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Demiurge Interview: WWII, Wii, and Whiteboards

Remember the first time you played the BioShock demo? Emerging from the depths; staring up at the foreboding lighthouse; creeping into the intriguing bathysphere. Do you remember being awed by the reveal of the Rapture skyline? If so, it may surprise you to learn that it was Demiurge Studios, not Irrational Games, that conceptualized and crafted many of these "hero" assets for the hit horror shooter.

While you may not be familiar with the name, chances are you've played through some of Demiurge's work. With credits on games like Titan Quest, Medal of Honor Airborne, and the aforementioned BioShock, the studio has made a name for itself in delivering solid by-contract development on a case-by-case basis. After working with Gearbox Software on past Brothers in Arms titles, Gearbox CEO Randy Pitchford said of the studio, "It's only a matter of time before Demiurge is discovered by a major publisher."

That time may be approaching. On the cusp of releasing its Wii port of Brothers in Arms--a reworking of the first two Gearbox games titled Brothers in Arms: Double Time--Demiurge is now in the process of pitching two original concepts to publishers. In the midst of their growth, Shacknews.com had the chance to catch up with studio director Al Reed. They asked Mr. Reed about Demiurge's future plans, its development process, and how the team went about working Wii controls into Brothers in Arms.

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