Blizzard North (formerly known as Condor ) was an American video game development studio based in San Mateo, California . The studio was the Bay Area division of Blizzard Entertainment , known for its Diablo series . The company was originally based in Redwood City, California , before moving a short distance away to San Mateo, with Blizzard proper being based in Irvine , southern California.
47-486: Blizzard North was founded in 1993 under the name Condor by David Brevik , Erich Schaefer and Max Schaefer at the request of Brevik. The three had met while working at FM Waves, a clip art production studio which had gone defunct, and the trio initially used equipment scavenged from the closure of FM Waves. Brevik had found that the Schaefers shared an interest in gaming, and established Condor to follow on Brevik's concept for
94-407: A context to an event in a game, making the activity of playing it less abstract and enhance its entertainment value, although narrative elements are not always clearly present or present at all. The original version of Tetris is an example of a game apparently without narrative. Some narratologists claim that all games have a narrative element. Some go further and claim that games are essentially
141-651: A dungeon crawler game based on Dungeons & Dragons but with roguelike gameplay. David Brevik served as the president of the company between 1993 and 2003, while the Schaefer brothers held the Vice President positions in the company. The company was purchased and renamed as Blizzard North by Blizzard Entertainment's former owner Davidson & Associates about nine months before the release of their hit PC game Diablo in 1997. However, Blizzard North had complete autonomy from Blizzard Entertainment while David Brevik and
188-513: A form of narrative. Narrative in practice can be the starting point for the development of a game or can be added to a design that started as a set of game mechanics. Gameplay is the interactive aspects of video game design. Gameplay involves player interaction with the game, usually for the purpose of gameplay is entertainment, education or training. The design process varies from designer to designer and companies have different formal procedures and philosophies. The typical "textbook" approach
235-472: A former employee of Perfect World Entertainment , announced the formation of Skystone Games in May 2020, a publishing and development studio aimed to help smaller indie studios with multiplatform releases. Video game designer Video game design is the process of designing the rules and content of video games in the pre-production stage and designing the gameplay, environment, storyline and characters in
282-514: A game designer in the United States is $ 130,000 a year. World design is the creation of a backstory, setting and theme for the game; often done by a lead designer. World design can also be the creation of a universe or a map, as well as topics or areas that are likely to be pursued by the player. It is a map referenced for creation of everything as it shows where it is and allows for the most logistical design in any given game. World design shapes
329-411: A game designer is designing game play, conceiving and designing rules and structures that result in an experience for players. Thus game design, as a discipline, requires a focus on games in and of themselves. Rather than placing games in the service of another field such as sociology, literary criticism, or computer science, our aim is to study games within their own disciplinary space. Because game design
376-416: A game designer with less than 3 years of experience earned, on average, $ 55,000 ( £37,874.88 ). A game designer with more than 6 years of experience made, on average, $ 105,000 ( £72,306.58 ). The average salary of these designers varies depending on their region. As of 2015 the salary of experienced workers has shifted to approximately US$ 87,000 ( £59,911.17 ) As of January 17, 2020, the average annual pay for
423-403: A game designer with more than six years of experience earned an average of US$ 65,000 ( £44,761.22 sterling), US$ 54,000 ( £37,186.24 ) with three to six years of experience and $ 44,000 ( £30,299.90 ) with less than 3 years of experience. Lead designers earned $ 75,000 ( £51,647.56 ) with three to six years of experience and $ 95,000 ( £65,420.24 ) with more than six years of experience. In 2013,
470-428: A new project is being discussed (either internally or as a result of dialogue with potential publishers), the designer may be asked to write a sell-sheet of short concepts, followed by a one or two-page pitch of specific features, audience, platform and other details. Designers will first meet with leads in other departments to establish agreement on the feasibility of the game given the available time, scope and budget. If
517-431: A player's attention. A designer can then use these elements to guide or direct the player in a specific direction through the game world or mislead them. User interface (UI) design deals with the construction the user interactions and feedback interface, like menus or heads-up displays . The user interface also incorporates game mechanics design. Deciding how much information to give the player and in what way allows
