![]() ![]() And I think we did it because we cared about the product, but we also did it because we care about the players. All of us had to work on managing StarCraft past the point where there were going to be new, big releases. ![]() ![]() The other part that's also really meaningful and motivating to me is-I think everybody feels this-it's hard to work on something and not feel a desire to want to see the community continue to thrive. My favorite genre to play, but also favorite genre to work on. Tim Campbell: We're making an RTS? *laughs* Wax: You guys could have done anything after moving on from Blizzard, but decided on an RTS game. *This interview has been edited for clarity and length. Creator of the Gameheart spectator mode for StarCraft 2. Ryan Schutter, Lead user experience designer: Previously the lead designer on StarCraft 2. TL.net writer and staff member before that! Kevin "Monk" Dong, Lead co-op designer: Previously the lead co-op designer in StarCraft 2. Tim Campbell, Game Director: Worked on RTS titles such as C&C Red Alert 2, C&C Generals, and was the lead campaign designer on WarCraft III: The Frozen Throne. Tim Morten, Production Director: The production director of StarCraft 2 during the Legacy of the Void era. ![]()
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