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There's a new 'Gods & Heroes' dev diary over at Warcry as John Mundy from Perpetual Entertainment talks about level layout, balancing and more.With a decade of game development for me just about complete, I find that I couldn’t be more at home than working on a multiplayer game, and an MMO to boot! I’m John Mundy, one of the many Johns at Perpetual Entertainment. Just a quick introduction so you have some idea where I am coming from…I started working in games when I was 15. Over the last ten years I have worked in a number of genres and in a number of positions, ranging from effects artist, junior programmer, AI scripter, pre-visualization artist, associate producer, lead sound designer, level designer, and now lead level designer for Gods and Heroes: Rome Rising. I have also had the good fortune of working with some gaming greats such as Ed Kilham, American McGee and now Stieg Hedlund, the lead designer on GnH. So enough of an introduction and on to what you really want from the design team…you want to get inside our minds and see how we operate. To help do that I figure I would share with you a bit about the processes we have as far as level design is concerned and then, for something completely different, I would like to share some of the amazing random things we are paying attention to in the world of MMOs. |
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