Jedi Survivor Game Director Forms Giant Skull to Develop Narrative-Driven Action-Adventure Games

Jedi Survivor Game Director Forms Giant Skull to Develop Narrative-Driven Action-Adventure Games

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Seven months after his departure from Respawn Entertainment, Stig Asmussen has revealed his newest adventure is the formation of a new game studio.

Jeff Magers, one of Giant Skull's Co-Founders, recently announced the studio's formation.
Image Source: @jeffmagers Twitter/X

Stig Asmussen, game director of Star Wars Jedi: Fallen Order and Star Wars Jedi: Survivor, left EA and Respawn Entertainment last September after being there since the early 2010s. Along with the two Respawn Entertainment Star Wars hits, Stig spent the late 90s and early-mid 2000s working as an artist and later director for games like the classic Gauntlet: Dark Legacy, the God of War titles, and the 2011 Mortal Kombat reboot.

An EA spokesperson announced his departure, stating that Stig decided to leave Respawn Entertainment to pursue other adventures. It turns out Stig meant that last part literally, as we now know that adventure is a new game studio specializing in single-player action-adventure games: Giant Skull.

With Fallen Order and Jedi Survivor under his belt, Stig is no stranger to crafting successful action-adventure titles. Joining him are fellow veterans and some fellow Respawn Star Wars alumni, including Jeff Magers, former Design Director at Respawn, and Jon Carr, former Technical Direcot. Both are Co-Founders of Giant Skull,

While there isn’t any action (Yet), there is an adventure to be had on Giant Skull’s website. You can enter various commands into the command prompt, and you might be surprised by what you find.

By inputting the command ‘Giant Skull’, the system responds with:

“reaCh roOt Nebula screeCh brEadth adaPt reTurn”

Taking all the capitalized letters from each word gives you the word concept. By inputting concept, the system responds with:

THE NIGHT MONTH. THE YEAR IS IRRELEVANT.THE WORK BEGINS.A VISION DRAWS THE ONE TO THE MANY.A VISION NOT YET SEEN BUT KNOWN.

A MIND STORM SET FORTH ANCHORED BY CREED:VISION. CURIOSITY. RESPECT.THE EXPLORATION IS VAST. INFINITE PATHS.NINETY DAYS. THE COLLECTIVE SPEAKS, EACH EQUAL AND FREE.CULLED THE INFINITE, THREE.

TO EACH SPARK, A SPAN.TIME TO EACH, TO EVOLVE, TO SEEK.SEVEN DAYS. ONE CONCEPT REFINED.SEVEN DAYS. SECOND HONED.SEVEN DAYS. A THIRD REBORN.REST.

THE FIRST MONTH. THE YEAR IS IRRELEVANT.ONE CONCEPT IGNITES.THE WORK BEGINS.THE VISION, KNOWN, WILL BE SEEN.

What does any of this mean? That’s a good question. Could the ninth month mean that Giant Skull’s debut project began in September of a previous year? In 90 days, will the Giant Skull development team disclose more details about their project? Do the seven days represent the development team coming up with a different game concept each week? Does the first month mean Giant Skull plans on releasing their first project in January of some year and will immediately begin work on a second project?

Only time (Or Giant Skull) will tell. In the meantime, we can all continue experimenting with Giant Skull’s system prompt to see what we can extrapolate from it.

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