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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Former Lineage II artist returns to NCsoft for new MMO project]]></title><link>http://massively.joystiq.com/2012/01/03/former-lineage-ii-artist-returns-to-ncsoft-for-new-mmo-project/</link><guid isPermaLink="true">http://massively.joystiq.com/2012/01/03/former-lineage-ii-artist-returns-to-ncsoft-for-new-mmo-project/</guid><comments>http://massively.joystiq.com/2012/01/03/former-lineage-ii-artist-returns-to-ncsoft-for-new-mmo-project/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/aion/" rel="tag">Aion</a>, <a href="http://massively.joystiq.com/category/lineage/" rel="tag">Lineage</a>, <a href="http://massively.joystiq.com/category/lineage-2/" rel="tag">Lineage 2</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a></p><p style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/01/03/former-lineage-ii-artist-returns-to-ncsoft-for-new-mmo-project/"><img alt="Lineage II" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/01/juno.jpg" /></a></p>
<a href="http://massively.joystiq.com/tag/ncsoft/">NCsoft's</a> prodigal son has returned, and with him the hopes and dreams of the future of gaming. Well that might be a smidge melodramatic, but fans of the company's games certainly have a good reason to celebrate today as former <a href="http://massively.joystiq.com/category/lineage-2"><em>Lineage II</em></a> artist <a href="http://studiosis.com/3rdBASS/">Juno Jeong</a> has come back to the fold.<br />
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Jeong signed back on with NCsoft as of yesterday to be the art director of an unknown MMO project. This is a marked step up from his previous role in the company as a member of the character production team, and those who know Jeong's art style are already expressing excitement with his current role. Following his stint on <em>Lineage II</em>, Jeong worked for several other game companies including <a href="http://massively.joystiq.com/tag/gravity/">Gravity</a>, <a href="http://massively.joystiq.com/tag/nhn/">NHN</a>, and <a href="http://www.npluto.com/kr/main/">Npluto</a>.<br />
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While speculation is swirling over the exact nature of the project to which he's been assigned, the most common assumptions are either that he's working on another <em>Lineage </em>or <a href="http://massively.joystiq.com/category/aion"><em>Aion</em></a> title.
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</p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/01/03/former-lineage-ii-artist-returns-to-ncsoft-for-new-mmo-project/">Former Lineage II artist returns to NCsoft for new MMO project</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 03 Jan 2012 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/01/03/former-lineage-ii-artist-returns-to-ncsoft-for-new-mmo-project/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20139088/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/01/03/former-lineage-ii-artist-returns-to-ncsoft-for-new-mmo-project/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>aion</category><category>aion-2</category><category>art-direction</category><category>art-director</category><category>artist</category><category>character-artist</category><category>gravity</category><category>illustrator</category><category>juno-jeong</category><category>juno-jung</category><category>lineage</category><category>lineage-2</category><category>lineage-3</category><category>lineage-ii</category><category>ncsoft</category><category>nhn</category><category>npluto</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Tue, 03 Jan 2012 11:00:00 EST</pubDate></item><item><title><![CDATA[Guild War 2's art director illustrates cover of National Geographic]]></title><link>http://massively.joystiq.com/2011/11/02/guild-war-2s-art-director-illustrates-cover-of-national-geograp/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/11/02/guild-war-2s-art-director-illustrates-cover-of-national-geograp/</guid><comments>http://massively.joystiq.com/2011/11/02/guild-war-2s-art-director-illustrates-cover-of-national-geograp/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/guild-wars-2/" rel="tag">Guild Wars 2</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/11/02/guild-war-2s-art-director-illustrates-cover-of-national-geograp/"><img alt="National Geographic" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/11/ng.jpg" /></a></div>
ArenaNet's <a href="http://massively.joystiq.com/tag/daniel-dociu/">Daniel Dociu</a> has another high-profile project in addition to his work on <a href="http://massively.joystiq.com/category/guild-wars-2/"><em>Guild Wars 2</em></a>: the cover of National Geographic. In this month's issue of the magazine, Dociu provides artwork to illustrate a "magical mystery treasure" of Anglo-Saxan origin that was recently found. Both the cover and the article piece show an era soldier with appropriate armor, clothing, and weapons.<br />
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Dociu currently holds the positions of both creative director and art director for <em>Guild Wars 2</em>. His skill and prestige certainly isn't hurting the game's profile any, as this achievement comes on top of <a href="http://massively.joystiq.com/2011/07/15/arenanets-daniel-dociu-wins-award-for-digital-art/">the Expos&eacute; 9's Grand Master Award</a> he won this past July.<br />
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The National Geographic issue is on news stands (or, to you whippersnappers, <a href="http://ngm.nationalgeographic.com/2011/11/table-of-contents">the "website"</a>) now.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/11/02/guild-war-2s-art-director-illustrates-cover-of-national-geograp/">Guild War 2's art director illustrates cover of National Geographic</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 02 Nov 2011 17:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/11/02/guild-war-2s-art-director-illustrates-cover-of-national-geograp/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20097009/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/11/02/guild-war-2s-art-director-illustrates-cover-of-national-geograp/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anet</category><category>anglo-saxon</category><category>arenanet</category><category>art</category><category>art-director</category><category>artwork</category><category>concept-art</category><category>cover-art</category><category>creative-director</category><category>Daniel-Dociu</category><category>guild-wars-2</category><category>gw2</category><category>national-geographic</category><category>whippersnappers</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Wed, 02 Nov 2011 17:30:00 EST</pubDate></item><item><title><![CDATA[SOE teases The Penguin's appearance in DCUO Update 2]]></title><link>http://massively.joystiq.com/2011/03/09/soe-teases-the-penguins-appearance-in-dcuo-update-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/03/09/soe-teases-the-penguins-appearance-in-dcuo-update-2/</guid><comments>http://massively.joystiq.com/2011/03/09/soe-teases-the-penguins-appearance-in-dcuo-update-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/super-hero/" rel="tag">Super-hero</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/patches/" rel="tag">Patches</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/dc-universe-online/" rel="tag">DC Universe Online</a></p><div style="text-align: center;">
