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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 />
<br />
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 />
<br />
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.
<p>
</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[Post-apocalyptic L.A.W takes us from sketches to art to screen]]></title><link>http://massively.joystiq.com/2011/11/18/post-apocalyptic-l-a-w-takes-us-from-sketches-to-art-to-screen/</link><guid isPermaLink="true">http://massively.joystiq.com/2011/11/18/post-apocalyptic-l-a-w-takes-us-from-sketches-to-art-to-screen/</guid><comments>http://massively.joystiq.com/2011/11/18/post-apocalyptic-l-a-w-takes-us-from-sketches-to-art-to-screen/#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/galleries/" rel="tag">Galleries</a>, <a href="http://massively.joystiq.com/category/screenshots/" rel="tag">Screenshots</a>, <a href="http://massively.joystiq.com/category/post-apocalyptic/" rel="tag">Post-Apocalyptic</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2011/11/18/post-apocalyptic-l-a-w-takes-us-from-sketches-to-art-to-screen/"><img alt="LAW" src="http://www.blogcdn.com/massively.joystiq.com/media/2011/11/title.jpg" /></a></div>
Good-looking graphics don't just magically appear overnight in MMOs, delivered by the FedEx equivalent of the leprechaun community. The look and design of a game is a lengthy process full of revisions, abandoned doodles, and brainstorming -- something we end-users tend not to appreciate.<br />
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Consider today your education, then, as the team behind the post-apocalyptic <a href="http://massively.joystiq.com/tag/l.a.w/"><em>L.A.W -- Living After War</em></a> released a whole crate of images with the intent of showing us how the iterative process works. In the gallery below you can check out different versions of the same buildings, vehicles, and mobs at various stages of their making. From sketches to concept art to in-game models, these screens are a great crash course in understanding how involved the development team has to get to make these games a reality.<br />
<div class="postgallery"><p><strong>Gallery: <a href="http://massively.joystiq.com/photos/l-a-w-living-after-war/">L.A.W -- Living After War</a></strong></p><a href="http://massively.joystiq.com/photos/l-a-w-living-after-war/#4623313"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/11/l.a.wchainsawartwork_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/l-a-w-living-after-war/#4623314"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/11/l.a.wchainsawscreenshot_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/l-a-w-living-after-war/#4623315"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/11/l.a.wfevrixartwork_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/l-a-w-living-after-war/#4623316"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/11/l.a.wfevrixconcept_thumbnail.jpg" alt="" title="" /></a><a href="http://massively.joystiq.com/photos/l-a-w-living-after-war/#4623317"><img src="http://www.blogcdn.com/massively.joystiq.com/media/2011/11/l.a.whelicopterartwork_thumbnail.jpg" alt="" title="" /></a></div><br />
[Source: ProSiebenSat.1 press release]<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/2011/11/18/post-apocalyptic-l-a-w-takes-us-from-sketches-to-art-to-screen/">Post-apocalyptic L.A.W takes us from sketches to art to screen</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 18 Nov 2011 15:30:00 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/2011/11/18/post-apocalyptic-l-a-w-takes-us-from-sketches-to-art-to-screen/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20110071/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2011/11/18/post-apocalyptic-l-a-w-takes-us-from-sketches-to-art-to-screen/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art</category><category>artist</category><category>artists</category><category>concept-art</category><category>fedex</category><category>gallery</category><category>in-game-model</category><category>in-game-models</category><category>l.a.w</category><category>l.a.w-living-after-war</category><category>leprechaun</category><category>living-after-war</category><category>post-apocalyptic</category><category>prosiebensat.1-digital</category><category>scifi</category><category>screenshots</category><category>sketch</category><category>sketches</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Fri, 18 Nov 2011 15:30:00 EST</pubDate></item><item><title><![CDATA[The Daily Grind: What would your MMO dream job be?]]></title><link>http://massively.joystiq.com/2010/08/13/the-daily-grind-what-would-your-mmo-dream-job-be/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/08/13/the-daily-grind-what-would-your-mmo-dream-job-be/</guid><comments>http://massively.joystiq.com/2010/08/13/the-daily-grind-what-would-your-mmo-dream-job-be/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/the-daily-grind/" rel="tag">The Daily Grind</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/the-daily-grind"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/08/dreamjob.jpg" /></a></div>
