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  • Al Rivera discusses his role in Star Trek Online on Reddit

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.16.2015

    Who is Captain Geko? It was a fairly innocent question posed on Reddit earlier in the week by a user who happened to group with someone using that name in Star Trek Online. The answer is that it's the usual screen name of lead designer Al Rivera, who took the opportunity to respond to the question with a larger discussion of what makes the game what it is and how the game's microtransaction model is set up. Rivera discusses his experience with the franchise and being a longtime fan from the age of 10, as well as the fact that the game's microtransactions are decided upon chiefly based on what will keep the lights on and keep the game fundamentally free-to-play. While he states clearly that not every decision comes down to him, at the end of the day he's proud of what the team has accomplished and the state of the game. If you want a look behind the curtain at one of the people in charge of Star Trek Online, take the time to read Rivera's full answer. [Thanks to Lootcritter for the tip!]

  • Layoffs at CCP's Atlanta office confirmed: World of Darkness development affected

    by 
    Brendan Drain
    Brendan Drain
    12.11.2013

    Rumours began circulating just a few hours ago about layoffs at CCP Games' Atlanta office. It was reported that an unknown number of staff working on the World of Darkness MMO had been unexpectedly laid off right before the Christmas holidays. The originally unconfirmed tipoff came from several posts on Twitter, and GameBreaker later reported that an anonymous source named the layoffs as Level Designers and various other Producers and Designers on World of Darkness. Massively reached CCP Games for comment and received the official statement below confirming that the layoffs are real and that they are from the World of Darkness team: "CCP today made strategic adjustments to the staffing on the team working on the World of Darkness project in Atlanta that resulted in the elimination of approximately 15 positions at the company. The change was due to our evaluation of the game's design and ongoing development needs. While this was a difficult decision, CCP remains committed to the franchise and our promise to make a compelling, rich, and deep World of Darkness experience."

  • Diablo 3's missing runestones found at GDC

    by 
    Mike Schramm
    Mike Schramm
    03.30.2013

    If you've followed Diablo 3's development for a long time, you might remember the idea of Runestones. They were meant to be actual in-game items that could supplement character abilities in various ways, such as adding a fire attack to a melee hit, or doubling the power of a spell for free. When the game arrived last year, the Runestone system was nowhere to be seen, replaced by the controversial Skill Rune system. So where did those Runestones go? Diablo 3's technical designer Wyatt Cheng said during a talk at GDC that they're still around, in one form or another.The Runestone system was originally created to add flexibility to character skills, and to give players a chance to experiment and play around with new abilities after they had gained them through leveling up. The original idea had ten different effects that could be added to various abilities, including striking, lethality, efficiency, life-stealing, poison, slowing and so on. But ten was too many, Blizzard decided, and they opted to boil them down into five different stone types (Crimson, Obsidian, Indigo, Golden and Alabaster) that would each affect skills in a few different ways.Cheng said having actual stones in the inventory worked in a few different ways. It gave the system a sense of discovery, as players enjoyed seeing which stones granted certain effects, and it accomplished the original goal of allowing players to experiment with customization. Managing the stones in the game's inventory was a "nightmare," according to Cheng, and player expectations didn't always match what the stones actually provided.In the end, the team went with the existing Skill Rune system, which allowed Blizzard to give specific skill and stone combinations more "flavorful names," and let the team make sure that the added effects were appropriate for the skills they matched. But Cheng said the effects were still in there: Some runes still slow opponents or add more damage to attacks, and those were the effects originally conferred by the stones of Indigo and Crimson.

  • Makers of PaintCode open CodeAutomat service, for turning SVGs into code

    by 
    Mike Schramm
    Mike Schramm
    11.12.2012

    I'm currently working on developing an iOS app in conjunction with a graphic designer, and because my design skills are pretty terrible, we set out to look for a solution to turn the scalable vector graphics (SVGs) he's designed into Objective-C code snippets I can insert directly in the app. There are a few different ways to do this, but it turns out that PaintCode (which Erica wrote about earlier this year) is the solution we're going with -- it's an app that will fairly easily convert scalable vector graphics into Objective-C code, which iOS can then use to draw out a user interface for a touch-based app. And it just so happens that just as I found their app, the folks behind PaintCode have released a brand new product. CodeAutomat is a new service, from the same developers, that's designed to make SVG-to-code conversion as easy as possible. All you need to do is upload your SVG file on the site (you can even drag and drop it in), and then for a small charge (starting at US$4.99), the browser-based app will turn your graphic into code, using PaintCode's formula. Now, PaintCode's price is $99.99 (on the Mac App Store now), so if you're converting a lot of graphics, you might want to splurge for the whole app. But the service is super easy to use, and works with any SVG file -- just plug it in and play. For those who need a few conversions but don't want to buy a whole app, CodeAutomat could be very helpful indeed.

