game-director

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  • RIFT announces Christopher Junior as game director

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.05.2014

    The release of RIFT's latest expansion has led to a minor changing of the guard over at Trion Worlds. It's still the same guard, though, just in different positions. A shuffling of the guard, if you will. The game's new executive producer Bill Fisher announced in a letter to the community that Christopher "Archonix" Junior is getting brought up to the director position following the release of Nightmare Tide. Junior, by his own words, has been working with RIFT focusing chiefly on the systems end of design. The game's holiday event is scheduled to live next week, followed by the first major patch since the launch of the expansion. The patch, tentatively titled Storm at Sea, will include a new open-world area, extensions to the existing raiding area, and updates to the Minion systems that were introduced with the expansion. Check out the full letter to the community for another few details and a bit more introduction to the game's new director.

  • God of War: Ascension game director leaves Sony Santa Monica

    by 
    Thomas Schulenberg
    Thomas Schulenberg
    11.03.2013

    God of War: Ascension Game Director Todd Papy's last day at the Sony Santa Monica studios was November 1, the developer announced on Twitter. His tweet notes that he was "extremely honored to have been part of that team" and that he's bound for Germany. When asked if it meant he was finished with game development, Papy stated that he hasn't "quit games." Papy previously worked on God of War and God of War 2, as well as projects with publisher Atari Games such as Rush 2: Extreme Racing USA.

  • Director's letter for Age of Conan talks loot, merges, and dungeons

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.01.2013

    If you've not been happy with loot rewards in Age of Conan, you can take some succor in the fact that the designers aren't happy with them either. The latest director's letter discusses the problem of rewards in the first Dragon's Spine dungeon and explains that the team is trying to create interesting loot without creating a huge power imbalance between new and veteran characters at the cap. While the next few dungeons will fill out the loot sets that have been established, the team is actively working on long-term solutions. Beyond that, the game remains on-track for server merges in the summer, with older unplayed characters moving into "archival" status to make database merges less onerous. The tradeskill revamp and further dungeons are also in the works; Coils of Ubah Khan is nearing launch as the next dungeon. For more details on the updates and discussion of achievements, take a look at the full letter.

  • Diablo III's Jay Wilson steps down as game director

    by 
    Justin Olivetti
    Justin Olivetti
    01.17.2013

    It's hard to imagine working on the same game for seven years, but for Diablo III's Jay Wilson, that was his reality. The game director won't be making it eight, however, as Wilson is stepping down to move to another position in Blizzard. "While it's been one of the most challenging and rewarding periods of my life, I've reached a point creatively where I'm looking forward to working on something new," Wilson wrote in his farewell letter. "The powers that be at Blizzard have been gracious enough to give me that opportunity." Wilson stressed that the ongoing development of Diablo III will "carry forward as normal" and that he'll remain available to the team for consultation and advice. He discusses the creation, launch, and development of the action RPG, ending with a sentimental wave to fans: "You are the most passionate, dedicated group of gamers a designer could hope to have. I wish you all the best, and want to thank you for making this an amazing experience for me."

  • Anarchy Online's director leaves the game

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.18.2012

    Parting is such sweet sorrow, and fans of Anarchy Online are receiving a full dose of that sorrow. Fia Tjernberg, the game's current director, has announced in a forum post that she is leaving her post as director due to the deteriorating health of a family member and the numerous Funcom layoffs. As she puts it, her departure ensures that the existing staff will have less pressure to reduce its numbers, which she feels is better for the health of the game in the long run. Tjernberg stresses that the team behind Anarchy Online has completed or nearly completed a number of wonderful projects that improve the overall game experience, including the graphical revamp, which is slated to be released in the near future. At this time there has been no announcement of who will be the game's next director. This comes in the wake of Tjernberg's previous statements regarding the layoffs and Anarchy Online and last week's announcement that senior content designer Brad McAtee is departing the game. [Thanks to David for the tip!]

  • Playdead's Project 2 uses Unity, may share 'ideas' with Limbo

    by 
    Mike Schramm
    Mike Schramm
    07.30.2012

    Almost everyone knows about Playdead's Limbo, but the followup to that project, so far known only as "Project 2," is still shrouded in secrecy. Project 2, revealed a little while ago in a Danish grant report and listed as a 2014 release, is being developed in Unity, according to game director Arnt Jensen.Limbo was constructed with its own game engine, but using a third-party engine on Project 2 will both save time, says Jensen, and allow them to release the game to "as many people as possible."The screenshot above is the only part of the game seen thus far is above. According to Jensen, the boy may be one of several similarities between Limbo and the new game. "Many ideas were cut" from the first game, "right up until the very end," Jensen says. With Project 2, "we're still working with some of the ideas that didn't make it into Limbo."

