It was one of my most challenging periods as a writer. I was, and still am, grateful for the chance it gave me to tackle something really big. It was epic in scope but I still found the games format too limiting for my personal visions and such large teams unwieldy when uncoordinated. I became wearied seeing all the lovingly crafted material serving, what seemed to me at the time, merely gratuitous game play situations along the lines of, “Hey, where can our cool antagonists kill something next?” Of course, that’s the working premise behind a lot of gaming, which is OK…I guess. But even back then I fretted at the restrictions.

Q- After the game was released it came in for a lot of criticism because of technical bugs etc. Do you feel its release/development could have been handled better? (although subsequently it is the subject of much fan activity).

A- Yes, the technical bugs, and some other factors, killed AOD and I really expected my efforts on the triple AAA status game to go unrecognised as it sank, leaving three years work buried in obscurity, lost like a forgotten artefact. Did I dream then that some future archaeologist would unearth and attempt to make sense of what was lying concealed within the layers of the Nephilim’s Dream Of Resurrection? No.

I felt miserable for all of us on the team, especially those of us who had been there at the inception and were still around. We had worked so hard. Fortunately for me, some degree of recognition has surfaced before I became a forgotten artefact myself. It’s a real thrill to get such enthusiastic response from fans. Many of my favourite ideas survived in the released game and hopefully will encourage hopefuls everywhere to get their own passions out there in the big brutal world, whether as stories, comics, artwork or games. Everyone should kick up a storm.

Fans are what drive any visionary project and they are usually the ones most able to grasp what a musician, writer, performer or illustrator is trying to share. It’s great that fans are intrigued by the hidden references and levels of arcana that I worked into the fabric of the, sadly, truncated AOD saga. Would I ever revisit the Tomb Raider universe…?…naw! I don’t think so. Not unless the conditions were made especially attractive. A Kurtis game on the other hand…hm…aw, forget it! As it is I have far too many new characters and worlds of my own that I want to explore, without dusting off stuff that’s already been flogged beyond exhaustion.

I’m brimming with ideas for books, films, graphic novels, radio plays and, yes – games. Some have been sitting in drawers for over 18 years, complete and awaiting the chance to breathe. Some have been aired and are currently gathering interest. Some are already rolled out and gathering momentum. So it’s a busy time for me. I do look back, but not too often.

Q- What have you been working on since AOD?

A- About six years ago I began collating some of the mass of ideas I had been gathering and working on for ages. Under the influence of several formative experiences I won’t go into here it evolved into The Shadow Histories, a new legend in six volumes. I wrote a first draught of the first two novels in eleven months and am currently working on the third volume.