There are so many opportunities to work in gaming all over the world.
Meet Aleksander Grondal from DICE.
What has been your role in developing the newest installment of Battlefield?
I am lucky enough to be the Senior Producer of Battlefield 1, which means I am responsible for the production of the game from A to Z. A job that is extremely exciting, and no day is ever the same.
Can you tell us about some of your biggest inspirations throughout the development?
Creating games is quite the organic process where a lot of thoughts, discussions and influences merge together into something resembling the shape of a game. Then, we mold that shape into what the game is.
However, there are two inspirations that really helped shape the mold for Battlefield 1. The Battlefield community and my team. The dedication and passion both groups of people show has inspired me to keep pushing to make the game the best it can be.
Can you tell us what’s new about Battlefield 1?
There is so much, but let me tell you about some of them!
The first thing you will notice is that the game takes place in a whole new setting. Namely, the Great War. This era allows us as game creators to really create some new and unique experiences that we’ve never been able to do before. Who doesn’t want to ride a horse next to a tank?
Having dynamic elements has always been an important for Battlefield, and the next big element is weather. This means that as you play the weather will change, forcing you to adapt to new weather conditions. So, one tactic that works in full sunlight isn’t necessarily going to be efficient when a thick fog comes rolling in.
On top of that, I want to mention the Behemoths. These are giant player controlled vehicles that you can take into battle. From flying the airship and dominating the skies, to bringing the devastating firepower of an armored train to battle, you can open a world of opportunities.
What’s a memorable experience while developing Battlefield 1?
The first time people outside the studio click “start” is always a special part of game development. You don’t really know how the world will react, so you naturally worry about every little feature. You wake up in the middle of the night thinking, “Did we remember to include that?”
After many restless days and nights of perfecting it, we’re able to show the world what we’ve been building. We’ll then spend as much time as we can reading the feedback we receive from our players. The common denominator? It’s busy!
What was your favorite part about building Battlefield 1?
Being behind the scenes, I think it is working within the team. I know that doesn’t say much, but for me to go to work and create the game alongside these talented people is really quite something. Everything we do and produce is always a team effort, and I believe we are stronger together.
Can you describe your favorite part about working on a new video game in general?
All things aside, there is something very special about sitting down at home and starting a game for the first time, and once it’s finished, there’s always a moment there where you go, “We actually made this!”
What do you like most about EA?
Amongst other perks, there is an openness to everyone’s ideas and thoughts, which is something that I appreciate. That, and the drive to always be better at what we do.
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