  • Hyperspace Beacon: SWTOR's James Ohlen shares the formula behind PvP nerfs

    by 
    Larry Everett
    Larry Everett
    05.15.2012

    When Update 1.2 launched for Star Wars: The Old Republic, most players witnessed some major changes to their classes. In my opinion, these changes weren't game-breaking, but they did require that some players re-evaluate how they played. Some classes were changed so drastically in this patch players claimed they felt as if they were truly playing a completely different class. Major changes like this do not happen without reason, and from my time spent with SWTOR developers, I know that they are passionately interested in making their game the best it can be. So I asked Game Director James Ohlen some questions about these mechanical changes. In true James Ohlen fashion, he was more than happy to answer in intricate detail, and I'm excited to bring you those answers here in the Hyperspace Beacon.

  • Anarchy Online's Colin Cragg steps down as producer and game director

    by 
    Justin Olivetti
    Justin Olivetti
    12.16.2011

    Anarchy Online players know Colin "Means" Cragg quite well at this point, as Cragg has worked at Funcom since 2004 and handled the roles of both producer and game director in recent years. Sadly, Cragg announced that he will be leaving the company at the end of the month to "pursue another challenge" and be closer to his family in Sweden. "When I look at the passion this team and the community has for Anarchy Online it has always made me feel privileged just to get to be a part of it," Cragg wrote in his farewell letter. "It has been an incredible honor to get to spend the last eight years working with Anarchy Online and being a part of the Funcom family." Two Funcom employees will split his former duties. Dave "Ilaliya" Williams, who has worked on both Age of Conan and The Secret World, will take over as producer. Filling the game director shoes is Fia "Lindelu" Tjernberg, a long-time member of the Anarchy Online dev team.

  • Alter-Ego: Only doom in the hall

    by 
    Krystalle Voecks
    Krystalle Voecks
    05.21.2011

    Just after my column went live last week, we saw the Sony Online Entertainment servers start to come back online. Those of us who consider DC Universe Online our MMO home were able to once again get our hero or villain on and meet up with friends we'd been relegated to catching up with on Facebook. (Don't get me wrong, Facebook is fine for what it is, but it can't compare with getting to bash virtual superhero or supervillain heads in alongside your league-mates!) As I mentioned last week, the restoration also came with a nice variety of goodies. With the added outage time tacked onto the 30 days, everyone was awarded 45 days of free play time, which isn't too shabby. I'd also note that the 45 days free applies to all Sony Online Entertainment game accounts you might have -- whether or not they were active at the time of the outage. This offers DC Universe Online players who may have opted to cancel after the first month the perfect chance to log in and check out the content updates that have gone live since launch, without having to spend a dime. The real question is this: What type of future might we see for DCUO in the aftermath of the outages, especially with so many players screaming that they were leaving? Join me behind the break as I look at our first week back on the mean streets.

  • SOE teases The Penguin's appearance in DCUO Update 2

    by 
    Krystalle Voecks
    Krystalle Voecks
    03.09.2011

    Now that the first monthly patch is live in DC Universe Online, it's a good time for the development team to take a moment to reflect on what was good and not so hot in this first update -- as well as let us know what's planned for the next step. Game Director Chris Cao and Art Director Mark Anderson sat down to talk with fans about just that through SOE's Stickam account earlier today and did just that. In next month's update, which is being called Update 2, players will have the chance to face off against The Penguin as the DC Universe Online team continues the gang war storyline that is currently in game. Along with The Penguin are a series of penguin henchmen players will battle, including robot penguins! Two-Face will also show up in game to take part in the ongoing gang war and to become a new Legends character for players to unlock. Knowing SOE, we'll likely see a reveal of more information on Update 2 and The Penguin sometime in the coming weeks. We'll be certain to keep an eye out for any umbrellagrams and bring you news as it develops!

  • Massively exclusive: A chat with DCUO's Chris Cao, part two

    by 
    Krystalle Voecks
    Krystalle Voecks
    01.15.2011

    As promised yesterday, today we have the second portion of our chat with Chris Cao, Game Director for Sony Online Entertainment's newest offering in the MMO space, DC Universe Online. Along with yesterday's talk of powers and future plans, today we get into some of the things players can expect on the near and far horizons. From immediate needs to far-flung plans of the future, this second section should give those interested in DC Universe Online some great food for thought. We'd also be remiss if we didn't note that there are some mild spoilers in the second portion of the interview, which we're going to be sure to note so you can skip that particular response. For now, join us past the break for the second part of our very candid interview with Cao!