  • HTC shows design work for Windows Phone 8X and 8S, strips them bare (video)

    by 
    Jon Fingas
    Jon Fingas
    09.19.2012

    HTC and Microsoft have been cautious about what they'll let us see of the software on the Windows Phone 8X and its 8S counterpart. Apparently, they don't have any such compunctions about leaving the phones' naked components hanging in the breeze. Along with outlining the essentialist, Metro-inspired philosophy behind the Windows Phone 8 devices' design, HTC's new behind-the-scenes video (after the break) shows the internals without that extra-colorful shell getting in the way. The exposé is more about the sheer demand for customized hardware to match those distinctive enclosures than anything too scandalous -- that tapered shape requires some finessing on the inside, we're told. Whatever you think of HTC's guided tour, the company has at least learned its lesson and decided against including any unexpected prototypes this time around.

  • Leica teases our wallets with $50,000 Edition Hermès M9-P, $1,000 scarf sold separately

    by 
    Zach Honig
    Zach Honig
    05.10.2012

    If you've ever wondered if designer names alone can send a product's price tag through the roof, this should suffice as confirmation. Hermès, the Parisian fashion giant best known for its prohibitively expensive wearable accessories, has teamed up with Leica for some creative marketing. Two special M9-P editions will be available -- a total of 300 Edition Hermès digital rangefinders will ship beginning in June for $25,000, while 100 "very special" (even more exclusive) Edition Hermès - Série Limitée Jean-Louis Dumas models will be available in July for, ahem, $50,000 (that's fifty thousand, in case you assumed it was a typo). Likely realizing that it would be insanely absurd to unload the M9-P for either price without lenses included, Leica has opted to offer both as complete kits. The less expensive version uses some fancy calfskin leather with a silver chrome finish, and ships with a Leica Summilux-M 50 mm f/1.4 ASPH. optic. The "very special" version, on the other hand, includes a Leica Summicron-M 28 mm f/2 ASPH., a Leica Noctilux-M 50 mm f/0.95 ASPH. and a Leica APO-Summicron-M 90 mm f/2 ASPH -- all finished in anodized silver. It also comes with a bag and a book. Due to the incredibly limited production run, you'll probably want to pitch a tent (or have your assistant park their assistant's Maybach) outside the Washington DC Leica Store, beginning sometime later this month. Update: Need little more convincing about the craftsmanship? There are making-of and unboxing videos embedded after the break.

  • Apple's Sir Jonathan Ive: our competitors have 'completely the wrong goals'

    by 
    Daniel Cooper
    Daniel Cooper
    03.13.2012

    London's favorite only remaining evening free-sheet has snagged an interview with Apple design maven Sir Jonathan Ive. In the piece he talks about being thrilled and humbled by his recent Knighthood, the importance of his London upbringing and why Apple's competitors can't win. Pointing to a desire not to make "genuinely better" products, Cupertino's unnamed rivals instead are "interested in doing something different, or want to appear new," which he says is the wrong goal. The difference is that he and his team aren't tied to a price, a schedule or a marketing scheme -- which he believes "have scant regard for people who use the product." There's also a barbed reference to consumers being able to sense "great care in the design and when there is cynicism and greed" in products on the market. Head on down to the source link to read more, including his frustration with designers who "wag their tails in his face" -- who knew designers had tails, eh?

