About Us
"A celebrity is a person who
works hard all his life to become well known, then wears dark glasses
to avoid being recognized."
- Fred Allen
The Beginning…
Occult Entertainment was first formed as Arcane
Entertainment back on January 1 of 1994 as a creative outlet for its
founder and president, James McKinney, to funnel his ideas through. At
that time Arcane Entertainment was an in-house organization – it
consisted of only a small handful of people, mainly intent on creating
fun games for their own enjoyment.
Their first project was game
called Warlock: The Enumeration, and originally started as a way to
play Advanced Dungeons & Dragons at work using paper cards. It
eventually evolved past its roots, adding in Spell Points, Monster
Summoning, and a Phase system to organize turns better. Cards were hand
copied, and if someone wanted a deck they had to copy the entire thing
by hand – no small feat, considering most Warlock decks were over 350
cards large, with new Supplement Packs of 10 cards being released
almost weekly.
Other small projects followed, and members came and
went, but one thing always remained the same with the organization: it
was dedicated in bringing quality entertainment simply because it loved
doing so.
Going Public…
On its 10th anniversary (January 1,
2004) Arcane Entertainment decided to go public and distribute its
works on a grander scale. After researching and making sure the name
Arcane Entertainment wasn’t taken, they discovered to their dismay that
it already was. After much discussion and debate, they finally settled
on their current name: Occult Entertainment.
They decided to make
a bold move and start everything over from scratch, rebuilding their
products from the ground up while using past experiences to create them
better with a new-age, occult twist.
Their first release was DM
Secretary, a dream-child of its founder and president – a way to manage
Dungeons & Dragons with your computer instead of a plethora of
pens, pencils, and papers. It has grown much from its small and
simplistic roots, and can be downloaded from their web site.
They
next released their three core worlds they had been playing with since
they first formed – Zymph, Dark Earth, and MuN. Each of the three
worlds were intended for play in the Dungeons & Dragons rules
system, and each covered a time period in earths history – medieval,
dark modern day, and super futuristic.
They last began re-vamping
and preparing for release Warlock: The Enumeration, but constant
set-backs and problems with DM Secretary hindered the projects
progression. For a while Occult Entertainment seemed to freeze, until
late 2007, when it simply seemed to stop doing anything altogether.
The Master Initiative…
This
changed in March of 2008. A re-structuring and re-organizing of Occult
Entertainments insides by its founder and president, along with the
creation of a top-secret internal document known as The Master
Initiative, spurred Occult Entertainment to regain it’s activity in the
gaming world and sharpen it’s focus about the direction it was heading
and why. Several key moves were made, most without drawing attention to
themselves. Their newsletter was canceled, they set up various profiles
on on line social-networking sites, and their web sites were re-vamped
and re-organized. When asked about The Master Initiative, the founder
and president, James McKinney, said only this: “It is not a static
document. It is a living, breathing, ever changing thing – it morphs as
we see the results of each initiative completed from it…”
The Future…
Occult Entertainment has been somewhat secretive about what its plans
are – among the few things leaked, are: an on line digital magazine, a
revamping of DM Secretary to coincide with the new release of Dungeons
& Dragons 4th Edition, and a revamping of its current worlds
for
the same reason. Also, Warlock is going to finally be completed, along
with a slew of other smaller products. The only thing that will remain
constant? Everything they make will remain free to the public…