Studio Expansion
Whist during solo-development there will inevitably be bleed between roles, Roberts as Creative Director will still look to the expertise and support of a Lead Narrative Designer, Lead Technical Artist, Director, and Producer during final development.
The Creative Director’s ego is tied to the output of Banshee Project Alpha, not that of the individual.
2026 into 2027 is dedicated to branding and social media presence during creative and technical R&D/benchmarking; as such building a chain-of-evidence — now essential for IP protection and authenticity in a Generative-AI dominated status-quo.
Roberts is not anti-AI but believes the usage for high-compute logarithmic programs lies in interpolation, not generation.
The initial aim of Banshee Interactive is not to complete an independent project, nor to distribute a low-fidelity asset, but to ascertain the limits of hardware, software, and market feasibility for the Creative Director’s intended vision.
The direct goal of current efforts is to produce a AA+/AAA- pitch deck, with intent to fund a world-class skeleton studio to produce a vertical slice.
Banshee Interactive may currently be a self-driven passion-project in the loss-leader category, but aims for seven-figure founding investment, and eight-figure game development on Banshee Project Alpha.
Banshee Project Alpha is credible for funding of this amount due to IP rarity as a primary source fiction with industry-leading creative pedigree.
Roberts wishes to attain this through incorporating in Japan, utilising industry-standard Kabushiki Kaisha parent and Godo Kaisha subsidiary delegations.
Japan is chosen due to economic stability, talent procurement, precedent in intellectual property defence, and global market interactive-medium prestige.
Please note: dialogue has be opened with Steamworks, Valve Corporation regarding partnership and distribution to proactively address nomenclature protocol in compliance with anticipated entity transition for Banshee Interactive from March 6th 2026.