<a href="http://convention.apolyton.net/audio/stephanouk_presentation1.m3u" title="Click to Listen"><img src="http://convention.apolyton.net/images/stephanouk_presentation1.jpg" title="'The Paul Stephanouk Presentation' (Part 1/5)" border="0" align=right></a> During <strong>ApolyCon '06</strong> held in Timonium, Maryland this past <u>July</u>, <strong>Big Huge Games</strong> (<strong>BHG</strong>) designer Paul Stephanouk gave a presentation to attendees on the development of the company's premiere title, <em>Rise of Nations</em>, which offered a glipse into <strong>BHG</strong>' approach to game in general. Recorded by event Chairman <a href="http://apolyton.net/about/10/129/" title="Click for Profile">Daniel "DanQ" Quick</a>, what Stephanouk said is now being made publicly available in a series of installments.
In <a href="http://convention.apolyton.net/audio/stephanouk_presentation1.m3u" TITLE="Click to Listen">the first</a> of five parts, Stephanouk introduces himself as <em>RoN</em>'s Producer with an interest and love of gaming that long predates his employment in the industry. On the <strong>BHG</strong> approach to game design, he explains their layer approach highlighted by four primary tiers: art (visuals), designers (architecture), programming (code) and production (administration). He acknowledges the influences <em>Alpha Centauri</em>, the <em>Civilization</em> series and boardgames had on <em>RoN</em>'s evolution, and notes how within three weeks of signing the game's contract with publisher <strong>Microsoft Game Studios</strong> in mid-<u>2000</u> the company had a basic but playable build of the game was in place.
Available for listening in streaming 64kbps MP3 format, Part 1 runs for 14m39s (6.7MB). Part 2 is scheduled to be published on <u>January 24th</u>.
In <a href="http://convention.apolyton.net/audio/stephanouk_presentation1.m3u" TITLE="Click to Listen">the first</a> of five parts, Stephanouk introduces himself as <em>RoN</em>'s Producer with an interest and love of gaming that long predates his employment in the industry. On the <strong>BHG</strong> approach to game design, he explains their layer approach highlighted by four primary tiers: art (visuals), designers (architecture), programming (code) and production (administration). He acknowledges the influences <em>Alpha Centauri</em>, the <em>Civilization</em> series and boardgames had on <em>RoN</em>'s evolution, and notes how within three weeks of signing the game's contract with publisher <strong>Microsoft Game Studios</strong> in mid-<u>2000</u> the company had a basic but playable build of the game was in place.
Available for listening in streaming 64kbps MP3 format, Part 1 runs for 14m39s (6.7MB). Part 2 is scheduled to be published on <u>January 24th</u>.