	<a href="http://www.massively.com/category/dc-universe-online/"><img border="1" hspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/03/dcuo-penguin-530kv.jpg" vspace="4" /></a></div>
Now that the first monthly patch is live in <a href="http://www.dcuniverseonline.com"><em>DC Universe Online</em></a>, it's a good time for the development team to take a moment to reflect on what was good and not so hot in this first update -- as well as let us know what's planned for the next step. Game Director <a href="http://massively.joystiq.com/tag/Chris-Cao/">Chris Cao</a> and Art Director <a href="http://massively.joystiq.com/tag/Mark-Anderson/">Mark Anderson</a> sat down to talk with fans about just that through <a href="http://massively.joystiq.com/tag/SOE/">SOE</a>'s Stickam account earlier today and did just that.<br />
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In next month's update, which is being called Update 2, players will have the chance to face off against The Penguin as the <em><a href="http://massively.joystiq.com/category/DC-Universe-Online/">DC Universe Online</a></em> team continues the gang war storyline that is currently in game. Along with The Penguin are a series of penguin henchmen players will battle, including robot penguins! Two-Face will also show up in game to take part in the ongoing gang war and to become a new Legends character for players to unlock.<br />
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Knowing SOE, we'll likely see a reveal of more information on Update 2 and The Penguin sometime in the coming weeks. We'll be certain to keep an eye out for any umbrellagrams and bring you news as it develops!<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2011/03/09/soe-teases-the-penguins-appearance-in-dcuo-update-2/">SOE teases The Penguin's appearance in DCUO Update 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 09 Mar 2011 23:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2011/03/09/soe-teases-the-penguins-appearance-in-dcuo-update-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19874700/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/03/09/soe-teases-the-penguins-appearance-in-dcuo-update-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art-director</category><category>chris-cao</category><category>dc-universe-online</category><category>dcuo</category><category>dcuo-update-2</category><category>developer-chat</category><category>facebook</category><category>fb</category><category>game-director</category><category>mark-anderson</category><category>patch</category><category>soe</category><category>sony-online-entertainment</category><category>stickam</category><category>stickam.com</category><category>the-penguin</category><category>update-2</category><dc:creator><![CDATA[Krystalle Voecks]]></dc:creator><pubDate>Wed, 09 Mar 2011 23:00:00 EST</pubDate></item><item><title><![CDATA[The aesthetics of Black Prophecy's Genide faction]]></title><link>http://massively.joystiq.com/2009/11/10/the-aesthetics-of-black-prophecys-genide-faction/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/11/10/the-aesthetics-of-black-prophecys-genide-faction/</guid><comments>http://massively.joystiq.com/2009/11/10/the-aesthetics-of-black-prophecys-genide-faction/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/black-prophecy/" rel="tag">Black Prophecy</a></p><a href="http://massively.joystiq.com/category/black-prophecy"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/11/genidesimageat580.jpg" alt="" /></a><br />
We had some good news about <a href="http://www.blackprophecy.com"><em>Black Prophecy</em></a> the other day and how <a href="http://massively.joystiq.com/2009/11/06/reakktor-media-financial-woes-resolved-full-speed-ahead-for-bla/">things are looking up</a> for the game's developer <a href="http://massively.joystiq.com/tag/reakktor-media">Reakktor Media</a>. We're hoping more info will be revealed about the game in the coming months, and now they've released a dev blog on the art direction of the game's Genide faction. Whereas the Tyi faction is a cybernetic offshoot of humanity the Genides embrace biogenetic manipulation in their pursuit of perfection. The aesthetics of what the Genides have become is the focus of <a href="http://massively.joystiq.com/category/black-prophecy"><em>Black Prophecy</em></a> Art Director Nick Ebenhoch's dev diary. <br />
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Nick kicks it off by explaining the significance of the Genide faction logo and what the symbol was designed to represent. Unlike the more utilitarian Tyi faction which <a href="http://massively.joystiq.com/2009/10/22/the-art-direction-of-black-prophecys-gearheads/">favors a modular complexity</a>, the Genide's cleaner, minimalist aesthetic sense permeates everything they create. This is seen in the smooth and tall look of their various space ships, which have vertical wing orientation rather than the standard horizontal orientation typically seen on such vessels, explains Nick.<p><a href="http://massively.joystiq.com/2009/11/10/the-aesthetics-of-black-prophecys-genide-faction/" rel="bookmark">Continue reading <em>The aesthetics of Black Prophecy's Genide faction</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/11/10/the-aesthetics-of-black-prophecys-genide-faction/">The aesthetics of Black Prophecy's Genide faction</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 10 Nov 2009 13:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.blackprophecy.com/index.php?id=105>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/11/10/the-aesthetics-of-black-prophecys-genide-faction/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19230735/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/11/10/the-aesthetics-of-black-prophecys-genide-faction/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>aesthetics</category><category>art-direction</category><category>art-director</category><category>black-prophecy</category><category>cockpits</category><category>dev-blog</category><category>dev-diary</category><category>factions</category><category>genide</category><category>genides</category><category>new-titles</category><category>nick-ebenhoch</category><category>reakktor</category><category>reakktor-media</category><category>sci-fi</category><category>tyi</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Tue, 10 Nov 2009 13:15:00 EST</pubDate></item><item><title><![CDATA[Black Prophecy art director on ship design]]></title><link>http://massively.joystiq.com/2009/09/01/black-prophecy-art-director-on-ship-design/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/09/01/black-prophecy-art-director-on-ship-design/</guid><comments>http://massively.joystiq.com/2009/09/01/black-prophecy-art-director-on-ship-design/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/black-prophecy/" rel="tag">Black Prophecy</a></p><a href="http://massively.joystiq.com/category/black-prophecy"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/09/blackprophecyimagecropat580.png" alt="" /></a><br />Massively has been following the development of the space-based MMO <em><a href="http://www.blackprophecy.com">Black Prophecy</a></em>, from <a href="http://massively.joystiq.com/tag/reakktor-media">Reakktor Media</a>. The latest bit of info we've come across is a developer's diary on ship design from <a href="http://massively.joystiq.com/category/black-prophecy"><em>Black Prophecy</em></a>'s Art Director Nick Ebenhoch. <br /><br />He explains <a href="http://www.reakktor.com">Reakktor</a>'s approach to creating a distinctive look for these machines, which was influenced by how sci-films were made in the 80's, with those elaborately crafted models before everything became CG. Nick specifically mentions the ships from the original Star Wars films and Battlestar Galactica, as well as the <a href="http://en.wikipedia.org/wiki/Sulaco_(spaceship)">USS Sulaco</a> from Alien.