  • PlanetSide 2 going for big continents, big battles

    by 
    Mike Schramm
    Mike Schramm
    11.01.2011

    Sony Online Entertainment recently showed off the latest version of PlanetSide 2 to PC Gamer, and if you were worried about not having enough elbow room in the sequel to the popular MMO shooter, worry not. The game takes place on landmasses that can stretch out to eight virtual kilometers on either side, and battles can rage all across those areas, with some weapons firing up to an in-game kilometer. The continents also contain "facilities," which hold courtyards of action, some of which creative director Matt Higby says are "the size of a Modern Warfare level." The team also talked about another form of scale: How many players are involved in these massive battles. At times, they admit, it'll be around 200 people fighting against only 30, but they're attempting to design the game so that with the right tactics, "you can still have fun and enjoy yourself as a group of 20 people defending against an onslaught." Of course, it takes even more design acumen to figure out how to also make that fun for the 200 players, but we're hopeful SOE can figure out something smart.

  • The Soapbox: On armchair development

    by 
    Jef Reahard
    Jef Reahard
    09.27.2011

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. A couple of weeks ago I penned a Soapbox that, to put it mildly, elicited passionate responses. While a few people sided with me in my belief that MMO combat is silly and sucky, the cries of the masses drowned us out with variations on "you know nothing, Jon Snow" and "go back to consoles, you inexperienced newb!" Some of the responses got me to thinking about game design in general and about game designers and their cult celebrity status in particular. When you cut through the anonymous insults and keyboard courage, most of my would-be critics were actually right about one thing: I'm not a game "developer." You know what's funny, though? That doesn't make a lick of difference when it comes to the ability to talk intelligently about games and game design.

  • Enter at Your Own Rift: Talking 1.3 with Hal Hanlin

    by 
    Justin Olivetti
    Justin Olivetti
    06.22.2011

    Today we're on the verge of RIFT's third major update's going live. It's a doozy of a patch, too, with a little something for everyone: a raid for endgame players, guild banks for... well, guilds, character transfers for the antsy, and RIFT's second world event for one and all. With Patch 1.3, Trion Worlds puts its money where its mouth is by continuing with its streak of sizable, regular updates. It's a critical patch for some, as it seeks to answer the growing call for more endgame content while an increasing number of players hit 50. Fans of RIFT will most likely welcome the spread of the patch, but detractors will undoubtedly criticize why X was done instead of Y (and don't even get into Z; that letter is nothing but trouble). And above the noise, Trion sails on with apparent confidence and dedication. Even though we got to speak with Trion at E3, I got the opportunity for another pre-1.3 interview with Design Producer Hal Hanlin (which, by the way, is a superhero fake identity if I ever heard one). In this no-holds-barred discussion, we covered the selling points of 1.3, the accusation that RIFT is "dying," and the philosophy behind Trion's rapid stream of content.

  • eBoy: an ode and introduction

    by 
    Joshua Topolsky
    Joshua Topolsky
    05.26.2010

    I don't know where my love for eBoy springs from, but it definitely has something to do with a childhood of 8-bit video gaming and young adult years of raving till dawn. Regardless, if you haven't been introduced to the pixel art collective, then hopefully this will kick off your education. The designers -- Kai Vermehr, Steffen Sauerteig, and Svend Smital -- have been producing some of the most distinctive and nuanced modern art in the world since 1997. As you can tell by even a casual glance at the artist's pics (we've rounded up some in the gallery below), their work is incredibly vibrant -- almost information overload -- and filled with the kinds of minute details that make looking at eBoy images less of a passive activity and more like a scavenger hunt which rewards the dedicated viewer. The eBoy team have expanded their work to run the gamut from album covers, books, advertising, clothing and footwear, and even a forthcoming iPhone game. As masters of the micro, they've built what amounts to a mini-empire. Whenever I get a new device (typically when I'm reviewing something for the site), the first thing I do is tack eBoy images onto the wallpaper. Usually I have to crop them down or otherwise customize them for the platform at hand, and as a result I've ended up with a metric ton of tweets and emails asking where they come from. I figured as a public service I would .zip everything I could find on my hard drive to give to you, the reader. If you've been wondering where and how these came to life, wonder no more. Of course, it's eBoy's world -- we're just living in it. And yes, that's me up there. Thanks guys! Download: jt_eboy.zip %Gallery-93493%

  • Apple making its own chips starting with the A4

    by 
    Mike Schramm
    Mike Schramm
    01.27.2010

    Even though this morning's presentation had Apple calling themselves the "largest mobile device company" in the world, apparently they're in the processor business now, too. The just-announced iPad doesn't carry any special Intel or Nvidia CPU -- it's a homecooked 1GHz chip called the Apple A4. Apple says it's designed for high performance and low power, which is probably how they got that crazy 10 hour battery life and one month (!) standby life. We guess that PA Semi acquisition was a good idea. We've been hearing for a while that Apple was picking up chip designers and hiring specialists for chipmaking, and it looks like the A4 is the first release (fourth produced?) product of all of that. It'll be interesting to see how their first major foray into silicon works out.

