![]() As with any RTS title, balancing issues are inevitable, especially in beta phase. The aforementioned design team is not averse to changing units from a design standpoint, and the beta has allowed them to incorporate players’ opinions. “Coming to Stardock allowed me to really take on the sole role of producer though, seeing as how we already had a team who knew the units in-and-out, so I didn’t want to mess with that.” ![]() “I worked as a designer and producer at Red Storm, so I saw a lot of both roles,” he said. “At the same time, there are still a few core principles you take with you, no matter the genre you’re involved with.”īray’s role as a designer isn’t as prominent at Stardock as it was at Red Storm. “The switch from FPS titles to RTS was definitely a big change,” Bray said. As a former scripter, designer, and producer at Red Storm Entertainment, he has worked on titles like Rainbow Six: Lockdown, Ghost Recon 2, and the recently released Ghost Recon: Future Soldier. ![]() Much like any great Sins general, Bray has had his fair share of experience, albeit on different battlegrounds. ![]() “As a developer or a designer, the detailed problems with units is almost more important than simply saying that one unit sucks or one unit is great,” Bray said. The thorough criticisms that the beta players have sent Stardock’s way are the starting point for changes to the final product. ![]()
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