Ten days, ago, Hasbroβs Wizards of the Coast announced an exclusive publishing agreement with Giant Skull, the game studio started by Star Wars Jedi: Survivor game leader Stig Asmussen.
They announced that Asmussenβs studio is working on a new single-player action adventure title set in the world of Dungeons & Dragons.
I had a chance to talk with the company leaders about the deal. At the Summer Game Fest Play Days, I sat down with John Hight, President of Wizards of the Coast and Digital Gaming at Hasbro; and Asmussen, who is the CEO of Giant Skull and a former leader at Respawn.
This certainly sounds like a big effort, as it will be an original title. Itβs a single-player action-adventure title set in the world of Dungeons & Dragons and βmarks a definitive moment in both companiesβ gaming ambitions.β
The game is currently in development for PC and console and more details will be revealed at a later date. Hight himself is a new executive in charge of the Magic: The Gathering and Dungeons & Dragons game and game licensing business at Hasbro, as he has been on the job for less than a year. He was previously senior vice president and general manager of the Warcraft franchise at Blizzard Entertainment, where he oversaw all development and commercial activities for World of Warcraft, Hearthstone, and Warcraft Rumble.
During his 12-year tenure at Blizzard, John directed development efforts for multiple World of Warcraft expansions, including Diablo III: Reaper of Souls, and Diablo III on console. Prior to Blizzard, Hight worked on over 30 games on various platforms, including critically acclaimed games in the Command & Conquer, Neverwinter Nights, and God of War franchises.
βItβs been not quite a year stepping into Wizards of the Coast. Itβs been incredible. I knew coming into it that the goal is to build a digital publishing division,β Hight said in our interview. βWe already had some games underway, but we wanted our goal is essentially to have a couple of premium games a year that weβre releasing as part of the Wizards label. So it was fun, and one of the first calls I made after getting the job was to Stig stick because if you want to build one of the best games out there, you talk to one of the best developers.β
Asmussen was most recently the game director of Star Wars Jedi: Survivor and Star Wars Jedi: Fallen Order for Respawn Entertainment, a division of Electronic Arts. Prior to that, he was the game director on God of War III and the art director for God of War II at Sony Santa Monica. Giant Skull has an elite team, all of whom will be instrumental in shaping this new single-player focused action adventure, utilizing Unreal Engine 5, from the ground-up.
Asmussen said, βWe opened up Giant Skull in September 2023, and a year later, John calls me up. He said, βHey, Iβm at Wizards now.β We had been talking throughout that time. When I was thinking about starting a new company, John and I were talking a lot like talking about different ideas and how that could work out. I was picking his brain. when he reached out, and he came out to Encino to see the game and what we had been working on, he got to see our vertical slice.β
Reaching out

Hight reached out in December 2024 and said he was really interested in the team. Hight asked if Asmussen was interested in one of Wizardsβ IPs.
βI dug into that a little bit further, and Dungeons and Dragons totally made a lot of sense. Itβs something that I grew up on. Itβs something that a lot of people on my team are extremely passionate about,β Asmussen said. βWe just jumped into a contract at that point and kept that going. We made a visit Redmon in the Seattle area, to the Wizards headquarters. Got to pick the brains of the creative team there and see what a partnership would be like. And I walked away thoroughly impressed. We really wanted to be a part of collaborating this amazing, legendary license.β
Asmussenβs team had a pedigree focused on action-adventure RPGs, and so it was working on something that was melee-combat focused, had a robust traversal system.
Asumssen said, βI certainly donβt want to say that we could skin it into D&D. But there were a lot of elements that we were working on that just seemed like they matched very well.β
The wizardβs ambition

This partnership adds to Wizards of the Coastβs growing lineup of games, which includes both original titles and those based on popular brands. In addition to the Giant Skull project, several other exciting games are in the works across Wizardsβ North American studios.
Hight said that Archetype Entertainment in Austin, Texas, is working on Exodus, an epic sci-fi RPG that puts players at the center of an emotional story.
And Atomic Arcade (Raleigh, North Carolina) has released two new images from its first project: a game centered on Snake Eyes, the legendary ninja/commando from G.I. JOE. Invoke (Montreal, Canada) is in full production of another D&D action-adventure game built around magic.
Also, Skeleton Key (Austin, Texas) is working on a project that blends suspense, horror, and memorable gameplay experiences. Finally, the Wizards of the Coast team continues to expand Magic: The Gathering Arena with new content and features.