  • Age of Conan producer's letter talks new content, possible movie tie-in

    by 
    Jef Reahard
    Jef Reahard
    12.28.2010

    It's the end of the month, and if you're following Age of Conan, you know it's time for the traditional letter from the game director. Funcom's Craig "Silirrion" Morrison obliges us with a lengthy look back at 2010's AoC milestones as well as a glimpse of what's coming in 2011. In addition to continual content rollouts and tweaks of the current 2.1 build (which is set to include two new Pai-Kang 6-man instances, new tier four Jade Citadel raids, a solo daily instance, and two new auto content generation dungeons), Morrison hints at a possible tie-in with the forthcoming Conan motion picture. "Some of the things [on tap for 2011] might just relate to the return of the great barbarian to the silver screen later this year in the form of the new Conan movie. That is something we are very excited about, and means there is great potential over the coming year, with a lot of renewed interest in everything Hyborian," he writes.

  • The Mog Log: Eleventh-hour changing of the guard

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.11.2010

    When I woke up on Friday, I was greeted by a message from Square-Enix, and that alone was enough to make me start wondering what in the world was going on now. As a direct result of that message, the gist of which can be gotten here if you've somehow missed it, I'm going to have to postpone the column I had previously written on Final Fantasy XI and Abyssea. I apologize, but I'm hoping the column will work out like a fine wine and just be better with age. Then again, considering that Final Fantasy XI is sharing the same management bug as Final Fantasy XIV, perhaps not. And yes, wow, that was a big one. Tanaka dethroned, a new development team installed, and a whole lot of uncertainty about what this means for the future of Final Fantasy XIV. It could be a step forward, it could be a step backward, and unfortunately the official statements can be read in a multitude of different ways. Oh, right, and the free trial is being further extended until the development team can confidently outline a plan regarding the game's new direction... but what direction is that actually going to be?

  • The Mog Log: The natives are restless

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.18.2010

    Allow me a little bit of woolgathering. When I started working for Massively, it was October of last year, and Final Fantasy XIV had just been announced as the official title for the game code-named "Rapture" and unofficially codenamed "the sequel to Final Fantasy XI" by everyone else who had seen a single screenshot. About four days after you read this, the game is going to be officially live for players around the world willing to shell out an extra bit of cash for various doodads and a headstart. This is kind of baffling. Objectively, you know that the game is getting close to release, but it's not made real until the release is right at your doorstep. So before I go too far off the deep end and start thinking about things like the franchise having started when I was four, let's move on to the discussions coming out of the impending launch. And really, do come back next week when Final Fantasy XIV comes out, as I'm sure we'll have plenty of things on launch day. (Very sure, in fact.)

  • Tom Chilton explains early WoW class balance (or lack thereof)

    by 
    Michael Sacco
    Michael Sacco
    03.05.2010

    We see a fair amount of pining for "the way things used to be" in this community -- rose-colored hindsight that is, by all accounts, horribly wrong. Maybe you enjoyed the sense of wonder upon going through the game the first time. That's completely understandable. But no one really enjoyed running Molten Core. Or the old honor system. Or the horrible class balance and several patently useless talent trees at launch. Speaking of, I wonder if there's anybody that could shed some light on that last bit. Maybe Tom Chilton, the lead Game Director could, in his latest interview on the five-year anniversary mini-site. As it turns out, Chilton was brought in in early 2004 to work on the PvP portion of the game, but ended up handling a lot more when the honor system was put on hold to handle more pressing concerns, like making gameplay interesting. "From April until the game shipped, the vast majority of my time was spent working on the design for the auction house, the mail system, and implementing the talent trees for every class. I was the only person available to do that -- our other class designer, Kevin Jordan, was mainly focused on ensuring that all of the classes had spells and abilities up to level 60, and managing the flow of when you'd get which ability. Kevin and I, and Rob Pardo, and Mike Heiberg from the StarCraft team, all worked on that part of the game. It was exciting, but it was weird -- my experience with some of the classes was making a character of that class on an internal server, playing it up to level 10 to get a feel for how the class played, and starting to make 60 levels worth of talents. A lot of my early experience was trying to get familiar with every class." Kind of explains a lot, doesn't it? Like Lacerate, for example. People who complain about balance nowadays really have no idea how bad it used to be, or how much Blizzard's process for fixing it has improved. Chilton goes into more detail about WoW's early development in his full interview on the Battlecry site.

