Sykin wrote:
So you're part of the graphics design team (a highly interesting job, in my opinion), I assume. What other kinds of designers/developers can be seen Kung Fu'ing around the office on a normal day?
Don't assume, it makes an as-- Nevermind.

I'm a general game designer (*double-checks his business card, sees it still just says "Game Designer" on there instead of "World Dictator," /shakefist*). HCFrog is in this group, too. We have the most fun, or so we tell ourselves. We do pretty much anything that Archon asks us to learn to do with the tools, which currently seems to include such things as:
- NPCs (conception, putting them together from existing components, play balance, etc)
- Screenshots for art, marketing, Paul Chadwick
- Missions
- Quests (ex: Pandora's Box, Uriah reflow)
- Gameplay (ex: snowball fights)
- unique inventory objects
- World design
- Events
- isn't that enough????!?!
But Archon is always inventing new things to make us do, too. He himself is, as you know, the lead designer, and he handles overlord stuff like dreaming up and pushing through big projects, ie the combat update, overall Richland/Westview level reflow scheme, skill tree revamps, and the Pandora's Box concept.
Then there's the mighty community team, aka Walrus.
And there's also, in no particular order:
- Matrix Storyline (the famous Mr. Paul Chadwick)
- Art
- Technical design (scripts, object and ability design and generation, and other hard stuff)
- QA
- Ops (keep dem Live servers running, keep our dev machines running)
- Dev Liaison (integrates changes, builds code and patches, does automated testing, props patches, maintains internal server clusters)
- Server engineering
- Client engineering
- Tools engineering
- Database administration
- Production
I think that about covers it for usual day-to-day development here.




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