As part of Project Crossover, this wiki is scheduled to be archived in favor of the Fandom equivalent. If you object to this wiki being archived, please say why on the community portal discussion page. If there are no objections by August 9, 2020, this wiki will be archived.

Amy Hennig

From Legacy of Kain Wiki
Jump to: navigation, search
Amy Hennig's Twitter profile photograph.

Amy Hennig worked for Crystal Dynamics, and directed the Legacy of Kain series from Legacy of Kain: Soul Reaver to Legacy of Kain: Defiance. Initially, she was credited as the design manager on Blood Omen: Legacy of Kain. She was credited as the director and producer, and for the original game concept and script, on Soul Reaver. For Soul Reaver 2 and Defiance, she was credited for direction, story, and dialogue.

Hennig created the proposal for Shifter (the concept which would become Soul Reaver), and the character of Raziel, alongside Seth Carus and Arnold Ayala. Her tenure of creative control on the series lasted from 1997 to 2003, and she is consequently recognized as a major contributor to its overarching design and mythology. Hennig frequently represented the Crystal Dynamics team in interviews and fan questionnaires during those years. Reflecting on her leadership, series art director Daniel Cabuco described her as "an amazing director ... brilliant in so many ways",[DCab-DCab2012] while Blood Omen 2 and Defiance writer Carol Wolf regarded her as "the creator, conceiver and great storyteller of the Legacy of Kain series, in all its iterations".[TAD-CarolWolf]

Before the release of Defiance, Hennig departed Crystal Dynamics to join Naughty Dog, where she directed Jak 3 and the Uncharted series. Responsibility for Legacy of Kain was passed on to the trio of Jennifer Fernández, Richard Lemarchand, and Kyle Mannerberg.

Profile[edit | edit source]

"There are a lot of games out there that are superficially beautiful but have no depth--they're all surface and no heart. My greatest hope is that we have provided an immersive, thoughtful, complex experience that respects the player's intelligence. To my mind, games are as legitimate a medium as film, television, or literature. We sell ourselves and our audience short if we write our own medium off as nothing more than a trivial diversion."
―Amy Hennig, GameSpot, 2001[src]

Notes[edit | edit source]

See also[edit | edit source]

References[edit | edit source]