design-process

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  • WildStar's Stephan Frost on creating content and keeping within deadlines

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.28.2014

    Developing an MMO is not an easy process. We know that intellectually, but most of us have not actually built a game ourselves, so we don't know exactly how or why it's not difficult. Design producer Stephan Frost recently penned an article taking a look at the process of design in WildStar, highlighting both common elements to MMO production and some of the ways that Carbine Studios does things a little bit differently. Frost explains that the key to producing an MMO is understanding that it's really more like producing several different games layered on top of one another. He goes on to explain how all content is designed according to a master roadmap, allowing space for individual designers to put their distinct touches on things while still working within an overall vision. If this sort of thing interests you, by all means, take a look at the full article for a deeper look at how these games come to life.

  • Samsung reveals the design story highlights for the Galaxy S III

    by 
    James Trew
    James Trew
    08.24.2012

    Samsung was very keen to let us know that its latest flagship phone was designed for humans. Now, the latest in the revealing series from the firm gives a little more insight into how the team went about that. For example, product designer Hangil Song explains how the rounded edges were inspired by pebbles in a stream, while sound engineer Joongsam Yun describes how they wanted to make the phone sound like a stroll in the forest. So, next time you're barging your way down Mainstreet with four ounces of synthetic material blaring out Carly Rae Jepsen, remember, you're doing it wrong.

  • New ArenaNet dev diary outlines the making of the Battle of Kyhlo

    by 
    Matt Daniel
    Matt Daniel
    08.18.2011

    ArenaNet's last Guild Wars 2 blog post explained the ins and outs of the Battle of Kyhlo PvP map, which will be playable later this month at PAX Prime. The team is now following up on that with a new blog post that outlines what went into the creation of the capture point-based battlefield. The post notes that "collaboration and iteration are the keys to making good games," so with that in mind, we get to hear from a veritable legion of ArenaNet devs, each reporting on his or her role in the creation of the map. We hear from Jeff Grubb on the lore of the arena, we hear from Egan Hirvela on the process of map design, and Habib Loew tells us how the programmers make it work. Then it's up to designer Nick Mhley and his designers to say things like, "You know what's cool? When you shoot the [trebuchet] and blow stuff up. But you know what would be cooler? Blowing up even more stuff!" Outstanding. Then Peter Fries, Scott McGough, and the rest of GW2's writers whip up some dialogue for the announcer and oversee the recording of the lines. Lastly, it falls to Shen-Ming Spurgeon, Mclaine Diemer, Tirzah Bauer, Chuck Knigge, and the rest of the team's visual and audio artists to bring the area to life with their super-artistic magics, followed by Tyler Bearce and the other folks in QA to make sure it works as intended. Phew, what a crowd! At any rate, for the full, uncensored details on the process involved in bringing a map such as the Battle of Kyhlo to life, head on over to the ArenaNet blog.