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 second of five parts, Stephanouk reviews the early days of Rise of Nations' development, including the humbling the team received at the hands of one Starcraft player brought in for playtesting. Why the game incorporates a 2D/3D hybrid appearance and the limitations that brings follows as well as what he regards as the most enjoyable element in the development of a game of this scope. Learn what nation was cut during RoN's development, one of the hardest things game developers struggle to find the time for and who at BHG is the worst for making changes to gameplay at anytime.
Available for listening in streaming 64kbps MP3 format, Part 2 runs for 15m04s (7.2MB). Part 2 is scheduled to be published on January 31st.
In the second of five parts, Stephanouk reviews the early days of Rise of Nations' development, including the humbling the team received at the hands of one Starcraft player brought in for playtesting. Why the game incorporates a 2D/3D hybrid appearance and the limitations that brings follows as well as what he regards as the most enjoyable element in the development of a game of this scope. Learn what nation was cut during RoN's development, one of the hardest things game developers struggle to find the time for and who at BHG is the worst for making changes to gameplay at anytime.
Available for listening in streaming 64kbps MP3 format, Part 2 runs for 15m04s (7.2MB). Part 2 is scheduled to be published on January 31st.