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Creating Worlds
is another field of experience I love to
dwell in as it is a vital task to create a world which is actually
working for a media form. For SACRED
(2004) I envisioned the story
and world using several methods
of interactive, linear and environmental story telling, while I
also had the honour to enrich existing game-worlds
envisioned by others by writing the official game-novels for the
FarCry- and Runes
of Magic-brands.
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| Michael T. Bhatty was Lead Game Designer for
SACRED (2004) and created - among of other things - story, world,
cinematics and action gameplay of that AAA-title. |
Usually I develop backgrounds
on research, because most developers make the mistake not to be
thorough and rely only on trivia and clichés they know from
movies, pulp magazines or other games.
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| Michael T. Bhatty was Lead Game Designer for
SACRED (2004) and created - among of other things - story, world,
cinematics and action gameplay of that AAA-title. |
I insist of 'knowing'
my worlds, so I can identify
what works for the story to be told and what will prove an obstacle.
Is a pretty cool idea just that... and dissolves after a closer
look? You need to know what you can take away rather than putting
more and more stuff into a universe.
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| Michael T. Bhatty co-produced the free2play browser-game
BERYL TALES and envisioned the dark-future world of that science
fiction setting in 2007 to 2009. |
Yes, universe it is, as you need to know everything,
from history, religions, deities, cultures, geography etc. The list
goes on and on so let's just say - a good game
director is interested in everything when envisioning a new
world as her or his playground.
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