Immortals of Aveum takes inspiration from God of War, BioShock, Doom, and more, says EA studio head

Bret Robbins has been around the video games industry for a while. As the founder of EA’s new Ascendant Studios – and the boss overseeing experimental the magic-powered first-person shooter, Immortals of Aveum – he brings a lot of experience to the table. He’s done his time on Call of Duty over at Sledgehammer Studios, and he was the creative director of Dead Space. He knows how to make a big, bombastic triple-A game that gets attention. And now, he’s about to do it all over again.

“I feel like because I had an opportunity to start with a blank page and sort of do whatever I wanted to, I wanted to do everything,” he laughs. “And so, for Immortals of Aveum, there is a bit of just taking a lot of different influences and putting it into a blender and then seeing what comes out.” Robbins had the benefit of taking ‘about four months’ to himself to shape the story, the world, the feel of the combat, and the core shape of the game before bringing it to his team, and in that formative period, the very heart of Immortals of Aveum began to form.

In this early period, Robbins looked to a lot of the science fiction and fantasy that’s inspired him throughout his life and career, and drew on some of the projects he’s worked on, too. “I’ve been a fan of fantasy and science fiction my whole life, and I’ve been in games for a long time now, too!” he notes. The pillars of the world, how magic was going to work, the players' main abilities, and the option of being able to combo those together using magic – per Robbins, that all came to the surface in those integral first few months.

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