


I started to play around with level editors to create my own levels and with that, to become the writer of my own environmental stories.Īnno 1800 is in fact the first strategy game I’ve worked on. That enthusiasm allowed me to experience games beyond gaming. Questions like, “is there something hidden behind that mountain?” or “look at that landslide, is there a story why it collapsed?” was probably even the driving factor for me to become a level artist.

Becoming an explorer of the game worlds around me, always on the hunt for hidden secrets and stories, fueled my passion and creative investment in videogames since I was a kid. Playing a game is more than progressing in the campaign or advancing your city. Islands are both the playground to let your creative energy loose and the challenge which stands between your goals, such as expanding your city’s population by just a few thousands citizens. But at one point in any discussion about the series, you will be able to hear players talking about another really important element of the game: the islands themselves. I joined the team here in Mainz roughly a year ago and today, I would like to give you some insights into my job- both what motivates me and how us Level Artists shape the world of Anno, one island at a time.Īt its heart, Anno is about vast cityscapes, ships on high waters or citizens roaming through narrow streets. Hi, my Name is Simon Wolf and I am a Level Artist on Anno 1800.
