In an interview with EL TIEMPO, Ascendant Studios Associate Art Director Julia Lichtblau shared details about the creative process behind the acclaimed game “Immortals of Aveum”, which was released by EA on August 22.

In this title, players take on the role of Jak, a young man with magical abilities on a mission to end Everwar, a global conflict between the Lucium and Rasharn nations.

In the work of Ascendant Studios, Lichtblau talked about how the team tried to balance traditional fantasy elements with more modern and futuristic concepts.

“We always knew that ‘Immortals of Aveum’ would be a fusion of the old and the new,” he explained. “Besides stone castles, we also have these great buildings, huge towers sculpted by magic. We thought they could be much taller than stacked bricks.”

Commenting on the design challenges, Lichtblau commented, “We were always trying to add an extra level of detail and complexity. For example, our main enchantments are three colors: red, green, and blue. While it’s simple, we wanted to make it even more complex. People with color blindness He said that to do this, the team decided to add certain shapes to these colors to make them more distinctive and accessible.

The Art Director also highlighted the various environments, each with its own unique biome and aesthetic. From the snow-capped mountains of Calfus to the floating islands above the Oramen desert, every environment has been meticulously designed to immerse players in a magical and diverse world.

“For us, each region is a character, not just an environment. We wanted players to feel like they were exploring a living world whose stories predate Jak’s adventure,” he says.

To do this, he points out that players can always find signs of magical influence in the world, whether it’s turning rocks into strange shapes or changing the color of trees. “This is an aspect that is ubiquitous in the world, and you see it manifesting physically through ley lines, which are channels of magical energy.”

Lichtblau concluded the interview by expressing his passion for the project and the opportunity to build a world from scratch. “This is not an existing intellectual property or franchise, we were just making it up as we went along,” he said.

This creative freedom allowed the team to combine personal influences and inspirations, such as Lichtblau’s love of plants and biology: “I’m interested in the natural world and ecology, so I had the opportunity to include all our realistic plants.”

Source: Exame

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I am Bret Jackson, a professional journalist and author for Gadget Onus, where I specialize in writing about the gaming industry. With over 6 years of experience in my field, I have built up an extensive portfolio that ranges from reviews to interviews with top figures within the industry. My work has been featured on various news sites, providing readers with insightful analysis regarding the current state of gaming culture.

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