Often thought of as the definitive Russian apocalypse story,Metro: Exodushas a surprising thing in common with other games that have dedicated followings. The similarity in question is that the same name appears as a director for that title,Shenmue III,Scars Above, andDead Island 2.

Game Rant had a chance to speak with the name who helped make those gaming sensations a reality to talk more about his new position. Eugenio Vitale, now Vice-President of Publishing atKnights Peak, shared his storied history in the industry, which moves from 90s motocross titles to household names likeSaints’ Row.The following interview has been edited for brevity and clarity.

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The Storied History of Eugenio Vitale

Q: How did you get your start in the gaming industry?

Vitale:Developing video games has been something I was certain about since a very young age. As you may have heard in stories, I started programming on my own Commodore 64 at the age of 9, and since then, I have fallen in love with programming and computers. It was an era when there was no internet, and you had to figure out everything by yourself or with the help of a friend or a friend’s brother.

Fast-forward a decade, and I started my first company, where we provided internet access and services, including low-level security configurations for businesses. It was 1994, and in Italy,the internet was largely unknown. That success allowed me to build the initial capital to fund my dream and create my own video games development studio. In hindsight, it was a crazy idea, but at the time, it made a lot of sense to me.

I traveled up and down Italy to find programmers and artists who, out of passion, were also trying to build games in their bedrooms. Windows 95 was yet to be announced, and programming video games meant a lot of low-level programming to drive peripherals and build your own engine on MS-DOS. And so, Dawn Interactive was born.

We started with three people, with the first two programmers working at night as a side hustle. I did everything, from working on the game, managing the company and assembling the office furniture, to screwing in the lamps on the ceiling at night. Many long nights I spent assembling and configuring the PCs and servers so that my colleagues could find them ready in the morning.

We grew to six people, and after about 2.5 years, we released our first game. Clearly, at the time, I completely underestimated the effort of selling the game. But it turned out to be a good success with 500,000 units sold worldwide. From there, the studio grew, developing a series of Motocross titles that were published and co-published in many territories with different great partners like GT Interactive, Infogrames, Midas Interactive, and others.

Q: You’ve worked on a few Motocross games before. How do these experiences translate to your work today?

Vitale:Those years were invaluable, shaping me in ways I couldn’t have imagined. In the pioneering days of the industry, we wore many hats–designer, artist, programmer, studio manager. I learned to navigate the intricacies of working with IP holders like FIM, manufacturers,and motocross champions, while also diving deep into the world of distribution and publishing contracts.

The connections I forged during that time remain an integral part of my network today. Rejections from publishers taught me resilience and the importance of pursuing one’s vision independently. The dot-com era, with its influx of venture capital, provided valuable insights into the ebb and flow of the industry.

Perhaps most importantly, I learned the art of management and shipping products. Starting a company in my early 20s was no easy feat, and while I had a clear vision of what I wanted to achieve, I have to admit that my people management skills left much to be desired initially. I am forever grateful to my early colleagues who helped me grow and improve.

These experiences continue to inform my understanding of developers and the challenges they face in bringing their creations to life. It’s a journey filled with triumphs and tribulations, and I’m honored to have walked that path.

Q: You’ve also worked on major titles likeShenmue,Saints Row, andDead Island. What work are you proudest of?

Vitale:While every game holds a special place in my heart,Dead Island 2stands out as a true labor of love. Seeing the game succeed, knowing the incredible dedication and hard work poured into it by the entire team, filled me with immense pride and joy.

On a personal level,Dead Island 2demanded significant sacrifices. I spent over a year in the UK, separated from my wife and young children who were back in Germany. My son was just 2, and my daughter was only 4 at the time. It was very challenging.

Q: What are some of your fondest memories in the industry so far?

Vitale:Without a doubt, it’s the people. The smiles on players' faces as they revel in the fun of our games, or the shared sense of accomplishment as a team overcoming challenges and fixes last-minute issues before release. Late nights fueled by passion and camaraderie. This industry is brimming with incredibly talented and dedicated individuals, and being part of that community is truly special.

