

I love that you have choices with consequences. Inspirationsīrian Parnell: There’s actually a number of games, that inspire us.ĭeus Ex: My favorite game ever, Deus Ex. In Prey for the Gods, I want everyone to have their own unique story to tell when they play and finish the game. I know it sounds like absolute bullshit, but at the time when I went to Chien and Tim it was really a response to the frustrations we were all having in the social/mobile space. Approximately fifteen people are there it’s awesome! Prey for the Godsīrian Parnell: Prey For The Gods really was rooted in the yearning of making something with soul and meaning. Currently, I’m back doing character art at a VR startup called Impulse Gear. After that, I moved to San Francisco to work at KIXEYE as an Art Director on War Commander: Rogue Assault. I then went on to Tencent Boston/Stomp Games where I made Robot Rising and worked on an MMO, which later ended up being canceled. It was at this time I started work on the indie title Grim Dawn with Arthur Bruno, as well as helped on Natural Selection 2. I then went on to Harmonix to work on Rock Band 2, and Rock Band: Beatles as well GreenDay doing character art. There I made art including characters, bosses, and the UI for Titan Quest, Immortal Throne, and Dawn of War: Soulstorm. My first job doing game development was at a great start up in Boston, MA area called Iron Lore Entertainment. I first started at Nintendo doing QA (as a contractor, it wasn’t my full-time job). I’ve been in the games industry mostly doing character art and art direction.
