During ApolyCon '06 held in Timonium, Maryland this past July, Big Huge Games (BHG) designer Paul Stephanouk gave a presentation to attendees on the development of the company's premiere title, Rise of Nations, which offered a glipse into BHG' approach to game in general. Recorded by event Chairman Daniel "DanQ" Quick, what Stephanouk said is now being made publicly available in a series of installments.
In the first of five parts, Stephanouk introduces himself as RoN's Producer with an interest and love of gaming that long predates his employment in the industry. On the BHG 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 Alpha Centauri, the Civilization series and boardgames had on RoN's evolution, and notes how within three weeks of signing the game's contract with publisher Microsoft Game Studios in mid-2000 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 January 24th.
In the first of five parts, Stephanouk introduces himself as RoN's Producer with an interest and love of gaming that long predates his employment in the industry. On the BHG 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 Alpha Centauri, the Civilization series and boardgames had on RoN's evolution, and notes how within three weeks of signing the game's contract with publisher Microsoft Game Studios in mid-2000 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 January 24th.