Wednesday, 24 April 2024
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Mark Wahlberg is in an Overwatch movie, but it’s not an Overwatch movie

Added: 02.07.2018 10:59 | 1036 views | 0 comments


There’s an upcoming film where an elite, secretive task force called Overwatch is tasked with a mission, and the fate of the world is tied to its success. Yet, astoundingly, this one doesn’t feature Tracer and Soldier: 76 - in their place, you’ll find Mark Wahlberg and Ronda Rousey toting somewhat more current weaponry in these covert efforts.
No, Mile 22 doesn’t actually have anything to do with Blizzard’s hero shooter, but hearing trailers filled with lines like “we are Overwatch” still feels a little surreal. The trailers paint a picture of pretty solid action thriller - those martial arts sequences with Iko Uwais look especially hot - but it’s a little surprising nobody did a Google search before naming the organization at the center of it all “Overwatch.” Especially with plans for a full franchise on the way.
No need to head to a theater - the biggest will come to you.
But then, we live in a world where there’s a Mission Impossible sequel straight-up called Fallout, so I guess nobody in the movie or game industries cares about their counterparts at this point. And, in fairness, maybe we should give a few more nods to the XCOM reboot before putting Blizzard’s vision of Overwatch on a pedestal. mile 22 overwatch
Check out a Mile 22 trailer here.

From: https:

Blizzard details PvP changes coming in World of Warcraft: Battle for Azeroth, including War Mode

Added: 01.07.2018 10:46 | 607 views | 0 comments

Become a bounty hunter.

From: www.pcgamer.com

StarCraft arose out of fierce competitive pressure inside Blizzard

Added: 01.07.2018 6:46 | 965 views | 0 comments


Real-time strategy games aren't awfully common these days, but back when Blizzard was working on the original StarCraft, the RTS market was booming. Creating a game that stood out among the many RTS titles released in a given year was a challenge, and to face it, Blizzard’s team of developers established a fiercely competitive internal culture. One developer dubbed it "the piranha effect."
Author David L Craddock is wrapping up his second book on Blizzard, titled Stay Awhile and Listen: Book II, and he's given us a chance to read a pre-publication version of Chapter 7: Hubris or Fear, which delves into the intense development of StarCraft.
Blizzard wound up creating World of Warcraft, which is still one of the .
The piranha effect referred to a sink or swim mentality in Blizzard’s programming department, where senior engineers and programmers were intimidating presences for new hires.
"It basically was, if you did anything wrong you can expect the programming team to jump all over it," recounted Gage Galinger, a software engineer who worked on StarCraft. starcraft crunch
Craddock's interviewees describe an atmosphere at Blizzard where there was no 'onboarding' process for new hires, they were simply expected to perform from day one. It was a deliberate pressure, since Blizzard was expected to deliver up another hit with StarCraft. Any mistakes were immediately pointed out by senior staff.
"You were so careful with the code. The code was sacred," said Galinger. "If you're going to check something into that code base, it better be fucking spotless."

Branching Out: How Limiting Skill Choices Made Diablo 2 More Fun

Added: 01.07.2018 6:00 | 690 views | 0 comments


On Diablo 2's 18th anniversary, Blizzard North's designers recount the triumphs and pitfalls of growing the game's skill trees. In the mid-1990s, computer role-playing games were not easy to play. Their beginnings were mired in rolling virtual dice to set dozens of character attributes, their interfaces cluttered screens with buttons and icons and text. Worse, ...]

Tags: Blizzard, DICE, IGN
From: https:

StarCraft programmers battled over AI in the game’s code

Added: 30.06.2018 7:09 | 906 views | 0 comments


StarCraft is arguably a game about being in as many places at once as possible, but as the game came together it wasn’t at all clear how that was going to happen. Two programmers had opposite ideas of how unit A.I. should behave when the player wasn’t giving orders, and they fought back and forth in the game’s code, according to David L Craddock’s upcoming history of Blizzard, Stay Awhile and Listen: Book II.
Pat Wyatt, a programmer and Blizzard’s vice president of research and development, recalled his tug-of-war with an unnamed team member over A.I. While Wyatt wanted units to behave somewhat autonomously, his interlocutor thought units should only react to player commands.
The crunch was brutal, but it led to a classic. StarCraft II is on our list of the .
"I wanted units to be smarter like they were in WarCraft, and he wanted them to be dumber because he wanted the player to be making the decisions, which provided more tactical advantage to players who were better at manipulating units," Wyatt recalls in Chapter 7 of Craddock’s book. StarCraft Brood War
The two programmers would independently implement their changes, each going in and rewriting the StarCraft code to undo their competitor’s work. Neither was willing to back down, and the constant writing and rewriting of StarCraft’s A.I. system meant more work for both parties.

