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Archive:Jeffrey Bard: Unterschied zwischen den Versionen
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− | [[{{ | + | [[{{ROOTPAGENAME}}]] is Lead Game Designer at [[Intrepid Studios]].{{web|https://www.intrepidstudios.com/#meet_the_team|Intrepid Studios - Team.}} |
<blockquote>''I’m the resident bard, a jack-of-all trades who wears a bunch of hats (even that one, sitting on your head, right now). I write lore and fix our internet when it needs fixing, troubleshoot the untroubleshootable, and make sure that our game actually runs when it doesn’t want to. But primarily, I’m working on making Ashes of Creation. I’ve been doing most of the scripting to get our core systems up and running, as well as carefully curating our lore and storylines. Game design is something I’ve been doing in one way or another since I was six, when I ran my first Dungeons and Dragons campaign. I’m all grown up now though, having worked on some amazing projects with some amazing people. That trend continues with Ashes of Creation and this group we have here at Intrepid Studios – the talent is off the charts, and I’m already amazed at everything we’ve built so far. I cannot wait to share this project with the world.''</blockquote> | <blockquote>''I’m the resident bard, a jack-of-all trades who wears a bunch of hats (even that one, sitting on your head, right now). I write lore and fix our internet when it needs fixing, troubleshoot the untroubleshootable, and make sure that our game actually runs when it doesn’t want to. But primarily, I’m working on making Ashes of Creation. I’ve been doing most of the scripting to get our core systems up and running, as well as carefully curating our lore and storylines. Game design is something I’ve been doing in one way or another since I was six, when I ran my first Dungeons and Dragons campaign. I’m all grown up now though, having worked on some amazing projects with some amazing people. That trend continues with Ashes of Creation and this group we have here at Intrepid Studios – the talent is off the charts, and I’m already amazed at everything we’ve built so far. I cannot wait to share this project with the world.''</blockquote> | ||
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== Insights on the development process == | == Insights on the development process == | ||
− | <blockquote>''I usually work from the ‘big picture’ backwards. I establish what the goals in the design piece are, what the themes are, gameplay-wise and narrative-wise, and what kind of story is trying to be told. I think it’s really important to always make sure every part relates to and supports that overall big picture, so this stage is all about brainstorming hooks and different perspectives that relate back to that big picture.'' | + | <blockquote>''I usually work from the ‘big picture’ backwards. I establish what the goals in the design piece are, what the themes are, gameplay-wise and narrative-wise, and what kind of story is trying to be told. I think it’s really important to always make sure every part relates to and supports that overall big picture, so this stage is all about brainstorming hooks and different perspectives that relate back to that big picture.''{{web|https://afker.games/gamedev-with-a-jack-of-all-trades-an-interview-with-jeffrey-bard/|Gamedev with a jack-of-all-trades, an interview with Jeffrey Bard.}}</blockquote> |
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== See also == | == See also == | ||
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* [[Ashes of Creation]] | * [[Ashes of Creation]] | ||
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[[Category:Intrepid Studios staff]] | [[Category:Intrepid Studios staff]] |
Version vom 26. April 2020, 22:09 Uhr
Jeffrey Bard is Lead Game Designer at Intrepid Studios.[1]
I’m the resident bard, a jack-of-all trades who wears a bunch of hats (even that one, sitting on your head, right now). I write lore and fix our internet when it needs fixing, troubleshoot the untroubleshootable, and make sure that our game actually runs when it doesn’t want to. But primarily, I’m working on making Ashes of Creation. I’ve been doing most of the scripting to get our core systems up and running, as well as carefully curating our lore and storylines. Game design is something I’ve been doing in one way or another since I was six, when I ran my first Dungeons and Dragons campaign. I’m all grown up now though, having worked on some amazing projects with some amazing people. That trend continues with Ashes of Creation and this group we have here at Intrepid Studios – the talent is off the charts, and I’m already amazed at everything we’ve built so far. I cannot wait to share this project with the world.
