And again that is the plan.
We live in 2024, for your information. It has been 6 years since last StudioFOW's movie premiere. It means they aren't doing movies for longer period than their whole prominence in web smut lasted (2014-2018, so 4 years). If they were a developer on F95Zone, their thread would be tagged as [Abandoned].
Calling Subverse a waste isn’t true as they were always gonna be making a game regardless, it was their 25k goal on Patreon, they were already experimenting with game engines before they were kicked off Patreon. Tried Unity, didn’t like it. So instead they put all their focus on the game.
Oh, I'm sure Subverse wasn't a waste in terms of many secondary objectives. But when it comes to main one, it was huge diversion from perfercting usual activities. It seems, if they would like to get back to making movies, they would need to start from scratch to settle into former routine.
When it comes to game engine changes, that's the usual excuse of developers and animators today. I'm not against gaining new skillset or keeping yourself on par with modern standards, but this is one of main reasons for destroyed careers and lost scene prominence. So many animators starting with SFM or doing Machinimas did anounce desire to adopt newer tools to make their work better, but it ended with lost workflow and touch, strife for perfecting some minute elements of animation or just being subpar in comparison with next generation artists who were starting with that given new tool.
Learning new engines/toolsets is all fine, as long as it doesn't put all your projects on hold, doesn't resemble distro-hopping and keeps you project-oriented. If you've got multiple animators in your group, you can always divide and let them to learn new stuff while offloading them from main burden of work. And then do the same with rest to complete transition towards newer technology. And if that option isn't viable, you can try to recruit promising talents who nailed usage of newer engines already.
But leaving scene for 6 years doesn't seem as any reasonable plan for "getting there", sorry. Learning new engine this way reminds me of typical swan song.
And the other was to gain experience in Unreal Engine. So when they get back to animating, there won’t be a learning curve as there was with SFM. They won’t be year 1 Lara in trouble with UE, they’ll have years of experience and it will show.
I wouldn't take that for granted.
But, OK - if you're such StufioFOWlogist, please inform us about in-group squad changes. Is the team more or less the same? Who left it, who got in, has it grown?
Did they find any fresh blood with some real intent and ambition or stay more or less the same with burned-out personel? (which is kinda inevitable)
How many of these guys want to create another game and how many want to get back to movies? For what reason we should believe they are unanimous in decision making and they have one plan for future?