<p><a href="http://massively.joystiq.com/2009/09/01/black-prophecy-art-director-on-ship-design/" rel="bookmark">Continue reading <em>Black Prophecy art director on ship design</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/09/01/black-prophecy-art-director-on-ship-design/">Black Prophecy art director on ship design</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 01 Sep 2009 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.blackprophecy.com/index.php?id=93>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/09/01/black-prophecy-art-director-on-ship-design/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19147463/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/09/01/black-prophecy-art-director-on-ship-design/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art-director</category><category>black-prophecy</category><category>dev-blog</category><category>dev-diary</category><category>new-titles</category><category>nick-ebenhoch</category><category>reakktor-media</category><category>sci-fi</category><category>ship-design</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Tue, 01 Sep 2009 18:00:00 EST</pubDate></item><item><title><![CDATA[Black Prophecy Q&amp;A explains weapon systems and combat]]></title><link>http://massively.joystiq.com/2009/08/27/black-prophecy-qanda-explains-weapon-systems-and-combat/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/08/27/black-prophecy-qanda-explains-weapon-systems-and-combat/</guid><comments>http://massively.joystiq.com/2009/08/27/black-prophecy-qanda-explains-weapon-systems-and-combat/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/pvp/" rel="tag">PvP</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/black-prophecy/" rel="tag">Black Prophecy</a></p><a href="http://massively.joystiq.com/category/black-prophecy"><img vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/08/blackprophecyweaponsystemsat580.jpg" /></a><br /><a href="http://www.blackprophecy.com"><em>Black Prophecy</em></a> is one of the ship-based science fiction MMOs we see on the horizon, but at the same time we're not sure how long it will be before we can play it. As the game's developer, <a href="http://massively.joystiq.com/tag/reakktor-media">Reakktor Media</a>, seeks a publisher, they've been dropping details about <a href="http://massively.joystiq.com/category/black-prophecy"><em>Black Prophecy</em></a> here and there. Some of the info we've read comes from their "Behind the Scenes" series of in-house Q&amp;As. The latest is with <em>Black Prophecy</em>'s Creative Director Timo Krahl and Art Director <a href="http://massively.joystiq.com/tag/nick-ebenhoch">Nick Ebenhoch</a>. <br /><br />The Q&amp;A covers a fairly wide range of topics, from the various space station interiors players will see depending on which station feature they're using at the time, to <a href="http://massively.joystiq.com/tag/death-penalty">death penalties</a>. While there will be no permadeath in <em>Black Prophecy</em>, the ships players fly will take damage in a modular system. Timo says, <em>"A ship gets 'disassembled' slowly during a fight, single ship parts can be destroyed and alter the overall values of the ship -- a ship with only one engine will become slower -- if you lose a wing the attached weapons won't be available anymore." </em><p><a href="http://massively.joystiq.com/2009/08/27/black-prophecy-qanda-explains-weapon-systems-and-combat/" rel="bookmark">Continue reading <em>Black Prophecy Q&amp;A explains weapon systems and combat</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/08/27/black-prophecy-qanda-explains-weapon-systems-and-combat/">Black Prophecy Q&amp;A explains weapon systems and combat</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 27 Aug 2009 09:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.blackprophecy.com/index.php?id=88>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/08/27/black-prophecy-qanda-explains-weapon-systems-and-combat/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19141606/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/08/27/black-prophecy-qanda-explains-weapon-systems-and-combat/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art-director</category><category>black-prophecy</category><category>combat</category><category>creative-director</category><category>death-penalty</category><category>game-mechanics</category><category>interviews</category><category>new-titles</category><category>nick-ebenhoch</category><category>pve</category><category>pvp</category><category>reakktor-media</category><category>sci-fi</category><category>timo-krahl</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Thu, 27 Aug 2009 09:30:00 EST</pubDate></item><item><title><![CDATA[Black Prophecy's unique art style blends realism with the unreal]]></title><link>http://massively.joystiq.com/2009/08/18/black-prophecys-unique-art-style-blends-realism-with-the-unreal/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/08/18/black-prophecys-unique-art-style-blends-realism-with-the-unreal/</guid><comments>http://massively.joystiq.com/2009/08/18/black-prophecys-unique-art-style-blends-realism-with-the-unreal/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/black-prophecy/" rel="tag">Black Prophecy</a></p><a href="http://www.blackprophecy.com/?id=86"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/08/blackprophecyredbeltat580.jpg" alt="" /></a><br />The <a href="http://www.blackprophecy.com"><em>Black Prophecy</em></a> creators at <a href="http://massively.joystiq.com/tag/reakktor-media"><em>Reakktor Media</em></a> have begun a series of developer diaries, showcasing the game and their individual contributions to making this sci-fi MMO a reality. The first <a href="http://massively.joystiq.com/category/black-prophecy"><em>Black Prophecy</em></a> developer diary is written by Nick Ebenhoch, the game's Art Director, and gives us a peek into the game environment. Nick explains how they wanted to create an environment that has elements of realism in an unreal environment. Nick says, <em>"This was realized by the use of strong colors that you usually don't see in a space environment." <br /></em><br />The colors used in a given setting are used to create a mood. <em>"Sectors with ice elements are kept bluish, while 'Pan's Junkyard', a huge space cemetery, is kept a brownish color tone to let the sector appear dirty and rusty,"</em> Nick says. <em>"Our goal was to create a distinctive atmosphere for each sector, from nearly romantic right up to dark and threatening."