January 10, 2025

The Story Behind RWA Studios – An Exclusive Interview with Dallas

Hey there, dear followers!

Today, we’re serving you something special—hot off the press! We sat down with our beloved team member, the mastermind behind Lessons in Loyalty and one of the brightest stars of RWA Studios, Dallas, for an exclusive Q&A session. From overcoming past challenges to the inner workings of our team and projects, Dallas is here to spill all the tea.

We know some of you have been wondering, and maybe even speculating, about a lot of things. Consider this Q&A your ultimate answer key. It’s time to put all those nagging question marks to rest and step into the future with a clear and hopeful vision of what RWA Studios is all about.

Fair warning: it’s a bit of a long read. But if you’ve ever wondered who we are, how we tackle our projects, or what’s coming next, this is the piece for you. Grab your coffee, tea, or maybe even a snack, and settle in for a behind-the-scenes look that you won’t want to miss.

Thank you for being with us every step of the way. Your support fuels our passion, shapes our journey, and helps us grow stronger every day. We couldn’t do it without you. Happy reading!



Question: How did you decide to leave Vilkas Creative?
Dallas: Honestly, it wasn’t an easy decision. I spent a long time at Vilkas Creative, contributing to projects like "Lust of Pain," "Lessons in Loyalty," "Silent House," "Echoes of Silence," and "Venomous." My role was mostly as a 3D artist, but over time, I started to see cracks in the system. Vilkas had this habit of launching new projects to stir excitement and secure Patreon funding. Sounds great, right? Well, not so much. These projects would either remain incomplete or be abandoned halfway through.

I eventually realized there was no clear plan for finishing anything, and I was stuck in this endless cycle. That kind of approach didn’t sit well with me. I’m someone who believes in seeing things through, and being part of that system made me question my own role and contributions.

Question: Wasn’t "Venomous" developed by someone else?
Dallas: Oh, it certainly looked that way, didn’t it? But the truth is a bit messier. Vilkas was working with the actual developer, and I contributed to the game during its development. However, Vilkas spun the narrative to make it seem like they owned the project entirely. Classic move. Their playbook was pretty simple: start flashy new projects, rake in some funding, and then move on. The goal wasn’t about finishing games or creating long-term success; it was all about quick wins. That’s why games like "Venomous" often got left behind or forgotten.

Question: What are your thoughts on "Silent House"?
Dallas: Oh, where do I even start? "Silent House" was originally a story idea from RWA Studios’ founder (Red). It was a promising concept, but when it ended up in Vilkas’s hands, it became... well, let’s say visionless. It turned into a rushed project aimed purely at making money, with no thought for long-term planning. The result? A game that lost all the heart and soul of its original idea.

Red saw this coming and made the smart move to reclaim the rights. The game wasn’t going anywhere under Vilkas, despite their claims that it would continue. Spoiler alert: it wasn’t going to. Now, RWA Studios is rebuilding "Silent House" from the ground up to finally give it the justice it deserves. While I wasn’t part of the main team, I did contribute as a freelancer during its rework. Seeing how RWA Studios approaches projects has given me so much confidence in the team’s vision.

Question: How did you get involved with "Beyond the Game"?
Dallas: "Beyond the Game" was being developed by one of my closest friends, Waifuz. I used to help out during my free time—our setups were practically identical, so it was easy for me to step in. When I joined RWA Studios, I realized Waifuz was struggling to balance everything on their own. I knew their talent combined with RWA Studios’ vision would result in something truly amazing.

So, I convinced Waifuz to join us. Now, "Beyond the Game" has been rebranded as "Rock the Rim" and has undergone a major overhaul. It’s shaping up to be something incredible, with a new story, polished mechanics, and a revamped UI. Waifuz is leading the charge as the project’s 3D artist, and the transformation has been nothing short of inspiring.

Question: Are you happy with RWA Studios?
Dallas: Absolutely! The new office has been a game-changer for us. I’ve thrown myself into these projects completely, and the team environment here is phenomenal. Everyone knows their role, and things are running like a well-oiled machine.

This isn’t just a studio—it’s a place with real vision and creativity. Being part of this has been a dream come true, and I couldn’t be happier with where we are right now.

Question: What projects is RWA Studios currently working on?
Dallas: We’ve got three major projects in the works, each driven by its own team and strengths:

  • "World of Secrets"
    This was originally Red’s dream project, conceptualized with limited resources but big ambition. Over time, it’s evolved into something much stronger thanks to Red’s vision and the team’s skills. The game has been restructured with lessons learned from past projects like "Silent House." Currently, a dedicated artist is handling the visuals, and I’m supporting to ensure everything aligns with RWA Studios’ signature style. Red is overseeing the story, design, and overall direction.

  • "Rock the Rim"
    Previously known as "Beyond the Game," this project was brought to life by Waifuz. They developed it independently to a solid point, but joining RWA Studios has taken it to the next level. I personally encouraged Waifuz to join us because they deserved a better platform than what they had before. Now, it’s got a revamped story, updated mechanics, and a fresh identity. Waifuz is leading the project as the 3D artist and doing an amazing job.

