Creating Immortals of Aveum - Ep. 340

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Andrea sat down with members of the team at Ascendant Studios, the folks behind the upcoming first-person magic shooter Immortals of Aveum. She spoke with Julia Lichtblau, Associate Art Director and Alyssa Lutz, Senior Level Designer about their roles at the studio, the challenges of making a new IP, what a "white box" phase of game is, some cool easter eggs, and about the "secret sauce" of balancing level design.

Learn more about Ascendant Studios: https://www.ascendantstudios.com
Learn more about Immortals of Aveum: https://www.immortalsofaveum.com

Thank you to this month's Patreon Producers:

Chewy’s Godson

Faris Attieh

Justin Foshee

Punkdefied


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Timestamps:
00:27 - Introduction
02:35 - Immortals of Aveum special interview
03:01 - Welcoming Julia Lichtblau - Associate Art Director & Alyssa Lutz - Senior Level Designer
04:06 - Launch day!
05:02 - Game Development Challenges
08:46 - Alyssa's role as Senior Level Designer
09:47 - Julia's role as Associate Art Director
10:57 - What is a White-Box??
13:47 - Immortals of Aveum accessibility 
17:07 - Art team workflows
18:14 - Is there a secret formula to the design process?
19:42 - A Message from Factor
21:45 - A Message from our Sponsor
21:48 - A Message from Shopify
24:16 - Bret Robbins Founder of Ascendant Studios initial concepts
27:44 - Preservation of endangered plant species & magic flowers within the game
30:29 - How big is Immortals of Aveum?
34:28 - Does the playtime feel overwhelming?
35:52 - Striking a balance with "low-hanging fruit"
37:20 - Are there any easter eggs?

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Creating Immortals of Aveum - Ep. 340

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Creating Immortals of Aveum - Ep. 340
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