</em><p><a href="http://massively.joystiq.com/2009/08/18/black-prophecys-unique-art-style-blends-realism-with-the-unreal/" rel="bookmark">Continue reading <em>Black Prophecy's unique art style blends realism with the unreal</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/08/18/black-prophecys-unique-art-style-blends-realism-with-the-unreal/">Black Prophecy's unique art style blends realism with the unreal</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Tue, 18 Aug 2009 12:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.blackprophecy.com/?id=86>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/08/18/black-prophecys-unique-art-style-blends-realism-with-the-unreal/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19132458/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/08/18/black-prophecys-unique-art-style-blends-realism-with-the-unreal/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art</category><category>art-direction</category><category>art-director</category><category>black-prophecy</category><category>dev-blog</category><category>developer-diary</category><category>new-titles</category><category>nick-ebenhoch</category><category>reakktor</category><category>reakktor-media</category><category>sci-fi</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Tue, 18 Aug 2009 12:30:00 EST</pubDate></item><item><title><![CDATA[Guild Wars 2 concept art spotted]]></title><link>http://massively.joystiq.com/2009/06/08/guild-wars-2-concept-art-spotted/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/06/08/guild-wars-2-concept-art-spotted/</guid><comments>http://massively.joystiq.com/2009/06/08/guild-wars-2-concept-art-spotted/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/guild-wars-2/" rel="tag">Guild Wars 2</a></p><a href="http://www.guildwars.com/products/guildwars2/default.php"><img vspace="4" hspace="4" border="1" align="middle" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/06/danieldociuconstructionsiteat580.jpg" /></a><br /><a href="http://www.guildwars.com"><em>Guild Wars</em></a> has some fantastic concept art. We've mentioned this in the past, particularly in the context of the work of ArenaNet art director <a href="http://massively.joystiq.com/tag/daniel-dociu">Daniel Dociu</a> and concept art lead <a href="http://massively.joystiq.com/tag/kekai-kotaki">Kekai Kotaki</a> as seen at <a href="http://www.spectrumfantasticart.com/full_content.php?article_id=914&amp;full=yes&amp;pbr=1">Spectrum Fantastic Art</a>. In fact, <a href="http://massively.joystiq.com/2009/03/11/arenanet-artists-win-spectrum-honors-for-guild-wars-concept-art/">the last thing we asked was</a>, <em>"Does this give some hints as to what we'll be seeing in Guild Wars 2?</em>" It turns out, it does. <br /><br />In fact, <em>Guild Wars 2</em> concept art is now appearing in other places as well. Ravious at <a href="http://www.killtenrats.com">Kill Ten Rats</a> hunted down <a href="http://www.intothepixel.com/artwork/2009_contest_winners.asp">more <em>GW2</em> art</a> by Dociu and Kotaki, as <a href="http://www.guildwarsguru.com/forum/showpost.php?p=4669313&amp;postcount=32">confirmed by ArenaNet's Regina Buenaobra</a>. Check out the post on GW2 concept art <a href="http://www.killtenrats.com/2009/06/08/guild-wars-2-concept-art/">by Ravious over at Kill Ten Rats</a>, which features some examples of what he's found along with some background on what they may show of the next game's setting, "<a href="http://www.guildwars.com/products/guildwars2/default.php">250 years after the original <em>Guild Wars</em></a>."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/06/08/guild-wars-2-concept-art-spotted/">Guild Wars 2 concept art spotted</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 08 Jun 2009 19:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.killtenrats.com/2009/06/08/guild-wars-2-concept-art>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/06/08/guild-wars-2-concept-art-spotted/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19061377/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/06/08/guild-wars-2-concept-art-spotted/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>arenanet</category><category>art</category><category>art-director</category><category>concept-art</category><category>concept-art-lead</category><category>daniel-dociu</category><category>fantasy</category><category>fantasy-art</category><category>guild-wars</category><category>guild-wars-2</category><category>gw2</category><category>kekai-kotaki</category><category>kill-ten-rats</category><category>new-titles</category><category>ravious</category><category>regina-buenaobra</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Mon, 08 Jun 2009 19:30:00 EST</pubDate></item><item><title><![CDATA[RuneScape art director on the Zanaris redesign]]></title><link>http://massively.joystiq.com/2009/04/22/runescape-art-director-on-the-zanaris-redesign/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/04/22/runescape-art-director-on-the-zanaris-redesign/</guid><comments>http://massively.joystiq.com/2009/04/22/runescape-art-director-on-the-zanaris-redesign/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/runescape/" rel="tag">RuneScape</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/browser/" rel="tag">Browser</a></p><a href="http://www.runescape.com/l=0/kbase/view.ws?guid=diary_fairy01"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/04/runescapefairyhousesat580.jpg" alt="" /></a><br /><a href="http://www.runescape.com/"><em>RuneScape</em></a> is a game with a <a href="http://en.wikipedia.org/wiki/Runescape">long history</a> and one that's attracted millions of devoted fans over the years. That said, we think most would concede that <a href="http://massively.joystiq.com/category/runescape"><em>RuneScape</em></a> was getting a bit long in the graphical tooth. Improving <em>RuneScape</em>'s graphics seems to be a priority for <a href="http://www.jagex.com/">Jagex Game Studios</a> from what we've read in the latest dev diary by the title's art director Mod Joe. <br /><br />He writes about the redesign of the fairy area Zanaris, originally 'just a standard brown dungeon' which was later revamped to be blue, yet still didn't convey the 'magical' look the designers wanted. The first dev blog on the Zanaris improvements (of which two more are to follow) focuses on the concepts that needed to be re-worked, from the look of the fairies themselves to the environment they populate. <a href="http://www.runescape.com/l=0/kbase/view.ws?guid=diary_fairy01">Have a look at Mod Joe's development diary</a> for more on the ways Jagex has worked to improve the look of <em>RuneScape</em>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/04/22/runescape-art-director-on-the-zanaris-redesign/">RuneScape art director on the Zanaris redesign</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Wed, 