demetrius-comes

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  • Turbine hires Rolston, game industry veterans for high-level positions

    by 
    Jef Reahard
    Jef Reahard
    10.19.2012

    Turbine wants you to know that it has hired a smattering of industry veterans to complement its existing Boston-based development team. Notables include former Elder Scrolls and Kingdoms of Amalur lead Ken Rolston, who steps into Turbine's Director of Design role. Mortal Kombat veteran Alan Villani is Turbine's new VP of Technology and responsible for driving "online engagement and monetization." Former Zynga manager Jai Singh has signed on to oversee Turbine's "online operations hosting and computing infrastructure, technical support, and network operations." Finally, Demetrius Comes, formerly of Petroglyph, is now Turbine's Executive Director of Engineering. [Source: Turbine press release]

  • Turbine hires Ken Rolston as new director of design, makes other staffing additions

    by 
    Jordan Mallory
    Jordan Mallory
    10.19.2012

    Ken Rolston of Morrowind, Oblivion and Kingdoms of Amalur: Reckoning fame is now the director of design at Turbine, the company announced this morning. Rolston's responsibilities will include leading "the vision and the implementation of all aspects of game design for Turbine."Rolston is joined by three others in the announcement: Alan Villani, formerly of Mortal Kombat dev NetherRealm Studios, is now Turbine's vice president of technology and "will be responsible for [the] digital technology platform that helps drive online engagement and monetization."Zynga alumni Jai Singh joins as the executive director of technical operations, in charge of Turbine's technical infrastructure and network operations, while ex-Petroglyph Games member Demetrius Comes fills the role of executive director of engineering, where he will oversee "all engineering functions for the studio's project development team."

  • Video interview reveals Stargate Worlds stealth mechanics

    by 
    James Egan
    James Egan
    08.14.2008

    Jon Wood at MMORPG.com is on a serious roll with Stargate Worlds video interviews. His latest is with Demetrius Comes, VP of Technology at Cheyenne Mountain Entertainment, on the Stargate Worlds stealth system. The system will be based off of combinations of abilities and gear, creating regenerating stealth points that are resisted with reveal points. Comes acknowledges that stealth play will not be a universal option for all players, and will be limited to the commando class.Comes also reveals more of the game mechanics of stealth play, particularly the dynamic between a character's stealth rating and the reveal rating inherent to NPCs and player characters. The interview is brief, but hints at what fans of cloaky-sneaky gameplay will get in Stargate Worlds.

  • Massively visits Stargate Worlds: The interview, part 3

    by 
    Samuel Axon
    Samuel Axon
    07.10.2008

    In part three of our interview with Cheyenne Mountain's studio head Dan Elggren, creative director Chris Klug, art director Howard Lyon, VP of technology Demetrius Comes, and senior marketing manager Kevin Balentine, we discuss endgame content and go into great detail about the graphics and combat.

  • Massively visits Stargate Worlds: The interview

    by 
    Samuel Axon
    Samuel Axon
    07.10.2008

    During our visit to Cheyenne Mountain Entertainment's Arizona studio, we got to sit down with five of the top minds on the Stargate Worlds team -- studio head Dan Elggren, creative director Chris Klug, art director Howard Lyon, VP of technology Demetrius Comes, and senior marketing manager Kevin Balentine. This exclusive, in-depth, and conversational interview is overflowing with information about everything in the game, including TV series tie-ins and cameos, episodic content, combat, graphics, mini-games, and much, much more. This meaty interview is an essential read for any Stargate or MMO fan. We've split it up into four parts for easy reading. Enjoy!%Gallery-27249%

  • Massively visits Stargate Worlds: The interview, part 4

    by 
    Samuel Axon
    Samuel Axon
    07.10.2008

    In part four of our interview with Cheyenne Mountain's studio head Dan Elggren, creative director Chris Klug, art director Howard Lyon, VP of technology Demetrius Comes, and senior marketing manager Kevin Balentine, Lyon describes the philosophy behind the game's artistic style, and we learn more about the company's plan for launch and post-live content.

  • Massively visits Stargate Worlds: The interview, part 2

    by 
    Samuel Axon
    Samuel Axon
    07.10.2008

    Our part two of our interview with Cheyenne Mountain's studio head Dan Elggren, creative director Chris Klug, art director Howard Lyon, VP of technology Demetrius Comes, and senior marketing manager Kevin Balentine, we talk about the team's plans to reach out to Stargate fans with little gaming experience and we learn about the classic Stargate characters and lore we'll see in the game.

  • April Fools' in Stargate Worlds

    by 
    Eli Shayotovich
    Eli Shayotovich
    04.01.2008

    view original : close The dev team for Stargate Worlds has decided to change the direction of the in-game armor. Apparently, this decision was based on how much everyone loved the human body armor seen in the SGW trailer. Due to that overwhelming love fest... all races will now have the same exact armor. SGW Creative Director Chris Klug is ecstatic about the decision: "We'll have a lot more time to work on other ideas, such as Asgard golf." Oh fun... golf. Technical Director Demetrius Comes said, "It's going to so be much easier to code now that we will have only one kind of armor for all player characters." Senior Marketing Manager Kevin Balentine chimed in with: "I don't think it's necessary to distinguish the different races by different armor sets." It seems there are other ways to distinguish species on the battlefield. In fact, they're painting the bad guys red and the good guys blue (see the above pic). Balentine, obviously stuck far too long with only his marketing companion cube as company, doesn't think that's ever been tried before. Nope... not ever.

  • Getting technical with a Stargate

    by 
    Eli Shayotovich
    Eli Shayotovich
    03.27.2008

    Stargate Worlds' Technology Director, Demetrius Comes, recently got technobabbley about what goes on behind the curtain of their upcoming sci-fi epic.SGW uses Epic's Unreal 3 engine under the hood for the graphical shock and awe. Big World technologies powers the servers, but did you know that neither engine is exactly what they needed? As Comes put it, they rolled their own glue to get the two engines to work together. But there's a third component - a powerful content creation tool - they call "SpecSuite." It's used to create spawns, enter the data for the AI, create items, mobs, loot tables, etc.