We're told game design has to be unsentimental and iterative. But Viktor Antonov, creative director on Bethesda’s Battlecry and the celebrated artist of behind Half-Life 2's City 17 and Dishonored's Dunwall, disagrees.
“I come from a less experimental philosophy and a commitment to a strong concept," he said. “If you’re called by a client as an architect and you make a building, you won’t experiment and destroy buildings before it’ll function.
“Battlecry was a one-shot concept. It was very precise and it’s gone into production exactly as it was planned."