

But this community sandbox is more like a dynamic world, where players create new things like a road connecting two cities or a sea trade route. Other worlds are more combat-focused and static, Cloutier said. I had a chance to go a bit deeper with Cloutier this time around. The headquarters is nominally in San Francisco, but Cloutier said the studio is operating fully remote, with employees all over the world. The company previously raised $4.3 million in August 2021. That unique combo of innovation in both game design and infrastructure stood out to us, and follows in the footsteps of companies like Epic Games who have been able to innovate along both dimensions.”Ĭlockwork Labs was founded in 2019. In an email to GamesBeat, A16z’s Lai said, “We were impressed by how the Clockwork Labs team is building both a compelling game in BitCraft as well as new proprietary technology in their underlying database architecture. The company, which is founded by engineers with strong computer science backgrounds, is actively recruiting compiler, database, and distributed systems engineers as it seeks to make the foundational technology for BitCraft available to other developers as a standalone product. “Besides the obvious benefits of having additional funding, we are especially happy that so many accomplished industry innovators share our confidence in the BitCraft project.” Alessandro Asoni is cofounder of Clockwork Labs.Ĭlockwork Labs wants to attract engineering and game programming talent, while also expanding the team in other areas. “The additional capital raised will enable us to scale the team considerably and we are now even better equipped to face all challenges attached to creating a game world as ambitious as BitCraft’s,” Alessandro Asoni, cofounder of Clockwork Labs said, in a statement. The company’s first game project, BitCraft, has received broad positive reception since it was announced in September of last year, the company said. You can be a mason if you want in BitCraft. So they are, in their own way, the level designers,” Cloutier said.

Whereas what we’re doing is we’re letting the players change and create the world themselves. “If you’re having to hand create a static world, it takes a lot of artists and a lot of actual level design to go do that. Overall, the game is more human directed when it comes to design. And that’s our angle on player content and procedurally generated.” So this is stuff that doesn’t require a huge team to create, but does require some pretty advanced technology. “We are really focusing more on players creating content, and also procedurally generated content. “We set out to make the game and it was definitely part of our calculus that we didn’t really have the ability to go and make a game in the style of traditional MMOs,” said Tyler Cloutier, cofounder of Clockwork Labs, in an interview with GamesBeat. Register Here Tyler Cloutier is cofounder of Clockwork Labs.