  • January Age of Conan director letter details the road ahead

    by 
    Krystalle Voecks
    Krystalle Voecks
    01.30.2010

    While the January edition of the Age of Conan Game Director letter isn't the flashiest one we've ever seen, it is an excellent road-map of just what the team over at Funcom have in their sights for the next little while. They've been giving us tons of tasty Rise of the Godslayer news outside of the Director updates, so we certainly won't complain! This month, Age of Conan's Game Director, Craig Morrison, sits down to tell us just what the team has in mind for the future of Hyboria. Patch 1.06 will be coming to the live servers shortly, bringing with it the Guild Renown system, tier three raiding, and a major revamp for the Assassin class. As for Godslayer, he says that more players have been invited into the beta and the feedback has thus far been great. There's also a good chunk of information on what they're planning for long-term PvP improvements for those who can't wait to bash Hyborian brains in. In all, it sounds like Craig and the team have some excellent things in motion for the future of Age of Conan, so be sure to pop over and check it out. Having fun in Conan's homeland? Make sure to check out all of our previous Age of Conan coverage, and stick with Massively for more news from the Hyborian Age!

  • November letter from Age of Conan's director released

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.01.2009

    As the end of the year approaches, Age of Conan has been quietly but steadily progressing through development and improving its engine and gameplay. It's certainly improved compared to its state at launch, and with its first expansion on the way the game has a promising future ahead of it. The end of November saw the release of a letter from the game director, Craig Morrison, addressing the game's upcoming Korean launch as well as the incoming changes in the near future. The biggest bits of news are the statement that 1.06, the game's next patch, is planned to begin rounds on the live test servers this week. 1.06 will also be seeing a few adjustments to the balance of force between casters and melee, one of the more contentious issues in the game. Crowd control will see a severe reduction in range and efficiency, with the letter explaining that the intent of the abiliies is to give casters a panic or escape button rather than allowing them to effectively pin targets at range. They're also denying casters the option of stamina potions to avoid making them too durable. Age of Conan's casters are probably unhappy about the news, but the letter itself has more to say, so it's likely in every player's best interest to take a closer look.

  • Craig Morrison's latest AoC letter discusses guild features in Update 6

    by 
    William Dobson
    William Dobson
    07.24.2009

    As July is coming to a close, Age of Conan's game director Craig Morrison has weighed in with his letter to the community for the month. The biggest discussion point this time around is a new 'Guild Renown' system that will be introduced with the next major content patch, Update 6. This system will allow members of a guild to contribute to its reputation on two separate scales. A guild's Renown Level will be increased by members earning Valor points (from PvE activities like questing and killing NPCs), Glory points (PvP) and Artisan points (crafting). Higher Renown Levels will mean access to better guild city vendors and other bonuses -- even a brand new building type that Morrison does not elaborate on in this letter.

  • Age of Conan's Update 5 goes live, game director hints at future improvements

    by 
    James Egan
    James Egan
    06.24.2009

    The fifth major update to Age of Conan,"Gangs of Tarantia", has gone live. The update adds the Tarantia Commons District, a high level area with both single player and group dungeons, as well as a revamped RPG system. There are substantial system changes that have gone into effect in Update 5, which impact every class in Age of Conan, covering everything from itemization changes to feat trees, as well as abilities, spells, and combos. Plus Funcom has rolled out a complete overhaul of the gem crafting system and introduced new rewards tied in with guild cities. Any in-depth look at the sweeping changes made to Age of Conan with Update 5 is beyond the scope of this post, but are summarized in the patch notes. In the June letter from the game director, Craig Morrison explains how Gangs of Tarantia is the most significant update made to the game thus far. Morrison also drops some hints about the directions Funcom plans to take Age of Conan with future game updates. He writes that the next update to Age of Conan will focus on three main areas: improving guild gameplay; new high level content in the House of Crom; and more goals and objectives with Border Kingdom PvP. Beyond the letter from the game director, Funcom has grouped together a ton of information related to Gangs of Tarantia and AoC in general, which can be found in Issue #23 of the Age of Conan newsletter.

  • Age of Conan's letter from the game director for May explains Update 1.05

    by 
    James Egan
    James Egan
    05.18.2009

    Craig "Silirrion" Morrison, game director for Age of Conan, has posted a May letter (on the European forums) to the playerbase that reflects on the year since the game's launch, a year full of ups and downs. Beyond explaining a bit about how he came to work on Age of Conan and his enthusiasm for the game moving forward, the Letter from the Game Director drops info about Update 1.05. Morrison briefly touches on some of the highlights of the update, namely the large outdoor playfield and its quests and storyline, a new RPG system, and updates for all classes in terms of abilities, spells, and feats. Morrison opts to steer away from these big changes in his letter, which are likely to get more attention in the long run, and looks at some of the smaller changes to Age of Conan that are on the way.