
Story has been turned into formula, a hero does this, an bad guy is that, and ending has to do this. We step far out of the tropes that are so prevalent in our games to bring fresh perspective, fresh emotions.

For thousands of years, stories were not entertainment, they were how we understood the world. Around campfires, myths carried meaning, shaped identity, and defined what it meant to be human. We draw from that lineage, using myth not as reference, but as a living foundation for new stories.

Story is not just something we consume, it is something that shapes us. The stories live inside and define how we see ourselves, what we believe is possible, and how we move through the world. We create narratives that don’t just entertain, but open something up, leaving players with a shift that is lasting.

Story cannot sit on top of the experience, it has to live inside it. Too often narrative is added after the fact, disconnected from how the game is actually played. We work closely with designers to build story and gameplay together, so that every action, every system, every choice carries meaning.

When a character truly lands, everything changes. Players don’t just engage, they invest, they care, they stay. We focus on creating characters that feel real and undeniable, because it drives everything that follows.

Gethin Aldous has directed some of the world’s most iconic characters in Grand Theft Auto V and Red Dead Redemption 2, created award-winning film and television, and now pushes the boundaries of storytelling through MythoWorks' original IP and his work with All Kings.

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