This relatively new team has a lot to live up to. Hasbro is riding high off of hits like Larianβs big D&D hit, Baldurβs Gate 3, as well as Scopelyβs Monopoly Go, which has generated more than $5 billion in revenues to date.
βAwareness for D&D is great. I think the appetite is great. We want to feel to both, you know, the CRPG players, the tabletop players, and just gamers in general, because itβs a wonderful fantasy universe to set games in,β Hight said.
Hight said that the goal with Magic: The Gathering and D&D is essentially to make more people aware of these worlds and bring more players into these communities. He said there are announced games, studios working, and unannounced projects.
Coming together

βWith that, there is an open mindedness about how we express that. D&D does not always have to be expressed in a strict computer RPG. Magic doesnβt have to be expressed in strict trading card game. Because the worlds themselves, in the creatures and the villains and the heroes, are the stories that get told in both of those games,β he said. βI think theyβre fertile ground to create new things. And when I saw the demo of vertical slice that Stigβs team showed me, I thought this is great.β
Hight added, βItβs one of those things where running around in the world they created was fun. Once you get your hand on the controller β youβve done this, you know, Dean β you want to play this. They hand you the controller. You look around for a little bit. Thatβs cool. This is one of those experiences where I couldnβt put it down. Probably played hundreds of demos of action games, combat games. The feel, even in early stages, was so tight and just envisioned if I could have a hero in D&D, or player character in D&D, and running around and battling.β
Hight thought it would be an amazing experience. He also wanted to work with Asmussen again, as they had already gone through building a game together.
βYou have that sort of honest and transparent relationship where you can just cut through, you know, all the BS, and know that you have a shared interest in making something great,β Asmussen said. βAs desperately as I wanted to do that, I didnβt want to be heavy handed, and I wanted to give him the opportunity. Is this a fit? Is there a brand that we have that interests you, and even within D&D, I wanted to make sure that he felt like he and the team got a lot of license to make it their own.β
For this game idea, D&D made sense while magic wasnβt the same kind of fit.
βWhen you make a game, thereβs the world, thereβs the setting, thereβs the hero, thereβs the things that the player latches onto,β Asmussen said. βBut then thereβs everything under the hood, and thatβs just, this is how the game controls. This is how the motion model works, this is how the camera system works, this is how the sound can use it. And we have all of those things in place for the type of game that weβre good at making, and translating that to Dungeons and Dragons makes a lot of sense. But thereβs still a lot that we have to learn. Thereβs still a lot that we have to do to really capture that spirit the way that justifies it.β
Big teams or small teams

Yet nobody is really convinced that the future is made up of giant triple-A teams. Asmussenβs team has 35 people now, and it isnβt expecting to grow a lot.
βWe intend to keep the team around that size for quite a bit. Thereβs no reason to scale if we donβt need to,β Asmussen said. βYou want to get to the point where youβve got a very strong vertical slice. You do several play tests. Once youβre super confident with it, you can make a confident long term schedule. That would affect head count, but weβre not going to get huge.β
I noted that so many games need to level up now. I wondered if D&D was in that process. There are pressures on studios now. Some need to make players happy and they also need to be less ambitious.
That last phrase threw Asmussen off.
βDid you say less ambitious?β he asked.
And I notd that some teams have gotten too large. The projects on go for years and never end. Then something like Concord happens. So now there is downward pressure on teams, and maybe itβs better to make a 20-hour game than a 50-hour game.
βI think thatβs one of the pressures everybody in the whole industry is feeling now,β I said. βWhat matters more to you? Level up D&D that is something beyond what Larian did, or think about what are the gamers actually telling people they want?β
Hight didnβt hesitate to answer. He said, βTheyβre telling us what they have told us. Iβve been a gamer and making games for 30 years. They want great games, whether itβs a big budget game, whether itβs a small, experimental game. Theyβre looking for innovation. Theyβre looking for a fun experience.β
Deliverance

Hight is confident Giant Skull can deliver that.
βIn the case of, you know, working with a team like Giant Skull, theyβre going to give us a big game, great execution, wonderful artistry, great storytelling, action β thatβs why we signed them up. But I think the main thing is thereβs no magic formula. You have to deliver what you set out to do. Make sure thereβs a fun aspect to the game. The storytelling is good, the play is good. And then do the best you can. Yeah, I think thatβs what people want. They just want great games.β
Asmussen said, βI think the problem might be that people approach making games like thereβs a bunch of boxes you have to check. I think itβs about, like John said, make a good game. You make a game that feels good. You make a game thatβs got a soul. Look at Expedition 33: Clair Obscur. Itβs got a soul. And I think itβs really important for us all not to lose sight of just that moment to moment feeling when when youβre playing a game. You want to continue to play the game.β
As for the approach, Asmussen said he approaches tasks one at a time. As he is doing it, he tries to learn from it and use that to inform him what to do next. Asmussen and Hight talked about production budgets and Asmussen made sure that Hight was OK with making a premium game.
βWeβre comfortable with that,β Hight said. βWe certainly have a budget weβre working within, and I think itβs healthy enough to do a pretty, seriously amazing game. So itβs not completely open ended. Weβre also not heavily restricted, where, if we discover things that we need to add to the game to make it even better, to build even more players on this journey.β
Asmussen added, βWe donβt mess around. We do due diligence. We make sure that we create a production schedule that makes sense, and itβs based off of real data, data points that we can point out from history, things that weβve done that informed success moving forward and along the way, as we find out exactly what it is and what itβs becoming.β

