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  • Warlords of Draenor interview with Senior Game Producer Ray Cobo

    by 
    Olivia Grace
    Olivia Grace
    11.12.2013

    Over the hectic BlizzCon weekend, I had the pleasure of sitting down with World of Warcraft Senior Game Producer Ray Cobo. Ray oversees various aspects of game design, with a specific focus on the art and design elements of WoW. WoW Insider: So, the character models we've seen so far look amazing, the dwarves, gnomes, the orcs and draenei, what else are we expecting to see at the launch of the expansion? Ray Cobo: Well, we're also going to have gnomes, we're also going to have undead, I think we're working on everything we can up to launch. Our hope is to be able to get them all out at the same time, and that includes trolls, that includes draenei. But it comes down to, you know, we only have so many hands in the fire, so we will just have to see what we can do. So are you able to say anything about the ones that are furthest from completion? The ones that we're least likely to see at launch? Well, of course the ones that we've seen at the con are the ones that are furthest along, we feel they're kind of representative of the kind of direction we want to go there, and we feel really good about them as a set.

  • Mists of Pandaria: Ray Cobo interview

    by 
    Mathew McCurley
    Mathew McCurley
    03.19.2012

    Ray Cobo, one of WoW's senior producers, sat down with us at the Mists of Pandaria press event to discuss the development process, new game features, and more. Check out how an expansion like MoP gets made quickly! WoW Insider: Mists of Pandaria, from everything we've seen, is on an accelerated time table. How do you, as a producer, make sure the process is going forward? Ray Cobo: We 've learned a lot over the years about how to make expansions and how the game development of WoW has kind of evolved over the years, and so with each expansion, we get better at what we do. Our tools get better, our muscle memory from the team gets better in terms of how to make stuff. We have such a huge library of things now that we've built and content that we've made that we can actually pull from and figure out how to make that better or how to not do that again kind of thing and learn from those pitfalls or successes and try to get more efficient every time. I think that's something the team has done for this one specifically is that each time it seems to get a little bit faster and get a little bit easier to some degree. There are still a lot of challenges in terms of curve balls that you get halfway through -- like in this one, it was recently decided to have two more zones. So it's like, OK, well, didn't have that in the plan but we'll figure out how to kinda get that in. Everyone on the production side and definitely on the dev team is very committed to make sure the content is great, so we want to make sure we give the devs time to iterate and explore and try to figure out what's going to make this game great and going to make the expansion great, because that's a core philosophy at Blizzard.

  • Mists of Pandaria: Press tour interviews from around the web

    by 
    Anne Stickney
    Anne Stickney
    03.19.2012

    Not only is there a ton of information about the next expansion's features floating around, there are plenty of interviews with the minds behind the expansion as well. All of the fan sites got their own chance to ask developers questions about Mists, so each interview has different information. Check out these links to other developer interviews from around the web. Wowhead interviewed Lead Content Designer Cory Stockton about professions in Pandaria, bind on account pets, titles and mounts, transmogrification, and more. Wowhead also quizzed Lead Game Designer Tom Chilton about monks, questing, dailies, updating old world instances, and the player community.