On a summer night, the Danish noblewoman Ophelia awakens from a terrible vision: in four days, everyone in Elsinore Castle will be dead. Even worse, she's been thrown into a time loop from which she cannot escape. Forced to relive the same four days over and over again, Ophelia determines to do everything in her power to change the future.
Elsinore is a time-looping adventure game set in the world of Shakespeare's Hamlet. Elsinore combines strong social simulation elements, a dynamic story that reacts immediately to player decisions, and a world full of diverse characters with secrets to uncover. Can Ophelia prevent the tragedy that lies before her?
Katie currently works as a senior narrative designer. She has previously worked as a game writer and designer for companies such as Oculus, EA, Microsoft Studios, and Her Interactive on titles such as Powerstar Golf, D4, Avatar Motocross Madness, SimCity, Nancy Drew: Sea of Darkness, and Nancy Drew: Midnight in Salem.
By day, Connor is a game designer at ArenaNet with extensive experience working on puzzle and narrative-heavy games. Most recently working on the Guild Wars 2 Path of Fire expansion, he previously worked on the Oculus Rift title I Expect You To Die and was the design lead on Socrates Jones: Pro Philosopher and the official TVtropes Alternate Reality Game.
Eric is researcher, working to finish his Ph.D. on using formal methods and artificial intelligence for education and game design. As a game developer, he enjoys creating game design tools and building simulations, previously working on titles such as Foldit and Refraction.
By day, Val is a technical artist at Telltale Games, and has previously worked at Disney Research and Panasonic. Her past game projects include the philosophy game Socrates Jones: Pro Philosopher and the official TVtropes Alternate Reality Game.
Kristin can be found making games and drinking oolong tea when she's not busy being a software development engineer at Microsoft or working on game/AI research for her Ph.D. In the past, she's worked for Google and Disney Research.
Classically trained, Wesley loves the texture of fresh paint strokes, the weight of wet clay, and the energy of impressionistic color. Past projects include EverQuest, iOS game Shove Pro, and the Microsoft HoloLens. Wesley is currently working as Art Director on Outer Wilds.
Duncan is a Software Engineer at Oculus, currently working on the virtual reality Home project. He previously worked at Double Fine on titles such as Psychonauts in the Rhombus of Ruin, Broken Age, and Hack 'n' Slash. When he's not fixing bugs, he likes to bike around the Bay Area and sing a cappella.
Steve is the Sound Designer at Double Fine. Previously, ABZÛ was his first commercial released game. When not performing the role of an audio ninja, he’s an avid documentary enthusiast and enjoys just about any video game he can get his hands on. You may also catch him recording with a boom mic in some pretty odd places.
Becca is an animator with a passion for designing movement for characters, creatures and props. She has previously worked with Art Bully, Frictional Games, Gearbox Software and BonusXP on projects like Soma, Battleborn, Borderlands 2 DLCs and Cavemania. When not animating, she can be found playing the alto sax.
Adam has produced music for high-profile clients including Disney theme parks, the NBC Today Show, and 500+ video games. Most recently, he worked on arrangements for Tale of Tales' new title, Sunset.
Tatiana is a generalist artist with experience in games and animation, but perhaps her greatest accomplishment is impersonating a turtle for the award winning animated short Caldera (2012). When she’s not working, Tatiana enjoys watching old movies, drawing, being outdoors and drinking way too much tea.
Alice has worked in QA at a number of video game companies, both large and small. Her game credits include Yakuza 2, Tomb Raider: Underworld, Batman: Arkham Asylum, and Little Nightmares, as well as indie games such as Hate Plus and The Blackwell Epiphany. She currently works at Apple, helping to fix bugs instead of reporting them.
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