Q: Do you have any game concepts or franchises you’ve always wanted to work on buthaven’t yet?

Vitale:I’ve always been drawn to story-driven action-adventure games, the kind thatNaughty Dog is renowned for crafting. The seamless blend of compelling narrative, rich characters, and immersive gameplay is something I deeply admire and would love to be a part of creating someday.

Climbing Up Knights Peak

Q: How did you get involved with Knights Peak? What immediately drew you to the ideaof this label?

Vitale:When I joined in March 2023, MY.GAMES had a vision to diversify their business andventure into the premium space, and they offered me the incredible opportunity to spearhead that initiative. Imagine being handed the reins to create a publishing label from scratch–it’s not an offer that comes knocking every day! I was instantly captivated by the prospect, and it took me no time at all to jump on board.

With Knights Peak, our goal is to send a resounding message about our unwavering dedication and commitment to developers and 2nd and 3rd party publishing. We’re allocating dedicated resources and carving out a space where their creations can truly shine.

Q: How would you characterize Knights Peak as a label? What are its priorities and values?

Vitale:At the heart of Knights Peak lies a steadfast commitment to partnership. We believe in fostering eye-to-eye relationships with developers and players alike. We have a deep appreciation for the sacrifices developers make and an unwavering respect for their creative vision.

Flexibility is our middle name. We’re open to collaborating on a diverse spectrum of approaches–publishing, co-publishing, global or territorial, digital and/or physical. Our aim is to focus on giving our partners and their creations the attention they deserve.

Q: Can you discuss your role with the games currently in Knights Peak’s catalog?

Vitale:I’ve had the privilege of driving our publishing agreements and assembling the Knights Peak publishing team, strategy, and operations. Luck was on my side as I found incredibly experienced colleagues who are helping us become the publisher we aspire to be. Our catalog currently includes five games:Starship Troopers: Extermination,Nikoderiko,Mandragora,Pathfinder: Kingmaker, andBlast Brigade, with more to come.

Q: What drew Knights Peak to each of the games in its current catalog?

Vitale:We believe that our games should embody three key pillars: personality, familiarity, and quality. Each title should bring something new to the table within its genre, offering innovation while still allowing players to connect with the game on a familiar level. And of course, we want developers to take pride in the games they ship and players to be thrilled with the experiences they have.

What’s Coming Up for Knights Peak

Q:Pathfinder: Kingmakerand Owlcat are under one roof, so to speak, with Knights Peaks now. Can fans expect any sort of reunion for the two?

Vitale:Owlcat is an incredibly talented studio that never ceases to amaze us. We’re in frequent communication, and while they’recurrently immersed in their own projects, we’re always on the lookout for the perfect opportunity to join forces. I believe they’re open to the idea as well, so fingers crossed for a serendipitous collaboration in the future!

Q: What can you say about Knights Peak’s plans, in the immediate future and perhaps over the next year or so?

Vitale:Gamescom is our next big milestone, and we’re channeling a great deal of energy into making it a success. Beyond that, we’re actively seeking to expand our portfolio of titles in the coming years. Exciting times lie ahead!

Q: Are there any dates that fans who want to know more about Knights Peak’s games should keep an eye on?

Vitale:We can hardly contain our excitement about welcoming players to our booth at Gamescom! It’s going to be an incredible opportunity to connect with our community and share more about the amazing experiences we have in store.

Q: Is there anything else you’d like to share?

Vitale:I want to extend a heartfelt thank you to the developers who have put their faith in us. We’re counting down the days until we can reveal more of what we’ve been working on together. Stay tuned – the best is yet to come!

[END]

Metro Exodus

WHERE TO PLAY

Metro Exodus is an epic, story-driven first person shooter from 4A Games that blends deadly combat and stealth with exploration and survival horror in one of the most immersive game worlds ever created.Explore the Russian wilderness across vast, non-linear levels and follow a thrilling story-line that spans an entire year through spring, summer and autumn to the depths of nuclear winter.Inspired by the novels of Dmitry Glukhovsky, Metro Exodus continues Artyom’s story in the greatest Metro adventure yet.