I'll be Frank and you'll be Ernest, and we'll both admit that we as players have the tendency to be armchair game designers. No, no, don't deny it; it just makes you look defensive. If there's a single theme that pervades every official MMO forum out there, it's that the players think they know what's best for the game, even more than the devs themselves, and if they were making the calls, Game X would be mopping the floor with <a href="http://www.worldofwarcraft.com/index.xml"><em>World of Warcraft</em></a>.<br />
<br />
So hey, why not indulge in the daydream -- what if tomorrow you could have any job in the MMO industry? If you could make a very real, very direct impact on the games that are being made or are operating in live mode, what would it be? Would you be a writer, finally free to pen the perfect quest? Would you be a project manager, in charge of the direction and goals of the teams at your disposal? Would you be a big-shot CEO, making the major calls and shaping the future of the company? Or would you settle into a creative role as an artist or composer, helping to contribute to the game's frills?<br />
<br />
No, wait, I got it. You'd totally want to be a quality assurance tester. Those guys and gals get all the glory, am I right?<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/2010/08/13/the-daily-grind-what-would-your-mmo-dream-job-be/">The Daily Grind: What would your MMO dream job be?</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Fri, 13 Aug 2010 08:00:00 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/2010/08/13/the-daily-grind-what-would-your-mmo-dream-job-be/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19587764/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/08/13/the-daily-grind-what-would-your-mmo-dream-job-be/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>artist</category><category>ceo</category><category>composer</category><category>dream-job</category><category>opinion</category><category>project-manager</category><category>qa</category><category>quality-assurance</category><category>tdg</category><category>the-daily-grind</category><category>world-of-warcraft</category><category>wow</category><category>writer</category><dc:creator><![CDATA[Justin Olivetti]]></dc:creator><pubDate>Fri, 13 Aug 2010 08:00:00 EST</pubDate></item><item><title><![CDATA[Star Trek Online official dev blog: Jeremy Mattson]]></title><link>http://massively.joystiq.com/2010/01/25/star-trek-online-official-dev-blog-jeremy-mattson/</link><guid isPermaLink="true">http://massively.joystiq.com/2010/01/25/star-trek-online-official-dev-blog-jeremy-mattson/</guid><comments>http://massively.joystiq.com/2010/01/25/star-trek-online-official-dev-blog-jeremy-mattson/#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/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/star-trek-online/" rel="tag">Star Trek Online</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/star-trek-online/"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2010/01/jmheaderdevblog234.jpg" /></a></div>
Today marks the first of this week's <a href="http://massively.joystiq.com/tag/3-sto-dev-blogs">three exclusive developer blogs</a> from <a href="http://massively.joystiq.com/tag/Cryptic">Cryptic's</a> <a href="http://www.startrekonline.com"><em>Star Trek Online</em></a> team here at Massively. For Monday, we've got Jeremy Mattson discussing what it's like being a Principal Artist for Cryptic and giving some insight into their powerful character customization tools. He also delves into the past a bit, which should interest any of you <a href="http://www.coh.com"><em>City of Heroes</em></a> fans out there, too.<br />
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Be sure to come back again on Wednesday for our second installment of this week's developer blogs. We'll have an animator's perspective of life at Cryptic and working on <a href="http://massively.joystiq.com/category/Star-Trek-Online/"><em>Star Trek Online</em></a>.