From: https:

Wrecking Ball Revealed as Overwatch's Next Hero

Added: 30.06.2018 6:34 | 867 views | 0 comments

Not long after Blizzard teased Hero 28 for Overwatch on Twitter, the company revealed that the next character would be an adorable chubby cheeked hamster named Hammond (AKA Wrecking Ball). Along with the big reveal, Blizzard announced that he is available on the Public Test Realm for any PC Overwatch gamers.

From: n4g.com

Overwatch: Hero 28 Revealed - Hammond the Wrecking Ball is here

Added: 29.06.2018 23:34 | 854 views | 0 comments

Blizzard has finally given us our first look at Hero 28! Be warned, it may be a lot cuter than you expected them to be.

From: n4g.com

Uniqlo has an official Blizzard range available now

Added: 29.06.2018 19:43 | 946 views | 0 comments


Uniqlo is no stranger to licencing designs from notable video game companies. You may remember, just under a year ago, the company launched its - well, now it's Blizzard's turn for the Uniqlo treatment.
The official Blizzard x Uniqlo collection includes a range of T-shirts featuring designs based on World of Warcraft, Overwatch, Hearthstone, Diablo, Starcraft and Heroes of the Storm and are available in-store and online .
As this is Uniqlo we're talking about - a company that prides itself on offering quality clothing at abnormally cheap prices - each of these shirts will only cost you £12.90 (shipping is £3.95, for what it's worth). As with most official Uniqlo crossover collections, the stock is limited and only available for a certain time, so if you happen to be a particularly Blizzard-tinged fanatic, you may want to get one of these sooner rather than later.

Blizzard’s Project Nomad was partially eaten by StarCraft

Added: 29.06.2018 16:03 | 859 views | 0 comments


There are plenty of cancelled titles in Blizzard’s history, but Project Nomad is one we don’t often hear about. The squad-based sci-fi game was canned and the team behind it moved on to World of Warcraft - but it turns out WoW wasn’t the only game to swallow up Nomad’s developers.
As StarCraft development reached its most intense points, with developers lengthening their days and working into the weekends, the team started picking people off from other projects to assist in development. Former programmer Rob Hueber, for example, was hired to work on ‘Team 2,’ the group behind Nomad - until he was pulled to the StarCraft team.
Don't focus on what might have been - enjoy what was with the .
“As tends to happen at Blizzard,” Hueber says, “whatever project gets ahead starts to pull people from the other team, and other teams die from attrition and things like that. That's not a bad way to do things. It definitely hurts the project that gets resources stolen away from it, but it's for a good cause, obviously.”
That comes via an excerpt from David L Craddock’s upcoming Blizzard history, , which is currently seeking funds on . Craddock helped bring Project Nomad to light years ago, telling about internal struggles as the Blizzard team attempted to figure out exactly where to go with the game. starcraft project nomad
Several members of the team wanted to do something else entirely, so Kevin Beardslee and Bill Petras pitched a more accessible version of EverQuest. Nomad was scrapped and development on World of Warcraft began in a matter of days.

From: https:

StarCraft devs remember crunch: "I was writing code while she was in labour"

Added: 29.06.2018 13:47 | 916 views | 0 comments


Crunch in game dev has been a hot topic in the past year, but it’s certainly not a new phenomenon. In Stay Awhile and Listen: Book II, author David L Craddock details the development of the original StarCraft, including the long hours and strained relationships it took to get there.
Jeff Strain, the person behind the free StarEdit tool players could use to create and share their own custom maps, was behind schedule on his project leading up to launch. That led him to carry his laptop and devote spare moments to coding - and as Craddock writes, that was “a decision that didn't go over well with his wife.”
Keep yourself sharp with the .
“I was writing code while she was in labour,” Strain says. “Here it is, twenty years later, and I'm still paying for that. That's her trump card, right? Maybe in another ten years I'll have made it up to her.”
Even so, StarCraft veterans suggest those long hours were self-imposed. “We wanted to perfect our cinematics,” artist Harley Huggins says. “That's why we ended up separating stuff into layers later on. You'd render the whole [cinematic] and go, ‘There's something that's flashing’ or ‘Maybe you could go in and change the frames.’ Instead of just saying it was good enough, we'd go in and redo the whole thing. Sometimes that meant not going home. Everybody just did it because they wanted to do it.” starcraft crunch
Rob Huebner speaks similarly, comparing the experience to his time at LucasArts on Jedi Knight. “It was a self-demand more than an external demand. Maybe at a higher level it was from management and they stealthily made it seem like it came from grassroots, but if so, they succeeded at that. There were still long hours, but to me, a sweatshop is like a producer coming in and mandating these hours, or you hear horror stories about L.A. Noire developer Team Bondi. That definitely wasn't at all like what Blizzard was.”

From: https:

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