  • "Lessons in Loyalty"
    This one’s close to my heart. It started as my concept and has since been completely reimagined under my leadership at RWA Studios. Red has been instrumental in refining the story, gameplay, and mechanics. It’s a project that showcases the studio’s commitment to detail and quality, and I can’t wait for everyone to see the final result.

Each project is in capable hands, with separate teams ensuring that every game gets the attention it deserves. RWA Studios has built a structure that allows us to work on multiple games without compromising on quality.

Question: What do you say about the similarities in characters, locations, and scenes across your games?
Dallas: That’s entirely on me! I’ve developed a specific style to create visual and thematic consistency across our games. At RWA Studios, this style isn’t just mine anymore—it’s something the other team members are learning and enhancing with their own talents.

Our vision is for RWA Studios to have a unique identity. When someone plays one of our games, they should immediately think, “This must be a RWA Studios game!” Of course, we’re always looking for ways to improve and evolve this style. You can be confident that we’re constantly working to provide our players with better experiences.

Question: Previous games received criticism for the quality of the English dialogue. What’s changed?
Dallas: That criticism was absolutely valid, especially during my time at Vilkas Creative. Back then, we had team members who spoke English, but none of us were native speakers. As a result, most of the dialogue was created using translation programs, which wasn’t ideal.

Since joining RWA Studios, we’ve made significant progress in this area. For our current projects—"World of Secrets," "Rock the Rim," and "Lessons in Loyalty"—the quality of English dialogue has improved dramatically. We’re now working with a translator who is fluent in English at a native level. While this person isn’t a full-time team member, they’ve made a huge impact on the quality of our scripts.

As RWA Studios grows and generates more revenue, we’re planning to hire full-time staff dedicated to language localization and further professionalize this aspect of our games. For now, though, we’ve taken big steps forward, and the difference is clear. Compared to earlier projects, the English dialogue in our current games is far more polished. While there’s always room for improvement, we’ve already reduced these issues to a minimum, and you’ll see this progress in "World of Secrets," "Rock the Rim," and "Lessons in Loyalty."

Question: Why isn’t World of Secrets being completed first? Players want this game to be finished before moving on to other games.

Dallas: We truly appreciate your understanding on this matter. First of all, as RWA Studios, we do not follow an approach that sets a priority order among our projects. However, since World of Secrets is the studio’s main project, it naturally draws a bit more attention.

Each game has its own 3D artist, but all of them are guided by the studio’s founder as the game designer. An important point here is that our founder does not make decisions alone. He works in constant collaboration with the artists, integrating their ideas into both the visuals and the story design. This process ensures that each game is genuinely recognized as an RWA Studios project.

Our founder is personally involved in areas such as dialogue and software as well. However, the ideas contributed by the artists and other team members play an important role in shaping each project. This makes our games not just one person’s vision, but the result of teamwork.

All of our games are developed with the same level of care and quality. Each project progresses independently with its own team, and once each one is completed, it moves on to the next stages to get ready for release. I can assure our players of this: RWA Studios stands by its projects and ensures that each is completed in the best way possible.

Question: Why isn’t World of Secrets being completed first? Players want this game to be finished before moving on to other games.

Dallas: We truly appreciate your understanding on this matter. First of all, as RWA Studios, we do not follow an approach that sets a priority order among our projects. However, since World of Secrets is the studio’s main project, it naturally draws a bit more attention.

Each game has its own 3D artist, but all of them are guided by the studio’s founder as the game designer. An important point here is that our founder does not make decisions alone. He works in constant collaboration with the artists, integrating their ideas into both the visuals and the story design. This process ensures that each game is genuinely recognized as an RWA Studios project.

Our founder is personally involved in areas such as dialogue and software as well. However, the ideas contributed by the artists and other team members play an important role in shaping each project. This makes our games not just one person’s vision, but the result of teamwork.

All of our games are developed with the same level of care and quality. Each project progresses independently with its own team, and once each one is completed, it moves on to the next stages to get ready for release. I can assure our players of this: RWA Studios stands by its projects and ensures that each is completed in the best way possible.

And that wraps up our latest Q&A session, folks! We hope this deep dive has given you a clear picture of where we stand and what’s in store at RWA Studios. Of course, our conversation with you is far from over. We’ll continue to address individual questions as they come in, and we’ll also hold additional Q&A sessions every now and then, just like this one.

Your support and curiosity fuel our motivation to push boundaries and deliver games that stand out. Thank you for being part of our journey—every piece of feedback, every question, and every message helps shape who we are as a studio. Until next time, stay tuned for more updates, surprises, and behind-the-scenes insights. We can’t wait to share what’s next with you all!

Comments (1)

G
Götzemän · January 11, 2025

Very interesting to read about some insights of the AVN scene from a real insider. Hope Dallas can contribute to lots of great games with RWA and be happy all the way. It's a pity that he couldn't also take lust of pain from vilkas along too, another one that I really liked and probably never gets finished. Do you plan to release lesson in loyalty on its patreon site or here with RWA? Have a good time 👍