[b]Bifrost Entertainment[/b] is based in the cold harsh lands of Norway. The bridge connecting the mortal realm to Valhalla, Bifrost represents the link between the player and the game with the aim of delivering original and refreshing games to players of all ages, across platforms. Their award-winning first app, Maja and the Magic Mirror, will be followed by action title Myriad.
[b]Myriad[/b] is a stark naked action game where you make and break worlds. Your choices and actions bend time and are translated into space, as well as an exponential number of new threats. The more space, the more enemies -- until you detonate your newborn cosmos in a brilliant daisy-chain of destruction and start over again. Player actions conduct the soundtrack and give the world rhythm, each performance streamed or stored for future editing and sharing. Show off your record-breaking rounds, or invite people to watch as you conduct a symphony of colour, shape and sound.
[i]Play on: Coming to Windows, Mac and Linux with more platforms to be announced.[/i]
[i]answers by Erlend Grefsrud, Co-Founder[/i]
[b]Why do you make games?[/b]
For the challenge the opportunity to explore and maybe help define an emerging art form.
I think in terms of games -- some people have story ideas, some invent riffs or write melodies, their imagination finely tuned to particular modes of expression.
Mine is games. I come up with structures and systems for games, and I have to make them.
[b]Why should people play your games?[/b]
They're aesthetically unique, and I don't just mean "they look neat". I care a whole lot about how things feel, how input and player intent and decisions are represented, amplified, diminished in the game, how the player shapes the game system.
I want to make games where players have lots of influence over the game rather than being funnelled through authored content. I want players to express and perform, not just trundle along I path I've drawn.
[b]What element of game design do you hold above all others[/b]
Kinaesthetics, the raw moment-to-moment affect of motion. The parts of a game that encourage flow or zoning or whatever you wanna call it, the things that help you fully concentrate on and be absorbed by the game.
The way the game talks to the player not with words but with motion and dynamics.
Interview with Bifrost's Erlend Grefsrud, Co-Founder Part One: http://n4g.com/user/blogpos...
Interview with Bifrost's Erlend Grefsrud, Co-Founder Part Two: http://n4g.com/user/blogpos...
Win an Amazon Gift Card - and Enter to Win a PS4!: http://n4g.com/user/blogpos...
Day 26 | Bifrost Entertainment