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#1732872861205564-407: A position as president of the company from September 1993 to 2003. GameSpot named him as 1996's fourth most influential person in computer gaming for his role in the inception and development of Diablo . Brevik resigned from Blizzard and co-founded Flagship Studios (in 2003) as well as Ping0 (in 2006), a sister company to Flagship Studios. After the company dissolved it was announced that he
611-410: A research and writing process. Designers may oversee focus testing, write up art and audio asset lists and write game documentation. In addition to the skillset, designers are ideally clear communicators with attention to detail and ability to delegate responsibilities appropriately. Design approval in the commercial setting is a continuous process from the earliest stages until the game ships. When
658-447: A video game. This encompasses many different elements of the process. Writing in video games also includes the elements in which the literature is presented. Voice acting, text, picture editing and music are all elements of game writing. Level design is the construction of world levels and its features. Level design makes use of many different fields to create a game world. Lighting, space, framing, color and contrast are used to draw
705-433: Is a particular kind of designer, much like a graphic designer, industrial designer or architect. A game designer is not necessarily a programmer, visual designer or project manager, although sometimes he or she can also play these roles in the creation of a game. A game designer might work alone or as part of a larger team. A game designer might create card games, social games, video games or any other kind of game. The focus of
752-579: Is an emerging discipline, we often borrow from other areas of knowledge — from mathematics and cognitive science; from semiotics and cultural studies. We may not borrow in the most orthodox manner, but we do so in the service of helping to establish a field of game design proper. A game designer is a person who designs gameplay , conceiving and designing the rules and structure of a game . Many designers start their career in testing departments, other roles in game development or in classroom conditions, where mistakes by others can be seen first-hand. In 2010,
799-490: Is becoming more common among indie game developers, alongside alternative sources of funding. Alternatively, a game may be technology-driven , such as Quake (1996), to show off a particular hardware achievement or to market the game engine . Finally, a game may be art-driven , such as Myst (1993) and Journey (2012), mainly to show off impressive visuals designed by artists. In Rules of Play (2004) , Katie Salen and Eric Zimmermann write: A game designer
846-475: Is best known for the critically acclaimed Diablo franchise. Currently he serves as game designer and founder of his independent studio, Graybeard Games. Brevik was born in Madison, Wisconsin , United States . He was educated at California State University, Chico from 1986 to 1991. Following his position as lead technical director at Iguana Entertainment , Brevik left to form Condor / Blizzard North, holding
893-463: Is to start with a concept or a previously completed game and from there create a game design document . This document is intended to map out the complete game design and acts as a central resource for the development team. This document should ideally be updated as the game evolves throughout the production process. Designers are frequently expected to adapt to multiple roles of widely varying nature; for example, concept prototyping can be assisted with
940-401: The production stage . Some common video game design subdisciplines are world design, level design, system design, content design, and user interface design. Within the video game industry , video game design is usually just referred to as " game design ", which is a more general term elsewhere. The video game designer is very much like the director of a film; the designer is the visionary of
987-550: The Halls of Vaught in Diablo II were named). Other notable employees include game designer Bill Dunn and art director Rick Macaraeg. On April 4, 2008, Michael Scandizzo announced that Castaway was suspending operations due to financial problems. David Brevik David Brevik (born February 14, 1968) is an American video game designer , producer and programmer who served as the co-founder and president of Blizzard North . He
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#17328728612051034-509: The Schaefer brothers and Roper. Another nine employees left to form Castaway Entertainment. By the time the exodus concluded, around 30 employees had left the company. On August 1, 2005, Blizzard Entertainment announced the closure of Blizzard North. A key reason for the closure was Blizzard North's poor development of what was to be Diablo III , which did not meet Vivendi's expectations. Former Blizzard North staffers including Joseph Lawrence, Wyatt Cheng, and Matt Uelmen subsequently appeared in
1081-453: The Schaefer brothers continued to manage the company respectively as the President and Vice Presidents. Diablo was highly successful, and its 2000 sequel Diablo II even more so. An expansion pack, Diablo II: Lord of Destruction , followed the year after. By June 2003 two new games were in production. The first game in production was Blizzard North's version of Diablo III which later
