Kiln: Xbox Developer Direct 2026
Xbox . January 2026
Developer Direct 2026
In mid-November, I was asked to take on one final project at Xbox as my contract was coming to a close. I had already been working there as a Creative Director across several initiatives documented on this site, but this request was different. Earlier in 2025, I had directed and edited a full-length documentary for the team, which highlighted both my storytelling instincts and ability to edit long-form material rapidly. Based on that work, Xbox asked if I would be open to another project, with the caveat that for security reasons I would not have visibility into the details until I agreed. Once tented, I learned the assignment was to edit an undisclosed game announcement for the 2026 Xbox Developer Direct, airing January 22.
The project centered on a new game from Double Fine Productions that had been quietly incubating for some time. Rather than a traditional announcement, the game was designed to be a surprise moment within the show. Because of scheduling constraints and Double Fine’s availability, the piece was filmed last and built around a unique point of view. The challenge was not just clarity of information, but tone. From the first read of the script, it was clear the piece needed to be playful, reflecting the joy, optimism, and personality of both the game and the team behind it. Having worked in games myself, I take reveal work seriously. These moments matter, and I feel a responsibility to honor the teams who have spent years creating something for players to discover.
The script for Kiln leaned heavily into visual gags and humor. In early conversations, the producer referenced Airplane!and The Naked Gun as tonal touchstones. The piece was intentionally loose, self-aware, and unconcerned with strict shot continuity. That freedom was essential in allowing the concept to fully take shape.
I collaborated closely with the Xbox team to shape the story, focusing on rhythm, comedic timing, and clear communication of the game’s design principles. The initial cut came together over roughly seven days, followed by a series of refinements leading into picture lock and partner agency handoff. Aside from one licensed track, the music is stock, chosen to complement the acid jazz sensibility present in the game’s original compositions.
The project was shot on multiple Sony Buranos on location in San Francisco, with color correction, motion graphics, and finishing handled by the team at Artifact in January 2026.
Editor: Dan Chosich
Director: Tina Amini
Executive Producer: CJ Gibson
Producer: Dan Parkhurst
Graphic Package: Artifact
Game Capture: Buddha Jones