Alexandre Amancio’s professional pedigree is woven into the fabric of modern gaming history. During his tenure at Ubisoft, he served as the visual architect for Far Cry 2 before stepping into the role of creative director for Assassin’s Creed Revelations and Unity. In 2016, he pivoted to found Reflector Entertainment—the Bandai Namco subsidiary responsible for 2024’s Unknown 9: Awakening. Though Amancio transitioned away from Reflector in 2022, his fingerprints remain on that title’s world-building, serving as the catalyst for his latest and most ambitious venture yet.
Today, Amancio is leveraging his decades of industry expertise to revolutionize the traditional game development lifecycle.
“I’ve navigated the spectrum of studio sizes, moving from intimate teams of 30 to massive organizations ballooning toward 5,000 employees,” Amancio shared during our conversation at Studio Ellipsis’ Lisbon headquarters. “I found myself longing for the agility and spirit of a small, dedicated collective. Rapid industrial growth often strips away the personal connection to the work; people forget their original motivations, and that ‘sacred fire’ of creativity begins to flicker. My goal was to foster an environment where people truly felt a sense of belonging.”
Established in late 2024, Studio Ellipsis is currently balancing the development of a pirate-themed comic, Cradle of the Gods, alongside its flagship interactive project: Nightholme. This upcoming title blends the high-stakes tension of extraction shooters with pervasive horror elements and MOBA-inspired progression. Survival in Nightholme hinges on stealth, as making too much noise invites a swarm of “grimspawn”—monsters steeped in Lovecraftian dread. Having recently experienced a hands-on preview, it is clear the game prioritizes atmosphere and tactical caution over mindless action.
While many games attempt to merge genres, few successfully cultivate a lasting player base. When asked about his definition of success, Amancio was candid: “We aren’t chasing hollow metrics. I would much rather sustain a medium-sized, passionate community that finds genuine value in what we’re building. Chasing a massive, immediate surge in players often leads to an inevitable crash, which can be fatal for long-term development.”
“With Nightholme, we are committed to the marathon, not a sprint. We understand the potential of this world. The initial launch will focus on perfecting the fundamental experience, allowing us to scale the scope organically over the next several years based on community feedback.”
The studio is acutely aware of the competitive landscape, as extraction-based titles like Arc Raiders, Marathon, and Hunt: Showdown continue to gain traction. Amancio emphasizes that while Nightholme shares DNA with these titles, it avoids being categorized strictly as a shooter.
“The release of Arc Raiders was actually a pivotal moment for us,” Amancio noted. “It confirmed our theories regarding social dynamics—specifically the tension between cooperation and betrayal. Seeing those systems work in another well-crafted game validated our more experimental ideas. We don’t aim to replicate what others are doing, but observing how players interact with similar mechanics allows us to refine our own assumptions.”
Beyond the multiplayer loop lies an incredibly dense narrative. The team has already compiled a “lore bible” exceeding 160 pages. Amancio wants discovery to feel organic; players will find artifacts and records that expand the story far beyond the game client itself.
The quest system is also designed to sidestep the repetitive “fetch-and-carry” tropes of the genre. By utilizing procedural generation, the studio aims for “emergent” storytelling.
“Take a mission involving a ‘cursed book,'” Amancio illustrated. “The enemy density, the environmental hazards, and the specific items required are reconfigured every time you load in. You aren’t just repeating a script; you’re experiencing a unique permutation of the narrative. Even if you play the same quest ten times, the variables shift enough to ensure every session feels like a fresh story.”
Nightholme is slated for an Early Access debut, with a firm date expected later this year. However, Amancio is adamant that the version reaching the public must meet a high standard of craftsmanship. He believes many Early Access titles fail because they launch in a mechanically broken state, causing players to lose interest before the game is ever completed.
“Our philosophy is that Nightholme must feel like a finished product from day one,” he explained. “The scope might be limited initially, but the core systems and level of polish must be undeniable. It should feel like a complete experience that is ready to grow, rather than a broken one waiting to be fixed.”
As our interview wound down late on a Tuesday evening, the Lisbon office remained bustling. While some of the activity was due to the ongoing preview event, Amancio insisted the energy is a byproduct of genuine enthusiasm rather than forced labor. He distinguishes between “crunch” and true dedication.
“People are still here because they are genuinely invested in what we’re building,” he said. “You don’t have to mandate passion. We frequently have to remind people to go home and rest, which is a testament to the fact that this project belongs to the entire team, not just me.”
Disclosure: This feature was produced following a press event at Studio Ellipsis’ Lisbon offices from March 16-17. Travel and lodging expenses were covered by Studio Ellipsis.
Source: Polygon


