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Features - The Design of StarCraft II
Features - The Design of StarCraft II
Dustin Browder's game development career stretches back more than 15 years, to when he worked at Activision on games like MechWarrior 2: Mercenaries , then moved to Westwood Pacific (eventually merged into Electronic Arts Los Angeles) to work for six years on numerous real-time strategy games, ...
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Dustin Browder interviewed on the design of StarCraft 2
Latest Blog Posts - All — ... Gamasutra recently sat down with Browder to discuss the inevitable difficulties that come with updating a 10-year-old game while trying to steadfastly avoid feature creep -- and why even after more than half a decade making RTS games, he still wasn't fully prepared for a lead design role at Blizzard. ...

StarCraft II Interview
Blue's News The Design of StarCraft II on Gamasutra is an interview with Dustin Browder about StarCraft II , Blizzard's highly anticipated real-time strategy sequel. Topics include adding new features while not making the sequel any more complex than the first StarCraft, the different considerations for multiplayer and single-player play, other RTS games, online authentication, the state of PC gaming, and the shift of gears as Blizzard presents its first non Warcraft game since 2001.

Hey Blizzard, What's It Like To Make Non-WarCraft Games? [PC]
Kotaku — ... on the title. "So, I think it's just that these games are taking longer to make than we'd like," he adds. The WarCraft team is working from an established toolset, so they are able to release expansion in a timely manner. "Certainly, we're hoping, as we're developing this new engine [for StarCraft II], that once we get to that point, we'll be able to maintain a higher rate of speed than we have in the past, but I think up until now it's just the way it's worked out. The Design of StarCraft II [Gamasutra] ...

GameSetNetwork: Best Of The Week
GameSetWatch — ... J. Gourlay of the University of Central Florida Interactive Entertainment Academy, continues a multi-part series that explains fluid dynamics and its simulation techniques." Staying Power: Rethinking Feedback to Keep Players in the Game "In this in-depth article, Microsoft Game Studios user research expert Phillips looks at a simple but vital problem - why people stop playing games, and what feedback we can give them to encourage them to continue." The Design of StarCraft II "StarCraft II lead designer Dustin Browder talks in-depth to ...

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