  • The Bacterial Orchestra uses the iPhone to create "viral music"

    by 
    Mike Schramm
    Mike Schramm
    05.19.2009

    This is really wild: what you see above is an example of "viral music" -- it's part of an upcoming music festival that's taking place in Sweden, and it features a circle of iPhones that are both listening to and playing a very abstract kind of "music." Each one is picking up audio from its environment, then running it through a series of software filters to make it sound more musical, and finally playing it back in a rhythm. As each iPhone is picking up the tune from the other iPhones it's playing it back through the same filters, and so on and so forth. All while the software is "judging" each "cell" of sound, to see if it's interesting or loud enough or so forth, and cells will live or die based on that criteria -- in essence, a musical organism.Like I said, wild. That program is called the "Bacterial Orchestra -- Public Epidemic No. 1," and it sounds like the app will be available on the iPhone soon as well. Of course, you'll have to have a bunch of iPhones with the app in one place for it to work the way it's designed, but at least there's good video of it.

  • Age of Conan is hiring despite poor economy

    by 
    Shawn Schuster
    Shawn Schuster
    02.10.2009

    While so many other companies are laying off employees, it might surprise you to hear that Funcom is actually hiring for Age of Conan. As announced in a forum post yesterday by AoC's Game Director Craig "Silirrion" Morrison, Funcom is hiring for three positions currently: Flash/UI Designer, Environmental Artist and AI Designer.It looks like all of these jobs would require some hefty design experience with a requirement to relocate to Oslo, Norway. Is it something you'd be interest in pursuing? Dust off the old resume and give it a shot. Complete applications instructions are located in the forum post. Good luck! 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!

  • Graphics Powerhouse: ATI Radeon HD 3870 Mac & PC edition

    by 
    Steve Sande
    Steve Sande
    06.15.2008

    Mac Pro users -- it's time to power up the graphics capability of your machine! ATI has announced the new Radeon HD 3870 Mac & PC Edition. Whether you're a serious gamer or a graphics designer, this new card features 256-bit 512MB GDDR4 frame buffer memory, 320 stream processors, twin dual-link DVI ports to run two 30" Apple Cinema HD displays, PCI Express 2.0 support, and more.One of our readers pointed out that you can even use the HD 3870 in Windows running in Boot Camp on a Mac Pro. The Radeon HD 3870 runs in any Mac Pro and will be available in late June for a MSRP of $219.Thanks to TJ & Seth for the tip!

  • More calls for midlevel content, the return

    by 
    Mike Schramm
    Mike Schramm
    06.02.2008

    Back before patch 2.3, one of the most repeated calls from players was not for new raiding instances or a particular class balance change, but for new midlevel content. As we've said on the WoW Insider Show, a large percentage of the population of Azeroth is perfectly content hanging around the 30s and 40s and not bothering with endgame PvP or raiding, and previous to patch 2.3, they wanted new content to roll through.Then patch 2.3 came, and with it, a whole new series of quests, and even a new hub in Dustwallow Marsh. Midlevel players finally got what they wanted, and for a while, the requests for new things for midlevel players to do were quelled.Until now.

