![]() ‘I think that ended up being a great, a great thing for us. ‘I didn’t immediately try to ramp up to a 100-person studio, we kept ourselves small and agile for quite some time.’ ‘I definitely hired slowly at first,’ he said. But that didn’t mean he went all in immediately. ‘It’s harder to try to do something new and take the risk of people not enjoying it.’Īn enthusiastic investor backed Robbins, which helped to provide the confidence to scope out a large, ambitious title from the get-go. ![]() ‘I think what we’ve seen in the industry over the last 20 years is a reduction in risk for making new IP, and original IP games have gotten more expensive,’ said Robbins. Fantasy and magic have always been popular genres, so why have there been so few attempts to apply those concepts to the kind of loud, bombastic, Hollywood-style games that attracts such a broad audience? ![]() This question would eventually drive him to found his own independent studio to create Immortals of Aveum, a fantasy action game to be published by EA, under its EA Originals label.Īs someone who is old enough to remember first and third-person ‘magic shooters’ like Hexen and Heretic, that question has also come across my mind a few times. Working as a creative lead on big-budget games like Call of Duty, Dead Space and The Lord of the Rings (not to mention the Gexand the Legacy of Kain series) the lack of a high-fantasy, magic-infused action game – or at least, something that wasn’t an RPG – puzzled him. ![]() ![]() Where on earth is the blockbuster magic game? That’s a question that Bret Robbins asked himself one day. ![]()
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