![]() ![]() It’s kind of a strange thing that people find out what I did and they’re like, ‘Oh my god!’ It’s nice to have all of that and still be able to walk around and not be famous. Famous musicians give all of these people entertainment, and everybody knows who they are and what they look like. But it’s also really weird because video game developers aren’t famous like movie stars or something like that, right? So it’s really rare that I’ll get recognized for it. “It’s super gratifying to hear all of these things. “I hear stories about it all the time,” Brevik says of his fans sharing their love of Diablo with him. The series is cherished by millions of fans across the world, and it’s impossible to count just how many hours of entertainment Brevik has gifted the world via his work. From Deathspank, to Borderlands, to Bastion, to Divinity: Original Sin, Brevik and his team’s work over twenty years ago has left a lasting mark on the industry, and many still consider Diablo I and II to be benchmarks for the genre. This switch from a turn-based combat system to the real-time, hack and slash action the franchise is now known for sparked a particular style of top-down, loot-based, action RPG that continues to thrive, with dozens of titles riffing on the Diablo formula. And it really wasn’t that hard–I coded it in one day.” It changed my career…changed everything about that product and made it this new kind of gaming experience. “Changing that to make it real-time, the flip of that switch, changed the entire experience. ![]() “Sometimes, that one little change, that one little idea, can sprout something big,” Brevik says. ![]()
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