Texas-based developer Escalation Studios is now Bethesda Game Studios Dallas, Bethesda Game Studios director Todd Howard revealed during the QuakeCon 2018 keynote address on Friday.
Escalation was founded in 2007 by former Ritual Entertainment developers Tom Mustaine and Marc Tardif. It was acquired by ZeniMax Media, Bethesda’s parent company, in 2016. It’s worked with Bethesda on a number of titles, including “The Elder Scrolls V: Skyrim Vr,” “Fallout 4 Vr,” and “Fallout Shelter” on the Nintendo Switch. It’s now also working on key parts of upcoming Bethesda projects “Fallout 76,” “Blades,” and “Starfield,” Howard said.
“We’ve been working with Tom, Marc, and the team at Escalation for a long time. They’ve already delivered amazing games with us, and we knew we could do even bigger things together,” said Howard.
“We were honored to join the ZeniMax family in 2016 and the team is humbled to now join Bethesda Game Studios,” said Tardif.
Escalation was founded in 2007 by former Ritual Entertainment developers Tom Mustaine and Marc Tardif. It was acquired by ZeniMax Media, Bethesda’s parent company, in 2016. It’s worked with Bethesda on a number of titles, including “The Elder Scrolls V: Skyrim Vr,” “Fallout 4 Vr,” and “Fallout Shelter” on the Nintendo Switch. It’s now also working on key parts of upcoming Bethesda projects “Fallout 76,” “Blades,” and “Starfield,” Howard said.
“We’ve been working with Tom, Marc, and the team at Escalation for a long time. They’ve already delivered amazing games with us, and we knew we could do even bigger things together,” said Howard.
“We were honored to join the ZeniMax family in 2016 and the team is humbled to now join Bethesda Game Studios,” said Tardif.
- 8/10/2018
- by Stefanie Fogel
- Variety Film + TV
I spent some time this morning talking with Tom Mustaine of Escalation Studios and John Carmack of id Software regarding today’s release of “Doom Resurrection” on the iPhone. Unlike previous “Doom” games, “Resurrection” takes control of the player’s movements, leading you about the environment almost like an arcade light-gun game. Originally this style of gameplay was implimented simply because id wasn’t sure if they could pull off a standard Fps on the iPhone. Carmack explains:
“At the beginning [of development] it wasn’t clear that traditional first person shooter controls worked. None of the demo games that people had made were any good at all from an Fps standpoint. So we thought we’d look at the platform from scratch and say ‘What type of gameplay would work here?’ regardless of what we had done in the past.”
In the middle of the development from “Doom: Resurrection,” Carmack went...
“At the beginning [of development] it wasn’t clear that traditional first person shooter controls worked. None of the demo games that people had made were any good at all from an Fps standpoint. So we thought we’d look at the platform from scratch and say ‘What type of gameplay would work here?’ regardless of what we had done in the past.”
In the middle of the development from “Doom: Resurrection,” Carmack went...
- 6/29/2009
- by Russ Frushtick
- MTV Multiplayer
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