Insights on the development process
I usually work from the ‘big picture’ backwards. I establish what the goals in the design piece are, what the themes are, gameplay-wise and narrative-wise, and what kind of story is trying to be told. I think it’s really important to always make sure every part relates to and supports that overall big picture, so this stage is all about brainstorming hooks and different perspectives that relate back to that big picture.[2]
Quoted in
- 2017-09-04 - Mithical Entertainment - Interview with Ashes of Creation designer Jeffrey Bard
- 2018-04-20 Dragon Blogger - Gameplay and interview with Jeffrey Bard
- Talk:2018-06-04 Livestream
- 2018-08-27 MMORPG-Gamescom 2018 Interview: Responding to Criticism
- AFK leveln
- Einstellungen zur Barrierefreiheit
- Accessoires
- Erfolge
- Aktives Blocken
- Aktive Fähigkeiten
- Adaptive Inhalte
- Addons
- Luftschiffe
- Ale
- Alpha-0
- Alpha-1
- Alpha-1 castle sieges
- Alpha-1 starting area
- Alpha-1 testing
- Alpha-2 starting area
- Alpha island
- Animation canceling
- Appearance slots
- Archetypen
- Architecture
- Archwizard
- Arena-Stufen
- Arenen
- Rüstung
- Armor of the Autumn Knight
- Rüstungstypen
- Künstliche Intelligenz
- Ashes of Creation
- Ashes of Creation Apocalypse
- Ashes of Creation Apocalypse adventure paths
- Ashes of Creation Apocalypse armor
- Ashes of Creation Apocalypse battle royale
- Ashes of Creation Apocalypse castle sieges
- Ashes of Creation Apocalypse horde mode
- Ashes of Creation Apocalypse lore
- Ashes of Creation Apocalypse progression
- Ashes of Creation Apocalypse weapon variants
- Auction house
- Erweiterungen
- Barde
- Bard skills
- Boss mechanics
- Bosse
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- Gebäude
- Buying and selling
- CC
- Burgbelagerungen
- Charakter
- Charakter-Seite
- Character rewards
- Charakterbeschreibung
- Chat bubbles
- Großstädte
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- Klassen-Kits
- Cloth armor
- Kampf
- Kampfbegleiter
- Mobil-/Webschnittstelle
- Steuerungseinstellungen
- Kochen
- Cosmetic armor
- Kosmetische Gegenstände
- Hergestellte Gegenstände
- Handwerkskunst
- Crops
- Crowd control
- Crowd control breaks
- Default service buildings
- Design Eckpfeiler
- Diminishing returns
- Directional attacks
- Divine gateways
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- Dungeon difficulty
- Dungeon
- Economic node superpower
- Wirtschaftliche Nodes
- Wirtschaft
- Emberstorm Dragon
- Emporium
- Feldlager
- Encounters
- End game
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- Biome
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- Evasion
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- Erforschung
- Fraktionen
- Schnellreise
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- Food and drink
- Freehold building permits
- Freehold building placement
- Freehold building tech trees
- Gebäude auf dem Grundbesitz
- Entwicklung des Grundbesitzes
- Grundbesitz
- Galleria
- Game design
- Schwierigkeitsgrad des Spiels
- Gameplay
- Ausrüstung
- Erscheinungsbild der Ausrüstung
- Ausrüstungs-Sets
- APOC:Guardian
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- Gilden
- APOC:Hawkeye
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- Inspiration
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- Jewel cutting
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- Bestenlisten
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- Library
- List of biomes
- Überlieferungen
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- Ehe
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- Mentorenprogramm
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- NPCs
- Geschichte
- Narrative events
- Entwicklung der Node
- Node footprint
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- Node layout and style
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- Node-Standorte
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- Node simulation
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- Nodes
- Ochre Legion Dragon
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- Offene Entwicklung
- Open-World
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- Origin story
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- Haustiere
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- Spielergetriebene Erzählung
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- Player movement
- Spieler-Stände
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- Interessante Orte
- APOC:Potion launchers
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- Primäre Fähigkeiten
- Archive:Prismatic Beam
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- Fortschritt
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- PvE
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- PvP background
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- Aufträge
- Völker
- Erscheinungsbild der Völker
- Racial influences
- Völker-spezifische Waffen und Rüstungen
- Schlachtzüge
- Ramstrider
- Religionen
- Roads
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- Royal mount limitations
- Royal mounts
- Sanctus
- Scribing
- Jahreszeiten
- Server Geschichte
- Server-Instanzierung
- Server merges
- Server Bevölkerung
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- Server
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- Siege weapons
- Belagerungen
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- Snare abilities
- Social organization augments
- Entwicklung der sozialen Organisationen
- Soziale Organisationen
- Song Warden
- Songcaller
- Soul Weaver
- Startgebiete
- Stats
- Handlungsstränge
- Swordbrand Cloak
- Tailoring
- Tank
- Tavernen-NPCs
- Kommunikation in Tavernen
- Tavern consumables
- Tavernen
- Taxes
- Tellsword
- The return
- Städte
- Trickster
- Tropics
- Undermounts
- Unterreich
- Umgebung des Unterreichs
- Unterreich-Nodes
- Ressourcen im Unterreich
- Unique node buildings
- Benutzeroberfläche
- Befehle der Benutzeroberfläche
- Vasallen-Nodes
- Vehicles
- Verra
- Voice communications
- APOC:Weapon Master
- Weapon attack cone
- Waffenfortschritt
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- Waffen
- Wildnis
- Woodgarde Cloak
- Welt
- Weltbosse
- World manager
- Weltkarte
- Größe der Welt
- Einflussbereich
- Zones
- Zonen und Entwicklung