原创 An Inside Look At wow power leveling

2009-12-7 16:26 1929 2 2 分类: 工程师职场
An Inside Look At wow power leveling
Thursday morning's GDC Austin keynote was met with a large crowd as Blizzard Entertainment's J. Allen Brack and Frank Pearce took the stage to offer a detailed look into the inner workings of the genre-dominating World of Warcraft. Introduced by BioWare's Rich Vogel, the two men completed a three-part series run by GDCA on the inner workings of the gaming powerhouse. Vogel introduced the two with word that they'd be focusing on the company's operations, and Brack began by separating the "universe" of World of Warcraft (its design, production, and implementation) from the in-game universe of barbarian shamanism and magical power. He admitted that the company tends to hold things fairly close to the vest, but today their intent was to share some of the 'behind the scenes' elements rarely considered by company outsiders. World of Warcraft was launched on a foundation of 10 years of Warcraft RTS games. Brack noted the first appearance of the yellow exclamation point in the Warcraft III title, and the RPG-focused elements of the Orc Campaign in the Frozen Throne expansion. The World of Warcraft team, which split from Warcraft III, was actually working on a squad-based RPG called Nomad prior to their shift in focus. The game featured haunting alien imagery, but it was something that they ultimately couldn't find a voice for. After months of pre-production struggle, they set aside Nomad and began work on WoW; "What would we do if we wanted to start a project today?" was the question they asked. The answer: an MMO. Management, Programming, Art, and Production A HERDSMAN wow power level tending aion power leveling his World of Warcraft Gold flock in a forest lost wow power leveling a Bull-calf from the fold. After a long and fruitless search, he made a vow that, if he could only discover the thief who had stolen the Calf, he would wow power leveling offer a lamb in sacrifice to Hermes, Pan, and the Guardian Deities of the forest. Not long afterwards, as he ascended a small hillock, he saw at its foot a Lion wow power leveling feeding on the Calf. Terrified at the sight, he lifted his eyes and his hands to heaven, and said: "Just now I vowed to offer a lamb to the aion gold Guardian Deities of the forest if I could only find out who had robbed me; but now that I have discovered wow power leveling the thief, I would willingly add a full-grown Bull to the Calf I have lost, if I may only secure my own escape from him in safety." A FARMER placed nets on his newly-sown plowlands yyqiang091207 and caught a number of Cranes, which came to pick up his seed. With them he trapped a Stork that had fractured his leg in the net and was aion power leveling earnestly beseeching the Farmer to spare his life. "Pray save me, Master," he said, "and let me go free this once. My broken limb should excite your pity. Besides, I am no Crane, I am a Stork, a bird of excellent character; and see how I love and slave for my father and mother. Look too, at my feathers-- they are not the least like those of a Crane." The Farmer laughed aloud and said, "It may be all as you say, I only know this: I have taken you with these robbers, the Cranes, and you must die in their company." Birds of a feather flock together. Within the World of Warcraft team, there are some 30 department leads. There are three tiers of management, with France Pierce (Executive Producer) on top. Production Director Brack and Game Director Tom Chilton are below him, and below those two men are arrayed 8 lower-level managers. Brack notes that they try to structure the teams around the people, and not the other way around. They feel strongly that employee strengths should dictate organizational structure, and as a result all reporting structures within the company vary by team. Each team on the game aims to be made up of 5-8 people. They break that regularly, Brack admits, but that is the goal. The programming department currently consists of 32 people, and envelopes systems, tools, gameplay, server technologies, and UI. Brack singled out the tools team as a critical component of this group. They make tools not only for the developers, but for customer service as well. Blizzard has an expectation of a long life for World of Warcraft, and so they see these tools as products to be fully-supported in-house. These tools go through their own proofing process, with certification dictated within the company. Their UI team is a cross-disciplinary team with artists, LUA programmers, and C++ developers all collaborating on the game's front end. In all, the programming team is responsible for some 5.5 million lines of code. The art department is currently sitting at 51 people. Technical artists, character artists, environmental artists, dungeon artists, prop artists, animators, and concept artists are all lumped into this group. The prop team Brack calls out as a new group, a team dedicated entirely to creating wheels of cheese, torches, and other accoutrements to make a place within the game world feel 'alive'. Overall the art department is responsible for some 1.5 million assets.




====================================================================================
Related Article:
wow power leveling
wow power leveling
wow power leveling
wow power leveling
wow power leveling

PARTNER CONTENT

文章评论0条评论)

登录后参与讨论
我要评论
0
2
关闭 站长推荐上一条 /4 下一条