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Brilliant Moonlight: A first look at TriLunar's maiden title, Dragonkind
by Tim Law  
Dragonkind Cover Art

Multimedia entertainment is entwining continually to a tighter and tighter nucleus. TriLunar, LLC is sure to be one of the main contributors to this digital evolution when they launch their maiden title, Dragonkind, in 2004.

Dragonkind is a fantasy, action-adventure game that follows the journeys of Grail, a young man with the ability to control the power of dragons. Set in the world of Vermilion, a combination of many fantasy settings with some quirks of its own, Grail will encounter dragon hunters, pirates, snail folk and giant gophers during his quest of self-discovery.

At the helm of TriLunar are three of the most brilliant minds in the industry. CEO Greg Peterson has an extensive background in product management, most notably helping develop Inteplay Productions award-winning Black Isle Studios. President of Product Development Tim Donley similarly comes from Black Isle Studios having worked on a variety of projects including Planescape: Torment and Icewind Dale. As the President of Creative Development, Joe Madureira brings to TriLunar a unique manga inspired art style showcased in the industry's top-selling comic book, Uncanny X-Men, and was recently named one of the top ten most influential comic artists of all time by Wizard Magazine.

Grail and Dessa

But an interesting idea and some accomplished professionals does not make a game.

"Today's video game fan demands great story in addition to great game play," says Peterson. "Our story, game play, and technology will all support one another, so that the final package will take people on a journey of entertainment that remains fresh and engaging all the way through the game finale."

Akadot sat down with Peterson to gain some insight into the minds fueling the next generation of gaming and storytelling.

How did you chose Dragonkind for your launch title?

Dessa

Greg Peterson: Dragonkind is a great launch title. It has all the elements that we are hoping will launch TriLunar successfully. It is a game that has a great visual look and plays to our strengths in art, story and character development. It has great action game play, which will work well for the current console platforms. The technology is not going to be overly complicated or risky, which is a good thing to consider on a new project.

Why are you making a Dragonkind game and not a comic book or animated series, something it could easily become with its touted story depth?

GP: We are a video game developer. I won't say that we won't come out with a book or animated series; it is just not our first consideration.

Video games never seem to expand very far into other markets, perhaps save for action figures. Does TriLunar plan to branch out, especially with your background at PepsiCo, Tim's at Mattel Toys and Joe's at Marvel Comics?

GP: I think the game industry is maturing. The lines are becoming blurred between videos and motion pictures, with movies like Tomb Raider, Final Fantasy, Resident Evil, etcetera, being based on video games. In addition, it is becoming more and more expected for major films to release with accompanying video games; Harry Potter, Lord of the Rings, Spider-Man. Merchandising is another natural extension. But at their core, all of these business concepts depend upon the creation of engaging and lasting intellectual properties. We are focusing on the property development first and foremost. The business franchises will come later.




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