+++ Novel RUNES OF MAGIC: Asiya released on 12th April 2011 +++
 
 
+++ Relaunch of my web site +++
 
 
 
   
         
   

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.

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.

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.

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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