22 Apr 2009 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.runescape.com/l=0/kbase/view.ws?guid=diary_fairy01>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/22/runescape-art-director-on-the-zanaris-redesign/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1524113/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/04/22/runescape-art-director-on-the-zanaris-redesign/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art-director</category><category>browser</category><category>dev-blog</category><category>dev-diary</category><category>development-diary</category><category>dungeons</category><category>fairies</category><category>fairy</category><category>fantasy</category><category>free-to-play</category><category>graphics</category><category>jagex</category><category>jagex-game-studios</category><category>jagex-ltd</category><category>mod-joe</category><category>runescape</category><category>zanaris</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Wed, 22 Apr 2009 16:00:00 EST</pubDate></item><item><title><![CDATA[Visualizing Free Realms: An interview with Art Director Rosie Rappaport]]></title><link>http://massively.joystiq.com/2009/02/16/visualizing-free-realms-an-interview-with-art-director-rosie-ra/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/02/16/visualizing-free-realms-an-interview-with-art-director-rosie-ra/</guid><comments>http://massively.joystiq.com/2009/02/16/visualizing-free-realms-an-interview-with-art-director-rosie-ra/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/galleries/" rel="tag">Galleries</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/massively-meta/" rel="tag">Massively Meta</a>, <a href="http://massively.joystiq.com/category/casual/" rel="tag">Casual</a>, <a href="http://massively.joystiq.com/category/free-realms/" rel="tag">Free Realms</a>, <a href="http://massively.joystiq.com/category/massively-interviews/" rel="tag">Massively Interviews</a>, <a href="http://massively.joystiq.com/category/kids/" rel="tag">Kids</a></p><div align="center"><a href="http://massively.joystiq.com/photos/free-realms/1357349/full/"><img hspace="4" border="1" vspace="4" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/02/frninjasconcept-sms-0209.jpg" /></a><br /></div>
If you've been following the development of <a href="http://station.sony.com">SOE</a>'s <a href="http://www.freerealms.com/"><em>Free Realms</em></a> lately, you're probably pretty excited about everything it has to offer. If you haven't been following its development, check out <a href="http://massively.joystiq.com/tag/free-realms">our extensive coverage</a> and <a href="http://massively.joystiq.com/2009/01/22/checking-in-on-free-realms-just-months-away-from-beta/">exclusive interviews</a> with its developers. Ready for even more exclusive interviews? Good, because just last week Massively sat down with Rosie Rappaport, the Art Director for <em>Free Realms</em>, to chat about the game's distinctive art style and the concept process involved.<br /><br />Since <em>Free Realms</em> is different from anything else out there currently, its style and feel are very important to its brand. This was a special challenge for Ms. Rappaport, coming off of her time as Art Director for <a href="http://everquest.station.sony.com/"><em>EverQuest</em></a> years earlier. Check out the complete interview below the jump, and be sure to peruse our <a href="http://massively.joystiq.com/photos/free-realms/1357353/"><em>Free Realms</em> gallery</a> for the sixteen additional concept art pieces showing everything from landscape and environmental imagery to the progression of character wearables.<div class="postgallery"><p><strong>Gallery: <a href="http://massively.joystiq.com/photos/free-realms/">Free Realms</a></strong></p><a href="http://massively.joystiq.com/photos/free-realms/#2418175"><img src="http://www.blogcdn.com/www.massively.com/media/2009/11/freerealmshouseexterior_thumbnail.jpg" alt="Player Housing - Exterior" title="Player Housing - Exterior" /></a><a href="http://massively.joystiq.com/photos/free-realms/#2418166"><img src="http://www.blogcdn.com/www.massively.com/media/2009/11/freerealms_houseinterior_thumbnail.jpg" alt="Player Housing - Interior" title="Player Housing - Interior" /></a><a href="http://massively.joystiq.com/photos/free-realms/#2418165"><img src="http://www.blogcdn.com/www.massively.com/media/2009/11/freerealms_fishingjob_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/free-realms/#2418168"><img src="http://www.blogcdn.com/www.massively.com/media/2009/11/freerealms_newpet_pony_thumbnail.png" alt="Pet Pony" title="Pet Pony" /></a><a href="http://massively.joystiq.com/photos/free-realms/#2418169"><img src="http://www.blogcdn.com/www.massively.com/media/2009/11/freerealms_newpet_spikedragon_thumbnail.png" alt="Pet Spiked Dragon" title="Pet Spiked Dragon" /></a></div><p><a href="http://massively.joystiq.com/2009/02/16/visualizing-free-realms-an-interview-with-art-director-rosie-ra/" rel="bookmark">Continue reading <em>Visualizing Free Realms: An interview with Art Director Rosie Rappaport</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/02/16/visualizing-free-realms-an-interview-with-art-director-rosie-ra/">Visualizing Free Realms: An interview with Art Director Rosie Rappaport</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 16 Feb 2009 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2009/02/16/visualizing-free-realms-an-interview-with-art-director-rosie-ra/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1460602/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/02/16/visualizing-free-realms-an-interview-with-art-director-rosie-ra/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art-director</category><category>concept-art</category><category>featured</category><category>free-realms</category><category>interview</category><category>joystiqfeatures</category><category>katie-hanson</category><category>rosie-rappaport</category><category>soe</category><category>sony-online-entertainment</category><dc:creator><![CDATA[Shawn Schuster]]></dc:creator><pubDate>Mon, 16 Feb 2009 12:00:00 EST</pubDate></item><item><title><![CDATA[ArenaNet's Art Director speaks on the artistic direction of Guild Wars]]></title><link>http://massively.joystiq.com/2009/01/02/arenanets-art-director-speaks-on-the-artistic-direction-of-guil/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/01/02/arenanets-art-director-speaks-on-the-artistic-direction-of-guil/</guid><comments>http://massively.joystiq.com/2009/01/02/arenanets-art-director-speaks-on-the-artistic-direction-of-guil/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/guild-wars/" rel="tag">Guild Wars</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/guild-wars-2/" rel="tag">Guild Wars 2</a></p><a href="http://www.pennyarcademerch.com/anc07001110.html"><img hspace="4" vspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/01/danieldociu-sms-0109.jpg"  alt="" /></a>As we anxiously await any morsel of news regarding <a href="http://www.arena.net">ArenaNet</a>'s <a href="http://www.guildwars2.com"><em>Guild Wars 2</em></a>, it's still nice to hear the occasional interview along the way. Recently, <a href="http://www.allakhazam.com/story.html?story=16495">Allakhazam sat down with ArenaNet's Art Director</a>, Daniel Dociu, to talk about his experience in the gaming industry, his evolution at ArenaNet and his visions for <a href="http://www.guildwars.com"><em>Guild Wars</em></a>. While we get no news of <em>GW2</em>, the interview is interesting nonetheless.