  • Player vs. Everything: Those poor, poor designers

    by 
    Cameron Sorden
    Cameron Sorden
    05.01.2008

    I've gotta hand it to MMOG designers. They really kind of get shafted. They spend weeks, months, and years fine-tuning tiny aspects of gameplay that you never even notice or care about (like the amount of silver that level 12 murlocs drop), coming up with interesting quests, trying to innovate the game enough to keep us interested, and developing a stream of content that's regular and enthralling enough to satisfy our all-encompassing hunger for more, more, MORE! While they do this, they have to pay attention to a million other things: time constraints, budget constraints, balance considerations, community expectations, and their pushy producers who want them to get the job done now, even if it means they can't include all of these cool features they have in mind. When they finally put the finishing touches on this labor of love that they've slaved away on for so, so long, they deliver it out into the excited arms of the community that's been eagerly awaiting the game since they announced what they were working on in pre-alpha. What happens then? Worst case scenario, everyone hates the game and it sinks like a stone to the trash pile of the bargain bin (along with the shattered hopes and dreams of the entire team that worked on the game). But even in the best case scenario, everyone loves the game for about two weeks until they notice all the little flaws that they don't like about your particular design. Then, they start picking it apart bit by bit. "Why didn't you do this this way?" they ask. "Why didn't you make this quest reward better? Why are Mages better than Rogues? Why isn't my +3 sword worse than a +3 axe against Ents? Here's how I think you should fix this awful, terrible, no-good, very bad game design."

  • Tom Chilton talks about Arena PvP and the tournament

    by 
    Mike Schramm
    Mike Schramm
    04.15.2008

    Gamespy has an interview with WoW's lead designer Tom "Kalgan" Chilton about the upcoming Arena Tournament (which WoW Insider is actually playing in), and there's some good discussion in there about the PvE vs. PvP split and what Blizzard is planning for the Arena tourney and the game in general.He specifically mentions "changes" coming to the game (in a patch apparently "just a few weeks away") that will deal with the problem of exploits, specifically point and personal rating selling. He also says that the Arena game puts class balance "under a microscope," and says that the Lifebloom and Ice Block changes were specifically aimed towards balancing Arena teams -- Blizzard made those changes hoping that they didn't mess with PvE gameplay as much. Arena tournament players, he says, will be the "mad scientists" of class balance, so Blizzard can see firsthand what works and what doesn't. Finally, he mentions actual arena design, and reveals that in Wrath of the Lich King, there will definitely be some new Arena environments to play in.Lots of good information in this one, especially for Arena players. We'll have to wait and see what that patch "a few weeks away" does for us, and we'll also have to watch and see what comes out of the Arena tournament -- lots of the changes that eventually show up in Wrath might come as a direct result of what happens in the tournament.

  • Upper Deck hiring TCG designers

    by 
    Mike Schramm
    Mike Schramm
    11.26.2007

    Lots of action in the WoW TCG this week, as Upper Deck heads to the World Championship in San Diego next weekend. WoW Insider will have more coverage heading into the event (billed as "one of the biggest TCG tournaments ever"), but before we get to that, here's an interesting opportunity for those of you who know the card game so well you might actually like to design it: Upper Deck is hiring.They've got an R&D position open, so if you have an interest in designing or updating card games for Upper Deck, look it up. They don't specifically say that you'd be working on the WoW game, but the ad is linked from the WoW page, so if you do want to work on the TCG, now's probably your best chance. They do ask for a couple years of card game design experience, so I'd imagine the pool for this is pretty limited already, but you never know-- could be that with the right background and interests, you could be coming up with cards for the next expansion release.Stay tuned for more info about Upper Deck, the WoW TCG, and this weekend's World Championships.

  • iBiz beta 3 available

    by 
    David Chartier
    David Chartier
    10.12.2006

    I just noticed that my favorite freelancing app, iBiz, is now in a v3 beta phase. At first glance the most notable change is that brushed metal has been given the pink slip, but there is a veritable storm of new features under the hood, including: a Document Monitor so iBiz can keep track of project files and how much time you spend on each iCal syncing via Sync Services - goodbye to manual lifting a Billing Section for more better tracking of invoices, estimates, payments and deposits new job events to help track commute mileage, as well as 'non-billable' for the freebies AppleScript and Automator support - if they keep this up, your clients won't even need you anymore Quick Timers and an improved menu bar utility HTML templates with full-blown CSS support and a ton more. iBiz went universal a while ago, and users of previous version can upgrade to 3 for a mere $19.99, though its retail price has increased from $29.99 to $49.99 (in my opinion, from tinkering with this beta: it's still more than worth it). iBiz Server, for multi-employee and computer environments, is $89.99, which includes two client licenses.