facility, but the drive to create the deepest, most compelling games in the industry burns ever brighter.
The Kaos team now turns to future products, new intellectual properties, and further growth as a leading developer of top-notch Triple-A games.