<br /><br /><em>"We built this art team from a handful of people to somewhere in the neighborhood of fifty people now."</em> Dociu said in the interview. <em>"They have been more or less hand picked from the best talent pool that the industry had to offer. It's a team that I'm personally proud of and very protective of and that's what I would consider that my main contribution to the game."</em><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2009/01/02/arenanets-art-director-speaks-on-the-artistic-direction-of-guil/">ArenaNet's Art Director speaks on the artistic direction of Guild Wars</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 02 Jan 2009 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.allakhazam.com/story.html?story=16495>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/01/02/arenanets-art-director-speaks-on-the-artistic-direction-of-guil/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1417272/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/01/02/arenanets-art-director-speaks-on-the-artistic-direction-of-guil/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>arenanet</category><category>art-director</category><category>daniel-dociu</category><category>guild-wars</category><category>guild-wars-2</category><category>interview</category><dc:creator><![CDATA[Shawn Schuster]]></dc:creator><pubDate>Fri, 02 Jan 2009 19:00:00 EST</pubDate></item><item><title><![CDATA[An inside look at the DC Universe Online studio]]></title><link>http://massively.joystiq.com/2008/12/06/an-inside-look-at-the-dc-universe-online-studio/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/12/06/an-inside-look-at-the-dc-universe-online-studio/</guid><comments>http://massively.joystiq.com/2008/12/06/an-inside-look-at-the-dc-universe-online-studio/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/super-hero/" rel="tag">Super-hero</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/dc-universe-online/" rel="tag">DC Universe Online</a></p><a href="http://massively.joystiq.com/category/dc-universe-online"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/12/backatthehallofjusticeat425.jpg" alt="" /></a><br />The latest bit of info about the upcoming game <a href="http://dcuo.station.sony.com/"><em>DC Universe Online</em></a> comes to us through a video walk-through of the developers' own Hall of Justice. Michael Daubert, Studio Art Director for <a href="http://massively.joystiq.com/category/dc-universe-online"><em>DC Universe Online</em></a>, blogs on Myspace about what it's like to <a href="http://blog.myspace.com/index.cfm?fuseaction=blog.view&amp;friendID=170495422&amp;blogID=454274282 ">work on the game in the setting they've created</a>.<br /><br />It's a place where every Friday is "Green Lantern Friday" when studio employees either wear GL's requisite green or <a href="http://en.wikipedia.org/wiki/Sinestro">Sinestro yellow</a>. Monday is "Batman Monday"-- we think you get the picture. But having Wednesdays devoted to Aquaman... dubious. One pictures employees bringing their goldfish to work and willing them to perform office tasks. One tradeoff for having to dress in orange and green is that employees at the Austin studio are surrounded by artwork for <em>DC Universe Online</em> from <a href="http://massively.joystiq.com/tag/jim-lee">Jim Lee</a> and the <a href="http://www.dccomics.com/wildstorm/">Wildstorm Productions</a> studio. The video gives us a glimpse at the roughly 1200 pieces of <a href="http://massively.joystiq.com/photos/dc-universe-online-concept-art/">concept art Lee and his team have produced</a> that literally wallpaper the studio. Plus you get to meet some of the dev team as Daubert alternately attempts to stay awake through <a href="http://en.wikipedia.org/wiki/Scrum_(development)">Scrum explanations</a> or avoid tirades from his colleagues. Unfortunately we can't embed the video for you right here, but if you head over to <a href="http://dcuo.station.sony.com/ ">the <em>DC Universe Online</em> site</a>, you can't miss it.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/12/06/an-inside-look-at-the-dc-universe-online-studio/">An inside look at the DC Universe Online studio</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 06 Dec 2008 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://blog.myspace.com/index.cfm?fuseaction=blog.view&amp;friendID=170495422&amp;blogID=454274282>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/12/06/an-inside-look-at-the-dc-universe-online-studio/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1393287/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/12/06/an-inside-look-at-the-dc-universe-online-studio/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>aquaman</category><category>art-director</category><category>austin</category><category>batman</category><category>concept-art</category><category>dc-universe-online</category><category>green-lantern</category><category>jim-lee</category><category>michael-daubert</category><category>myspace</category><category>scrum</category><category>sinestro</category><category>soe</category><category>sony</category><category>sony-online-entertainment</category><category>studio-art-director</category><category>video</category><category>wildstorm-productions</category><dc:creator><![CDATA[James Egan]]></dc:creator><pubDate>Sat, 06 Dec 2008 17:00:00 EST</pubDate></item><item><title><![CDATA[An interview with Earthrise art director Nikolay Stoyanov]]></title><link>http://massively.joystiq.com/2008/06/30/an-interview-with-earthrise-art-director-nikolay-stoyanov/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/06/30/an-interview-with-earthrise-art-director-nikolay-stoyanov/</guid><comments>http://massively.joystiq.com/2008/06/30/an-interview-with-earthrise-art-director-nikolay-stoyanov/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/earthrise/" rel="tag">Earthrise</a></p><a href="http://www.stratics.com/php-bin/show_content.php?content=28004&amp;name=Earthrise"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/06/artdirector.jpg" /></a>During <a href="http://www.stratics.com/php-bin/show_content.php?content=28004&amp;name=Earthrise">a recent interview</a> with <a href="http://www.play-earthrise.com/"><em>Earthrise</em></a>'s Nikolay Stoyanov, we get a candid look into the influences and goals of this talented Art Director. This interview is mostly about himself as an artist, but there are also some points made about the game itself.<br /><br />Still though, we think it's a welcome change to hear an interview that is more about what makes a game developer tick. Once you learn more about the developers, you get a better feel for the game, why they made it and how much of their heart and soul they've put into it. In Stoyanov's case, he cites some examples of the biggest challenges he has faced so far with <em><a href="http://massively.joystiq.com/category/earthrise/">Earthrise</a></em>. He also craftily avoids a question regarding any other MMOs he'd like to work on, and finishes off the interview with some helpful advice for aspiring game artists or designers.