1128-460: The amount of information to relay to the player. However, the UI in games do not have to be absolutely streamlined. Players expect challenges and are willing to accept them as long as the experience is sufficiently rewarding. By the same token, navigating or interaction with a game's UI can be satisfying without the need to be effortless. Audio design involves the process of creating or incorporating all of
1175-452: The companies followed. On June 30, 2003, leadership from Vivendi and Blizzard Entertainment met with the heads of Blizzard North, from which David Brevik, the Schaefer brothers and Bill Roper tendered their resignations. Blizzard Entertainment then announced further layoffs, cancelled work on Starblo , and directed the remaining team to focus on Diablo III . Of those that were laid off, eight moved to form Flagship Studios , including Brevik,
1222-464: The company to pursue "other opportunities" on January 6, 2016. As of October 18, 2016, Brevik has been working as an advisor on the Chinese release of Path of Exile for Grinding Gear Games. After leaving Gazillion, Brevik founded an indie studio called Graybeard Games. In May of 2019, Graybeard Games released an action role-playing video game titled It Lurks Below . In 2016, Brevik revealed that he
1269-427: The course of a game's development about the game's design; it is the responsibility of the designer to decide which elements will be implemented. For example, consistency with the game's vision, budget or hardware limitations. Design changes have a significant positive or negative impact on required resources. The designer may use scripting languages to implement and preview design ideas without necessarily modifying
1316-469: The credits of Blizzard's next retail release, World of Warcraft: The Burning Crusade . The work of former Blizzard North artist Phroilan Gardner was featured in editions of World of Warcraft: The Trading Card Game around the same time. A few employees from the Diablo team, including Eric Sexton, Michio Okamura , and Steven Woo, organized to launch a new company, Hyboreal Games . Castaway Entertainment
1363-466: The designer to inform the player about the world, or perhaps leave them uninformed. Another aspect to consider is the method of input a game will use and deciding to what degree a player can interact with a game with these inputs. These choices have a profound effect on the mood of the game, as it directly affects the player in both noticeable and subtle ways. User interface design in video games has unique goals. A conscious decision has to be made regarding
1410-414: The direction the game goes towards. System design is the creation of game rules and underlying mathematical patterns. System design is the enacted simulation of a game designed to interact or react with the player. The "experience" a player has with a game is attributed to how the game's system is designed. A complex system with depth leads to a more unpredictable strand of events to immerse the player into
1457-504: The entire design team. This is the case of such noted designers as Sid Meier , John Romero , Chris Sawyer and Will Wright . A notable exception to this policy was Coleco , which from its very start separated the function of design and programming. As video games became more complex, computers and consoles became more powerful, the job of the game designer became separate from the lead programmer. Soon, game complexity demanded team members focused on game design. Many early veterans chose
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1504-511: The essential features, polished well. Towards the end of production, designers take the brunt of responsibility for ensuring that the gameplay remains at a uniform standard throughout the game, even in very long games. This task is made more difficult under " crunch " conditions, as the entire team may begin to lose sight of the core gameplay once pressured to hit a date for a finished and bug-free game. Traditionally, game designers used simple tools like Word, Excel or just plain pen and paper. As
1551-422: The field has evolved and player agency and localization started to play a bigger role in game development, the need for professional tools has emerged for this particular field. Examples of software for narrative design and storytelling include articy:draft 3 and Twine . Tools like these often help to inform the earliest stages of the design and development process, before visual content and software development
1598-433: The first Easter egg in a video game. Funding, traditionally provided by game publishers , who may have specific expectations from a game, must be taken into account, as most video games are market-driven — developed to sell for profit. However, if financial issues do not influence designer's decisions, the game becomes design- or designer-driven ; few games are designed this way because of lack of funding, though it
1645-402: The full implementation. These are referred to as the unknowns of the design and the faster they are uncovered, the less risk the team faces later in the production process. Outside factors such as budget cuts or changes in milestone expectations also result in cuts to the design and while overly large cuts can take the heart out of a project, cuts can also result in a streamlined design with only
