Games often undergo significant changes during development, with some starting out with one idea and ending up as something entirely different. Halo, for instance, was initially a real-time strategy game before becoming a first-person shooter, while Diablo was originally turn-based. However, these changes aren't always beneficial, and a lack of direction can negatively impact a game's outcome. Anthem, for example, suffered due to a lack of clarity around its core concept. Fortunately, Immortals of Aveum appears to be on track, with the game's senior art director and lead combat designer praising its overall vision and direction. While there were certainly changes made during development, these were all in service of the game's original vision, rather than being ad hoc decisions made along the way.
By having a clear vision for Immortals of Aveum, the team was able to hone in on creating gameplay elements, tactical items, and spells that aligned with that vision. This approach allowed for productive iteration, as any ideas that didn't fit with the overall direction of the game were filtered out. This prevented wasted time and effort on fruitless iterations, ensuring that each iteration served the game in some way, even if it ultimately ended up on the cutting room floor. According to Bogan, the game's direction and vision have remained consistent since the initial design document five years ago. This consistency enabled the team to explore different ideas and possibilities without straying from the core vision of the game.
After leaving Call of Duty developer Sledgehammer, director Bret Robbins spent four months conceptualizing Immortals of Aveum. During this time, he crafted the game's world, pillars, combat system, story, and more. Although the concept went through iterations, the idea of a fantasy and magic shooter remained a driving force behind the game's vision and direction. In a previous interview with Game Rant, Robbins shared his fascination with this unique genre.
By taking a cohesive approach that blended medieval fantasy with high sci-fi concepts, Bogan and the art team were not the only ones to reap the rewards of a well-defined decision. This strategy enabled Warnke and his team to perfect the combat in Immortals of Aveum. "We were able to gain a thorough understanding of our game," said Warnke, "and produce a plethora of characters, enemies, and enemy variations, as well as diverse gameplay options," all without wasting time determining which elements were most compatible with the game. Instead of haphazardly testing ideas, the team methodically constructed the game brick by brick.
Undoubtedly, teamwork played a vital role in this process, along with other important factors. While vision and direction can only go so far, Immortals of Aveum has undoubtedly benefited from adhering to a clear and consistent idea from day one. Although video games may sometimes undergo significant changes during development, for better or worse, the benefits of having a well-defined vision cannot be overstated.
Immortals of Aveum launches July 20 for PC, PS5, and Xbox Series X/S.