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/06/30/an-interview-with-earthrise-art-director-nikolay-stoyanov/">An interview with Earthrise art director Nikolay Stoyanov</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 30 Jun 2008 19:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.stratics.com/php-bin/show_content.php?content=28004&amp;name=Earthrise>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/30/an-interview-with-earthrise-art-director-nikolay-stoyanov/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1241040/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/06/30/an-interview-with-earthrise-art-director-nikolay-stoyanov/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art-director</category><category>bulgarian</category><category>earthrise</category><category>masthead-studios</category><category>nikolay-stoyanov</category><category>sci-fi</category><dc:creator><![CDATA[Shawn Schuster]]></dc:creator><pubDate>Mon, 30 Jun 2008 19:30:00 EST</pubDate></item><item><title><![CDATA[Chronicles of Spellborn unveils new area]]></title><link>http://massively.joystiq.com/2008/03/23/chronicles-of-spellborn-unveils-new-area/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/03/23/chronicles-of-spellborn-unveils-new-area/</guid><comments>http://massively.joystiq.com/2008/03/23/chronicles-of-spellborn-unveils-new-area/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/betas/" rel="tag">Betas</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/chronicles-of-spellborn/" rel="tag">Chronicles of Spellborn</a></p><div align="center"><a href="http://www.tcos.com/images/content/sm05.jpg"><img vspace="4" hspace="4" border="1" align="middle" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/03/shorathmesa.jpg" alt="" /></a><br /></div>
Every MMO has its own style, but few have such a uniqueness to them as that of <em><a href="http://massively.joystiq.com/category/chronicles-of-spellborn/">Chronicles of Spellborn</a></em>. Set in great hollow rocks called Shards, caught in an immense cataclysm called the Deadspell Storm, it's a setting unlike any other. Though currently in closed beta, the developers let us have a peek at Shorath Mesa, a swampy land surrounded by mountains that drop in immense cliffs and thunderous waterfalls to the land of Garminholm, far below.<br /><br /><em>Spellborn</em> art lead Frank Bakker, in his <a href="http://www.tcos.com/sbforum/viewtopic.php?t=13151&amp;start=0&amp;postdays=0&amp;postorder=asc&amp;highlight=&amp;sid=69e041ce1b5b0b3855b5d7dc2f3cf60f">latest art journal</a>, brings us through the design, development and implementation Shorath Mesa. How does a designer balance the needs of the game with the desires of the player? What goes into designing a visually interesting area? How do you get <em>weather</em> inside a <em>rock</em>? This is a fascinating look into the art development of an exciting new MMO.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/03/23/chronicles-of-spellborn-unveils-new-area/">Chronicles of Spellborn unveils new area</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sun, 23 Mar 2008 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.tcos.com/sbforum/viewtopic.php?t=13151&amp;start=0&amp;postdays=0&amp;postorder=asc&amp;highlight=&amp;sid=69e041ce1b5b0b3855b5d7dc2f3cf60f>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/03/23/chronicles-of-spellborn-unveils-new-area/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1146896/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/03/23/chronicles-of-spellborn-unveils-new-area/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art</category><category>art-design</category><category>art-director</category><category>bakker</category><category>chronicles-of-spellb...</category><category>design</category><category>frank-bakker</category><category>gallery</category><category>screenshots</category><category>shorath-mesa</category><category>spellborn</category><category>tcos</category><category>video-game-art</category><category>video-game-design</category><dc:creator><![CDATA[Brenda Holloway]]></dc:creator><pubDate>Sun, 23 Mar 2008 15:00:00 EST</pubDate></item><item><title><![CDATA[Behind the scenes with the LEGO art team]]></title><link>http://massively.joystiq.com/2008/03/13/behind-the-scenes-with-the-lego-art-team/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/03/13/behind-the-scenes-with-the-lego-art-team/</guid><comments>http://massively.joystiq.com/2008/03/13/behind-the-scenes-with-the-lego-art-team/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/lego-universe/" rel="tag">LEGO Universe</a>, <a href="http://massively.joystiq.com/category/kids/" rel="tag">Kids</a></p><div align="center"><a href="http://universe.lego.com/en-us/BehindTheScenes/March-2008.aspx"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/03/legovenice.jpg" /></a><br /></div>
There's a couple new Behind the Scenes interviews on the <a href="http://massively.joystiq.com/category/lego-universe"><em>LEGO Universe</em></a> website for the month of March, <a href="http://universe.lego.com/en-us/BehindTheScenes/March-2008.aspx">focusing specifically on the art and visual style of the game</a>. They go through the ropes with Phillip Atencio, the art director for the game as he explains his thoughts and philosophies underlying the art process. One surprising confession on Atencio's part was that not only does he not play games recreationally, but he finds that their visual quality is still pretty low compared to other mediums. We're not really sure if Atencio has actually played any games in, ya know, the last decade, but that seemed like quite a strange point for an art director on a major gaming project to make.<br /><br />The second Behind the Scenes interview (or <a href="http://universe.lego.com/en-us/BehindTheScenes/March-Bonus.aspx">Behind Behind the Scenes</a>, if you like) with Atencio is available only to subscribers of the free newsletter. It only amounts to another three questions, including an interesting one addressing how they plan to maintain continuity in a game with such disparate locales as a modern city and a Black Knight's castle, so it may be worth <a href="http://universe.lego.com/en-US/Subscription/Default.aspx">signing up to the newsletter</a>, just to get the extra goodies.