1692-462: The game and controls the artistic and technical elements of the game in fulfillment of their vision. However, with very complex games, such as MMORPGs or a big budget action or sports title, designers may number in the dozens. In these cases, there are generally one or two principal designers and many junior designers who specify subsets or subsystems of the game. As the industry has aged and embraced alternative production methodologies such as agile ,
1739-519: The game design path eschewing programming and delegating those tasks to others. Video game design starts with an idea, often a modification on an existing concept. The game idea will fall within one or several genres . Designers often experiment with mixing genres. The game designer usually produces an initial game proposal document containing the concept, gameplay, feature list, setting and story, target audience, requirements and schedule, staff and budget estimates. Many decisions are made during
1786-468: The game's codebase . A game designer often plays video games and demos to follow the markets' development. Over time, it has become common for a game designer's name to misleadingly be given an undue amount of association to the game, neglecting the rest of the development team. This is in stark contrast to the industries' origins, when creators were often given little to no recognition. Coincidentally, this lack of credit lead Warren Robinett to create
1833-466: The pitch is approved, early milestones focus on the creation of a fleshed-out design document. Some developers advocate a prototyping phase before the design document is written to experiment with new ideas before they become part of the design. As production progresses, designers are asked to make frequent decisions about elements missing from the design. The consequences of these decisions are hard to predict and often can only be determined after creating
1880-498: The role of a principal game designer has begun to separate - some studios emphasizing the auteur model while others emphasizing a more team oriented model. In larger companies like Electronic Arts , each aspect of the game (control, level design) may have a separate producer, lead designer and several general designers. Video game design requires artistic and technical competence as well as sometimes including writing skills. Historically, video game programmers have sometimes comprised
1927-401: The sounds that are in the game, like music, sound effects or voice acting . This includes the theme song and jingles used in title screens and menus. The disciplines listed above all combine to form the discipline of game feel . It ensures that the flow of the game and the user interaction with the game elements are functioning smoothly. Numerous games have narrative elements which give
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1974-442: The use of pre-existing engines and tools like GameMaker Studio , Unity , Godot or Construct . Level designs might be done first on paper and again for the game engine using a 3D modeling tool. Scripting languages are used for many elements—AI, cutscenes, GUI, environmental processes, and many other behaviors and effects—that designers would want to tune without a programmer's assistance. Setting, story and character concepts require
2021-421: The video game. Content design is the creation of characters, items, puzzles, missions, or any aspect of the game that is not required for it to function properly and meet the minimum viable product standard. In essence, content is the complexity added to a minimum viable product to increase its value. Game writing involves writing dialogue, text and story. This is one of the first steps that go into making
2068-553: Was appointed new creative director for Turbine and its new West coast studio. In 2009, David Brevik began at Gazillion Entertainment in San Mateo, California working in the Gargantuan Studio. In 2011, Gargantuan became Secret Identity Studios and David Brevik was named president and chief operating officer of Gazillion Entertainment. Eventually he was promoted to Chief Executive Officer of Gazillion Entertainment in 2013. He left
2115-681: Was established by former employees of Blizzard North, and was also based in Redwood City, California. The company signed a publishing agreement with Electronic Arts in March 2004, but had yet to produce any products when it was shut down in 2008. Former Blizzard North members who joined the studio include Michael Scandizzo , Stefan Scandizzo, Alan Ackerman, Steven Woo, Rick Seis, Ted Bisson, Bruno Bowden, Peter Brevik, Michael Huang, Kelly Johnson (artist), Michio Okamura , Tom Ricket (also known as Sluggy Freelance's Shirt Guy Tom), and Fredrick Vaught (after whom
2162-404: Was once approached by Sabeer Bhatia in 1996 to form an email company in which he will get 10% of the shares. Brevik flatly rejected the offer, thinking it was the "stupidest idea." 14 months later, when the company, later known as Hotmail , sold for $ 400 million, Brevik expressed his regret over that decision, calling it the "worst business decision of my entire career." Brevik and Bill Wang,
2209-437: Was scrapped and restarted by Blizzard Entertainment. The second was a Diablo -like game which would take place in space, dubbed Starblo by the studio. In the wake of rumors that Blizzard Entertainment's owner, Vivendi, was looking to sell its game division, the heads of Blizzard North demanded to their management to request assurance for financial protection in the wake of this rumor. Several rounds of tense communication between
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