Over the next couple of months, we’ll introduce you to some of the talented people who have been supporting Bound as advisors and collaborators. We’re really excited to have the support of some of the most talented creatives in the interactive entertainment industry today. They share our vision of what we believe we can do as a company here at Bound, and we look forward to them bringing their own unique perspectives to creating prose fiction for the modern mobile user.
We are excited to introduce one such person, Chris Avellone! Chris was one of our earliest supporters and we are thrilled to have him on board. If you like Chris’s stuff, you are going to like Bound.
Chris began his career at Black Isle Studios, working on Planescape: Torment, Fallout 2, the Icewind Dale series, Dark Alliance, Knights of the Old Republic II, Neverwinter Nights 2, Mask of the Betrayer, Alpha Protocol, Fallout: New Vegas + DLC: Dead Money, Old World Blues, Lonesome Road, and South Park. His more recent work includes inXile’s Wasteland 2, FTL: Advanced Edition, Pillars of Eternity, and is currently working on inXile’s Torment: Tides of Numenera and with Larian Studios on Divinity: Original Sin II.
Chris was kind enough to share some thoughts on Bound:
“For me, the promise of breaking prose traditions and incorporating additional lore elements (interactive dungeon/city maps, and evolving intel sheets on major cast of characters, for example) made me feel as if Bound is able to bring together a small one or two person team to design an interactive prose “game” of sorts. The more you explore the story and learn more about the lands and characters, the deeper the lore becomes.
The model of prose on most handheld devices is based largely on mimicking traditional paper works, and it feels like only a small part of what a mobile platform can do. What intrigued me about Bound was it allows you to do something more with the story you’re trying to tell and molding the prose to match the technology you’re reading it on. Speaking as someone who usually has a bunch of lore surrounding the story (and sometimes maps), the opportunity to share that naturally with a community of readers is intriguing. So when Matt explained Bound to me, I told him it was a brilliant idea and long overdue.”
We hope we can live up to that!
Oh, and sign up to request access to our Beta at www.getbound.io.