![]() ![]() it was because of a couple of key things. It's something that I've just wanted to do and I've known I've wanted to do. I've had offers from most of the AAA studios and things like that. I'll get three or four serious requests a year from companies and then a dozen from startups and things wanting me to work on a video game with them. And so we waited for years people come to us periodically. I can't work on even two video games at once-I can only work on one. I don't have a lot of time, so we have to pick the right project. He knows I've said before I would like to do more in video games. And so gaming is just a part of my DNA and my agent, who's a generation older than me, knows this-doesn't quite get it, but knows it. ![]() I had each system and a gaming computer alongside it as they came out. I am, as I often say, the first generation of novelists that grew up playing video games. So it's kind of like the teams need that recharge, and so yeah, I guess that's why.īrandon, how did you get involved with the project? I know you've obviously done work in games before with Infinity Blade, but what was the pathway for you to this game? They made Starcraft, they made something else, but they came back to Starcraft later. I remember, at least old Blizzard, would like alternate IPs. ![]() If I have to go into the sequel to a series, a book I've just written, it's going to go much slower than if I can write something in between that is just very different.Ĭleveland: That makes sense. I always want something different from what I've been writing. So yeah, I think if we're going to work on a game for a few years, we want to work on something new and exciting, and we don't want to just keep doing the same stuff over and over.īrandon Sanderson: Happens to me too, right? Like, once I get done with a book, people ask me how I maintain my productivity. This will be the third time we changed genres. I mean, as a studio, I feel like we always are trying to do something pretty different. Where did the idea come from? Is it in any way an evolution of something that you learned while working on Subnautica or was it just a chance to do something new?Ĭharlie Cleveland: We just wanted to do something new. GamesSpot: Moonbreaker is a bit of a departure for the team. On top of that, we also discussed Sanderson's own love of games-which runs deep-and how that influenced his work on the project. We spoke to Sanderson and Cleveland about the collaboration, the goals for the game, and how they hope to evolve Moonbreaker. An author that creates acclaimed stories certainly helps make that dream seem a little more attainable. The pie in the sky dream is to have the same kind of staying power as something like Pokemon or Magic The Gathering, and a collaboration between a game development team that constantly takes risks. Their goal is to create an experience that has long-term interest that players will return to constantly. We work on it as a labor of love, with the hopes that people will find it useful, and in turn share it with their own friends and family.By clicking 'enter', you agree to GameSpot'sįor Moonbreaker, Sanderson served as-in his own words-"the designer of the world, the plotter of the outlines, the creator of the characters," which all served as fertile ground for director Charlie Cleveland and the Unknown Worlds team to craft a memorable narrative around miniatures. It is developed by volunteers around the world. It is Open Source software, distributed under the terms of the GNU General Public License. Tux Paint is free of cost and free of advertisements. Older versions of Tux Paint have been released for a variety of other platforms, as well. The latest version of Tux Paint runs on a variety of platforms, including Windows (Vista and later), macOS (10.10 and later), Linux, Android, Haiku, and more. JTux Paint is now available in the Google Play app store. ![]()
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