From BioWare to Beamdog and Now MythForce with Co-founder Trent Oster

You can read more about it here:

  • Trent Oster and the team from Aspyr talk to Beamdog Cofounder Trent Oster.
  • MythForce is an upcoming roguelike adventure game with a classic “Saturday Morning Cartoon” cartoon aesthetic.
  • MythForceS and Xbox 360 will be available this autumn.|S.

The Saturday morning cartoons have returned!

Deep in the land of Eldryth, a kingdom of magic and power, there’s more that lies in wait than simple quests for our brave heroes. A vampire with a blackest of hearts calls on his sorceress Hexstar to prepare the dead army for war beyond the ruins of the old castle in the forest. Who will face this peril? Who will claim victory over their foes… through the power of teamwork?

Mythforce Screenshot

As you might have seen in today’s IGN x [email protected]S, and Windows 10.|S. Based on beloved Saturday Morning Cartoons MythForceThis new adventure combines swords, sorcery and gripping first person combat.

Trent Oster is the co-founder and CEO of BioWare. Here’s what he had to say:


Your work has inspired you in what way? Baldur’s GateThe following are some examples of how to get started: Neverwinter NightsYou have applied to MythForce?

The work we’ve done before was an important source of inspiration. Some of the major inspiration came from the differing roles of the character classes in our legacy D&D games. Rogue characters play very differently than Mage or Fighter. The In MythForceIt is true that Rico’s character acts like a rogue. Rico hits hard-hitting targets while escaping. Maggie is a mage, with high damage but little defense. Victoria is a strong fighter who controls the pace of battle with her shield. Hawkins, on the other hand, has a range of abilities that are similar to those of a Ranger.

Mythforce Screenshot

What are some of your favorite roguelikes? MythForce?

Our inspiration came from all the classic roguelikes, such as Nethack, to understand the roots of the genreThe following are some examples of how to get started: see how much of the “rogue” in roguelike we wanted to adopt, to more recent games like Hades and Darkest Dungeon, with how they managed to successfully incorporate narrative and a linear story into a genre that’s famously story-light. This integration was key to us because it was crucial for our origins.

The team also took inspiration from other multi-player co-op games like Barony, Deep Rock Galactic, The Risk of Rain 2.Gunfire RebornEach of these games was analyzed for their approach to scaling multiplayer experiences, where the player can enter a dungeon with any number of other players. Our analysis focused on how each game approached the cooperative gameplay and how it scaled difficulty when there were more characters in the field. How they dealt with player characters synergies as well as how different or unique each character was, affected gameplay in every game.

Mythforce Screenshot

Roguelikes are great for their depth and replay value. Our development team is made up of a large number of roguelike enthusiasts or people who have embraced this genre.

The Shaders in MythForceIt looks like these cartoons were made by Saturday Morning fans. What is the style of art in MythForce

This art form is a style. MythForce is a High Octane ‘80s Cartoon Homage that aims to feel as authentic as possible while still being an enjoyable 3D first-person experience. Both Luke, MythForce’s project director, and Eric, our art director, are huge fans of the classic cartoons of the era.

Mythforce Screenshot

After watching hours of cartoons from the past, we studied the styles and limitations the style had. We even examined original animation cels. We were lucky enough that Eric was able to call in the support of a mentor with experience from that era, who impressed upon us the techniques, approaches, and shortcuts that were common to cartoons of that time, from flat-shaded colors on all animated elements, down to the visual separation of the characters from the environments, and the critical importance of detail management, subtle line work, and where you would and wouldn’t use shading.

Mythforce Screenshot

We dug into what gives an 80’s cartoon the recognizable visual style and we developed interactive shader techniques to pull it off in real time. We spent a good chunk of time and effort on this and we’re happy with the outcome.


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