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Pillars of War - Creating March of Giants

Creative Director Xavier Marquis with March of Giants logo

We're Amazon Games Montreal, a studio founded five years ago by Creative Director Xavier Marquis and built from the ground up to make March of Giants, our take on the MOBA genre.

From day one, we assembled a team of developers who live and breathe multiplayer, with a deliberate mix of backgrounds: some deeply steeped in MOBAs, others less so, to challenge assumptions. Amazon Games backed our vision for creating a MOBA early with trust, creative freedom, and a shared appetite for long-term, player-first development.

Click here to watch Xavier discuss the team's vision and the pillars guiding March of Giants

Creative Vision

For Xavier, following a successful competitive shooter with a MOBA was a natural progression and a major goal as a developer. The vision was to tackle an extremely ambitious, fresh challenge with a new IP. MOBAs, at their best, are great to play, watch, and argue about — they invite competition. We wanted to take this experience and elevate it in a way that introduces new depth to the genre while still being approachable to players.

We looked for a historical moment that maps to a MOBA’s core story: deep strategy, advancing waves, and well-defined objectives. We landed on the motifs of World War I — with its trenches, shifting front lines, and evolving terrain. That language makes match goals intuitive from a player’s perspective, with front lines to hold, reinforce, and capture on a dynamic battlefield shaped by conflict. It shifts the tone from classic heroic fantasy to something more grounded, focused on industrial-era technology like artillery and gunpowder.

But this World War I inspiration is a tool to lay the groundwork for the game, not a design endpoint. To give players a role above the chaos of war, we created the Giants: characters that tower over rank-and-file units and dominate the battlefield. Born from the in-universe need to create a new super soldier, the Giants introduce an element of magic and fairy-tale to take us beyond the heavier tones of World War I. They provide a visual anchor in moment-to-moment gameplay and give players a clear identity in a chaotic war story.

We envisioned Giants as commanders on the battlefield, and we looked for a way to merge this concept with the hero-centric perspective that makes MOBAs so compelling. This was the spark that led to the Soldiers: thousands of units for your Giant to guide on the battlefield, building pressure, and taking objectives.

From there, we wanted to make the map itself more interactive. We looked to evolve the largely static arenas of MOBAs into a more dynamic battlefield in March of Giants. That led to the creation of Battleworks: structures and units that can be deployed anywhere to reshape both combat and the battlefield itself.

What Closed Alpha Means to Us

Closed Alpha is our first public step on the long road of developing March of Giants, and we’re encouraging players to talk about their experiences. To us, PvP games are a conversation; it’s important to both share and listen. We can test forever in the studio, but nothing replaces real players engaging with the game. When we sat down to define our ultimate goal for the Closed Alpha, we kept coming back to a simple ambition: exist. In a space this competitive, existence is earned by how players respond, not by what we say.

Now comes the moment that matters most - the Closed Alpha is our first chance to connect with you, the players. Share your feedback and help us shape the future of March of Giants! Our ambition has always been to evolve the MOBA genre with new depth and fresh ideas, and this Closed Alpha is the first step in seeing how that vision resonates.

-Amazon Games Montreal

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