In August 2023 Edinburgh-based Keelworks released its critically-acclaimed debut title, CYGNI: All Guns Blazing, described as: “A frantic, chaotic, visually splendid shooter that plays like it came from the mid-’90s.”
Scottish Games Network sat down with Meher Kalenderian, the co-founder and CEO of Keelworks to talk about the founding of the studio, the genesis of the game and what comes next…
Scottish Games Network: CYGNI is your first title, so our readers may not know Keelworks yet. Can you tell us more about the studio?
Meher Kalenderian: KeelWorks was founded a few years ago by my brother Nareg, Helen [Saouma], and me. At the time, I was the only one based in Scotland and had a full-time job. Meanwhile, Nareg and Helen were abroad, having just transitioned from film and animation into games. While they were busy quietly preparing, learning, and prototyping, I was getting to know the industry, as I come from a business and management background. When the prototype was ready, I focused on finding a publisher and securing funding for our game. This was not easy as it was our debut title, but thankfully, we got there eventually.Â
We were also fortunate to have Vatche compose the soundtrack of CYGNI, which has been well received.
As soon as we signed the deal with Konami, we were able to gradually grow the team to accommodate the production needs.
What are your goals for Keelworks?
While we continue to offer animation and VFX services, our primary goal is to make quality games. In these ever-changing and challenging times, and with the industry’s increasing aversion to risk, our aim is to find ways to keep our creative ambitions alive while continuing to make games we like. With our background in art, music, and storytelling, these elements will always be strong points in all our games, regardless of style or genre. We hope to achieve this consistently, and we believe CYGNI is just the starting point.
How did the idea for CYGNI come about?
CYGNI was both a passion project and a practical endeavour for us. Our approach was to deviate slightly from the traditional shoot’em ups, designed for arcade machines, and create a game we wanted to see today on current-generation consoles, hardware, and large screens. Our intention was to replicate the joy and excitement we experienced at arcades, playing classic shooter games without worrying about high scores. Everyone had a great time with those games, and we hope to bring that same experience to current and next-gen consoles.
Did you plan to work with a publisher from the outset?Â
Yes, we planned to find a publisher from the get-go to help us make this happen. We talked to many publishers and even had two other deals on the table. Thankfully, we chose a publisher who understands the genre well and, more importantly, demonstrated a deep understanding of where we wanted to take CYGNI. Konami has been very supportive.
How did you go about finding a publisher to work with?
Due to this being our first title and KeelWorks lacking a track record of previously published game titles or online traction, it was difficult to get publishers on board. So, we decided to put the game out there, hoping to gain the necessary online traction and attract publishers. This is why we released the first trailer and announced the game four years ago through an IGN exclusive, followed by features in prominent magazines such as PlayStation and Wireframe. We received overwhelmingly positive interest and saw our wishlists skyrocket within a week. This led to many publishers reaching out to us, including Konami. After further negotiations, we signed the deal with them in late October 2021 and it’s been a challenging but great journey since.
What attracted you to Konami?
Konami has a significant history with the shoot-’em-up genre, having developed and published several influential titles over the years, which helped define and popularise the genre in the 1980s and 90s. So, having such a key player in the genre supporting our idea to try something different with CYGNI was very attractive to us. Their understanding and support of our creative approach were crucial factors in our decision to sign with them.
What has been the biggest challenge in getting CYGNI to release?
Time! Two full years of production while simultaneously setting up the studio, recruiting the team, and establishing a pipeline (with hardware and software setup) was definitely not easy. We also faced various technical challenges and the inherent uncertainties of game development, which complicate project management. Thankfully, we managed to overcome these obstacles, and now we’re thrilled to see CYGNI released.
What are your plans for the game post-release & What are you planning to work on next?
The team is already busy with R&D for our next project. Simultaneously, we’re exploring ways to possibly bring CYGNI to additional platforms. It’s an exciting transitional period for us, and we can’t wait to share our next project with everyone when the time is right.