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/03/13/behind-the-scenes-with-the-lego-art-team/">Behind the scenes with the LEGO art team</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 13 Mar 2008 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://universe.lego.com/en-us/BehindTheScenes/March-2008.aspx>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/03/13/behind-the-scenes-with-the-lego-art-team/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1138583/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/03/13/behind-the-scenes-with-the-lego-art-team/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art</category><category>art-director</category><category>behind-the-scenes</category><category>interview</category><category>lego</category><category>lego-universe</category><category>phillip-atencio</category><category>visual-style</category><dc:creator><![CDATA[Chris Chester]]></dc:creator><pubDate>Thu, 13 Mar 2008 09:00:00 EST</pubDate></item><item><title><![CDATA[SOE developer spotlight: Bill Yeatts]]></title><link>http://massively.joystiq.com/2008/02/22/soe-developer-spotlight-bill-yeatts/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/22/soe-developer-spotlight-bill-yeatts/</guid><comments>http://massively.joystiq.com/2008/02/22/soe-developer-spotlight-bill-yeatts/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/everquest-ii/" rel="tag">EverQuest II</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a></p><a href="http://eq2players.station.sony.com/news_archive_content.vm?id=1564&amp;section=News&amp;locale=en_US"><img align="right" alt="" id="img1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/soedevbillyates3_225px.jpg" /></a>SOE wants you to "Get to know a developer", and have sat Art Director and Character Lead for <a href="http://massively.joystiq.com/category/everquest-ii/"><span style="font-style: italic;">EverQuest II</span></a> Bill Yeatts -- a.k.a. Bruinen the Insane -- in the interview chair and <a href="http://eq2players.station.sony.com/news_archive_content.vm?id=1564&amp;section=News&amp;locale=en_US">grilled him for the fans</a>. We learn that his role in the art team is mostly managing and keeping the wheels greased these days, but he still gets to flex his own artistic muscle occasionally. A typical day for Yeatts could include working with his team on any of the steps involved in bringing a new asset to <span style="font-style: italic;">EQII</span>, from concept art, to 3D models, animation, and then the final technical steps in translating the asset to the game.<br /><br />He may break a few hearts along the way with this question and answer: <br /><br /><span style="font-style: italic;" class="newsContent"><strong>People have a misconception that when you become a video game designer or artist you play games all day. Is that ever true?</strong><br /> No, this is software development. The product we develop just happens to be a game.<br /><br /><span style="font-style: italic;"></span></span><span class="newsContent">However, he brings his own thoughts on the evolution of graphics technology detracting designers from remembering what makes a game fun at its core, and even has some tips for those looking to start out as an artist for a game company. Follow the link below to read everything that Yeatts has to say.</span><span style="font-style: italic;" class="newsContent"><span style="font-style: italic;"></span><br /></span><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/02/22/soe-developer-spotlight-bill-yeatts/">SOE developer spotlight: Bill Yeatts</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 22 Feb 2008 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://eq2players.station.sony.com/news_archive_content.vm?id=1564&amp;section=News&amp;locale=en_US>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/22/soe-developer-spotlight-bill-yeatts/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1120713/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/22/soe-developer-spotlight-bill-yeatts/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art-director</category><category>bill-yeatts</category><category>bruinen-the-insane</category><category>character-lead</category><category>developer</category><category>developer-spotlight</category><category>eq2</category><category>eqii</category><category>everquest-2</category><category>get-to-know-a-developer</category><category>soe</category><category>sony-online-entertainment</category><category>yeatts</category><dc:creator><![CDATA[William Dobson]]></dc:creator><pubDate>Fri, 22 Feb 2008 16:00:00 EST</pubDate></item><item><title><![CDATA[PotBS lead animator and art director interviewed]]></title><link>http://massively.joystiq.com/2008/02/04/potbs-lead-animator-and-art-director-interviewed/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/02/04/potbs-lead-animator-and-art-director-interviewed/</guid><comments>http://massively.joystiq.com/2008/02/04/potbs-lead-animator-and-art-director-interviewed/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/historical/" rel="tag">Historical</a>, <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea/" rel="tag">Pirates of the Burning Sea</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><a href="http://potbsvault.ign.com/View.php?view=Articles.Detail&amp;id=73" style=""><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/02/potbsartdirectoranimatorinterview_225px.jpg" /></a>Although <a href="http://potbsvault.ign.com/View.php?view=Articles.Detail&amp;id=73">this interview</a> was done a couple of weeks ago, possibly before <a href="http://massively.joystiq.com/category/pirates-of-the-burning-sea/"><em>Pirates of the Burning Sea</em></a> launched, all the other news that has come out about the game recently prevented PotBS Vault from posting it sooner. The interview features Lead Animator Tom Tobey and Art Director Bruce Sharp fielding questions about their work on <em>PotBS</em>, and there are a few hints in this article of things that may not have been discovered yet, even now, a few weeks into release.<br /><br />There are things they mention that a lot of players will already have found, but some are probably still a mystery. The most interesting of these is the talk of an island that is not marked on the world map, with no clues given as to what might be waiting there. There are also some features that look to have been left out in the current build of the game, like the ability to change your body type at character creation (which sounds small, but I know people that have said they wished it was there). It does seem as though Tobey and Sharp have plenty of ideas still up their sleeves, and hopefully a lot more of their work will make it into the game in <a href="http://massively.joystiq.com/2008/01/31/potbs-devlog-the-road-to-v1-1-ships-and-ship-combat/">future patches</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/02/04/potbs-lead-animator-and-art-director-interviewed/">PotBS lead animator and art director interviewed</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 04 Feb 2008 23:10:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://potbsvault.ign.com/View.php?view=Articles.Detail&amp;id=73>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/04/potbs-lead-animator-and-art-director-interviewed/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1106646/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/02/04/potbs-lead-animator-and-art-director-interviewed/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art-director</category><category>bruce-sharp</category><category>fls</category><category>flying-lab</category><category>lead-animator</category><category>potbs</category><category>soe</category><category>sony-online-entertainment</category><category>tom-tobey</category><dc:creator><![CDATA[William Dobson]]></dc:creator><pubDate>Mon, 04 Feb 2008 23:10:00 EST</pubDate></item></channel></rss>
