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Home»News»Wizard's Coast bets on new talent for future D&D and magic video games
Wizard's Coast bets on new talent for future D&D and magic video games
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Wizard's Coast bets on new talent for future D&D and magic video games

By dndadminAugust 12, 2025No Comments5 Mins Read
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Listen now on Apple, Spotify, or YouTubein this edition – The Wizard of the Coast's New Creative Team – Skull's D&D Games – Looking for new talent for the Summer Game Fest of the Future D&D Project (sorry for June). Both Star Wars: Jedi Games at Respawn had creative directors for God of War 3. Hight and Asmussen. In fact, it was Height who appointed him as the creative director of that classic PlayStation title. “I knew Stig, but we didn't interact much, and through the process we realized this was a unique animal. He knows how to tell a great story. When Asmussen left a respawn to form a huge skull, he invited Height to check out the studio's first prototype. Height was impressed and immediately asked if he would consider working for the coastal wizard or Hasbro IP. “Stig said, 'What's it like?' And I said. They saw many possibilities and landed on D&D. Here are some important points we had during our chat with Heid and Asmussen, including our coastal ambitions to become a major publisher of premium video games. You can check out the edited highlights below and listen and watch the full interview above. Asmussen missed two major Star Wars titles, but many of the team are working on IPs such as Batman. It's no surprise that the studio's first project is a licensed D&D title. However, the team did not start with this goal in mind. Partners are good at capturing the spirit of those worlds. “When I held a meeting in Renton (Washington), my heart was open to the possibilities of what we could do,” he continued. 5. This means that we can build a central creative team designed to support all the different projects the company releases. “We're establishing a content creation team to support the service (studio),” explained Hight. “Create fantasy and sci-fi games. When you have a really talented artist and they are part of your team and then you are waiting for engagement… they can get bored. It can be very expensive for the studio to do it. You want to balance it a little by having a content team that can help with augmentation. It's a little different. I don't know that all publishers will do that. But we're lucky. Many games are in the same space so you can build a talented team that fantasy art really is good at.” This coincides with Asmussen's goal of keeping a huge skull relatively small. I don't want it to be difficult or to get to something like that. The tools we have, the brain power we have, the experience we have, we can do a lot with a small team. “It doesn't mean we're going to be a small team, but we're never going to be a huge skull. This is especially easy with D&D that doesn't have a specific Canon. Height said the company will become more active in guiding the community as the game is completed. Height said that Stig Asmussen and his huge skull team are the main signatures of the Coast Wizard, and that first game is a massive production. In fact, the company is also planning to bet on new talents who will create small projects. “It's going to associate the Wizards brand with video game premium publishing,” Height said. “Hopefully there will be some of the best games you will see. You will start associating Wizards brands with the publication of premium games.” You will not find people like Stig every day. So we need to make some bets on promising talent, maybe play a small game, build a team on them and try to learn along the way. He added: “We have five internal studios. We bring in a few more of this kind of project. And many small ones. We don't want to give you an exact number. We see a lot and try to invest in what we believe most. We asked John Height if it was a quick turn-off for him when we met up with a potential development partner. That was a question he struggled to answer. “In itself, there's no real turn-off,” he said. Even in the game genre, I try to be very unbiased. I've seen some pretty interesting ideas…I don't think anyone would have thought of it after seeing it scoping exclusively, but it was very appealing to such a wide audience. But I want to make sure they have a real interest in the players. Incredible monsters and that's what they bring to their game. Your imagination… few teams can do that. “The new gate of Baldur will come. However, it wasn't the giant skull making Gate 3 for Baldur in 2023, and yet the biggest Dungeon & Dragons hit, making developer Larian famous. Hight says the games Asmussen is building are something that can appeal to a wide audience of potential D&D fans. “Baldur's Gate is an incredible game,” Hight said. “And of course, we're trying to do successors. This isn't the successor to that game. We go to Stig and his team, tell an incredible story and bring D&D to a very wide audience. Ideally, the game will appeal to D&D players as it helps to make the imagination come true. And it's really for everyone. Millions of people are playing D&D or were aware of D&D, so we want to perpetuate it for the next 50 years.” It's back to today's edition of today's gaming business shows and newsletters.

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