It appears that White Wolf is building its new in-house studio from the ground up, publishing job advertisements for five key roles that will form the creative and operational core of the new team.

The Stockholm-based company, responsible for the World of Darkness, is looking to fill the following senior positions:
This move is the first concrete, public step in staffing the new studio since Paradox Interactive announced it was bringing World of Darkness roleplaying game development back in-house. Back in May, Geek Native reported that White Wolf was rising again, ending its partnership with Renegade Game Studios for the core RPG lines and promising to take direct control of the game’s future.
It appears that the intervening months have been spent on strategy, and now the recruitment drive is underway in earnest. These aren’t junior positions; they represent the spine of a new creative and operational team, signalling a serious, long-term investment in the future of titles like Vampire: The Masquerade and the wider universe.
The Core Creative Engine
From a game development perspective, the most significant hire is the Lead Game Designer. This is the role that will translate high-level ideas into the systems and mechanics players interact with at the table. The mission is to “craft the systems and experiences that define the World of Darkness universe” and to “evolve beloved game lines and innovate across new projects.”
Working alongside them, the Editor / Rules Manager will act as the guardian of quality and consistency – a crucial role for a universe with such deep and sometimes complex lore. Together, these two roles will form the heart of the new studio’s game production, shaping the next edition of the World of Darkness.
Defining the Look and Feel
Interestingly, the company is also hiring a Commissioning Art Director. This is notable because White Wolf recently appointed the talented Jess Lanzillo as its overall Creative Director.
So why two art directors? The distinction in titles likely points to the structure of the new studio. Lanzillo’s role is likely strategic, setting the high-level visual identity, mood, and artistic vision for the entire World of Darkness brand.
The new Commissioning Art Director, by contrast, will be the one executing that vision. They will be responsible for the practical, day-to-day tasks of finding, hiring, and managing the freelance artists who will illustrate the books. It’s a structure that speaks to a serious and high-volume production pipeline.
Building the Machine
The other roles confirm that this is a complete studio build. An Operations Director and a Producer show that Paradox is building a professional, sustainable business unit, not just a small creative team. These roles involve logistics, budgets, timelines, and ensuring the machine operates smoothly.
After years of operating under a licensing-first model, this is a clear and decisive move by Paradox to take full ownership of its most famous IP. For fans, it means the next chapter of the World of Darkness will be shaped by a single, dedicated team working under one roof. For geeks like me, we can wonder at the timelines and order White Wolf is following. For those brave enough to shape the future of the night, the applications are open.