Astroneer steam geyser
This was probably like three years ago now. It was Adam who created the first spark that would ignite to become Astroneer as we know it today. “It started as an art project that I wanted to do, but it wasn’t low-poly like it is now it was extremely high-poly and as realistic as I could make it look,” He explained, “I was doing this in my spare time, and I was trying to build this habitat for this idea of a character I had who was sent off on an infinitely distant planet, where they would eventually die there, but they were there for a purpose that would benefit everybody back on earth. These guys aren’t really my partners or my coworkers, they’re my friends.” And in the case of System Era, these are guys that are now my friends, whereas at a big company you’re not going to get a chance to be friends with everybody. Working full-time as an independent studio is a new kind of challenge for System Era, and it has bred a special kind of camaraderie. “You don’t report to anyone else, right, so you sort of make your own schedule and come up with your own tasks,” He explained, “When you do work with other people, you’re working with people who are kind of in the same boat-we all have very similar challenges.
#ASTRONEER STEAM GEYSER FULL#
We’ve been working on Astroneer for about two years now in our spare time, and now we’re all going to be full time on it.” He lives across the country on the West Coast, and I live on the East Coast, and we had wanted to work together for a while on various projects throughout the years… And well, I was working on a personal art project – I made this little space guy – and I was sort of showing it to him, and we started kind of riffing on this, like is there a possibility of a game in here? Long story short, it ended up being an idea that we really liked, and then he approached two friends of his that also worked in games, and the four of us started a company and the rest is history. Only recently has the team begun to plow full-steam ahead.“There are four of us that are owners of the company,” he explained, “Paul Pepera and I – He’s one of the cofounders as well – and he and I are best friends that we met working in video games. System Era existed at first as a side project for Adam and his co-founders. Well, I can’t say what I actually worked on last at Ubisoft, but prior to that was Splinter Cell, and I also worked on Rainbow Six.” The last game I worked on was Assassin’s Creed Unity as an art lead. I’m actually an Assistant Art Director right now at Ubisoft. “You’re surrounded by talent everywhere,” he said of his time in AAA, “It’s really easy to problem-solve, and the challenges are really interesting. SYSTEM ERA SOFTWORKSĪdam started off as a self-taught 3D artist, but worked in the big leagues for quite some time. “I worked at Relic Entertainment for a few years,” he recounted, “Where I worked on Space Marine, and Dawn of War 2, and previous to that was a company that’s not around anymore called Threewave Software, where we handled a bunch of outsourcing for games like Wolfenstein and Ghostbusters, and Army of Two.” This fledgling studio recently burst into the limelight with a viral trailer of their first title: a charming space exploration sandbox game called Astroneer.
We recently spoke to Adam Bromell, co-founder of System Era Softworks.