<p><a href="http://massively.joystiq.com/2010/01/25/star-trek-online-official-dev-blog-jeremy-mattson/" rel="bookmark">Continue reading <em>Star Trek Online official dev blog: Jeremy Mattson</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/2010/01/25/star-trek-online-official-dev-blog-jeremy-mattson/">Star Trek Online official dev blog: Jeremy Mattson</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 25 Jan 2010 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://massively.joystiq.com/2010/01/25/star-trek-online-official-dev-blog-jeremy-mattson/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19329276/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2010/01/25/star-trek-online-official-dev-blog-jeremy-mattson/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>3-sto-dev-blogs</category><category>artist</category><category>atari</category><category>blog</category><category>city-of-heroes</category><category>coh</category><category>cryptic</category><category>cryptic-star-trek</category><category>cryptic-studios</category><category>dev-blog</category><category>developer-blog</category><category>featured</category><category>featured-carousel</category><category>jeremy-mattson</category><category>ncsoft</category><category>principal-artist</category><category>st-online</category><category>star-trek-mmo</category><category>star-trek-online</category><category>sto</category><category>trek-online</category><dc:creator><![CDATA[Kyle Horner]]></dc:creator><pubDate>Mon, 25 Jan 2010 16:00:00 EST</pubDate></item><item><title><![CDATA[Meet the Sparkplay Media team: Part One, pg. 2]]></title><link>http://massively.joystiq.com/2009/07/23/meet-the-sparkplay-media-team-part-one-pg-2/</link><guid isPermaLink="true">http://massively.joystiq.com/2009/07/23/meet-the-sparkplay-media-team-part-one-pg-2/</guid><comments>http://massively.joystiq.com/2009/07/23/meet-the-sparkplay-media-team-part-one-pg-2/#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/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/lore/" rel="tag">Lore</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</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>, <a href="http://massively.joystiq.com/category/earth-eternal/" rel="tag">Earth Eternal</a>, <a href="http://massively.joystiq.com/category/massively-interviews/" rel="tag">Massively Interviews</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/earth-eternal"><strong><img hspace="4" border="1" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/07/sparkplaymediateam2.jpg" alt="" /></strong></a><br /></div>
<br /> <strong>Massively: Is there any MMO that has influenced your work on <span style="font-style: italic;">Earth Eternal</span>, and if so how did it influence you? </strong><br /><br /> Alex Madrigal, Concept Artist: I've been pretty active with MMOs for about seven years now. I've played <a href="http://www.playonline.com"><em>Final Fantasy XI</em></a> the most, but I've spent a serious amount of time in <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a> as well. I've dabbled in <a href="http://www.everquest2.com"><em>Everquest 2</em></a>, <a href="http://www.lineage2.com"><em>Lineage II</em></a> and most recently <a href="http://dragonica.iahgames.com/"><span style="font-style: italic;">Dragonica</span></a>. Artistically, I've picked something up from each of the games I've spent considerable amounts of time with. <br /><strong><br /> What <span style="font-style: italic;">Earth Eternal</span> race represents you the best and why? <br /></strong><br /> Alex: I'd have to say that I'm probably most like the Ursine. I'm big, tough and hairy. Also...not so much tough, but definitely cuddly! <br /><br /><strong>If you could pick out your favorite part of <span style="font-style: italic;">Earth Eternal</span>, what would it be and why? </strong><br /><br /> Alex: My monster designs. That will probably (definitely) come across as conceit, but the time spent with the team discussing, designing and fine tuning the monsters was probably the most fun I've had working on this game. To take something from a simply stated verbal concept and then see it grow through the stages of development is always exciting. Getting to draw strange things and seeing them show up in a 3D virtual space is a hoot. Plus it does my ego good when I hear people say that they think the designs are cool. And if you manage to find monsters you think aren't so cool - I didn't do those. [Laughs]<br /><br /><strong><img hspace="4" border="1" align="right" vspace="4" src="http://www.blogcdn.com/massively.joystiq.com/media/2009/07/rotten225.jpg" alt="" />What has been the most difficult obstacle for you to overcome in your work on <span style="font-style: italic;">Earth Eternal</span>? </strong><br /><br /> Alex: Doing user interface work. Having come from an animation background, jumping headfirst into designing a UI was a hell of a hurdle. Dealing with a whole new set of technical limitations and rules was difficult at first. For my first UI, I'm pretty happy with the end result, but I prefer the pencil and paper/Photoshop route instead of shifting around tiny pixels. <br /><br /><strong>What has influenced your art style for <span style="font-style: italic;">Earth Eternal</span>? Why this art style?</strong><br /><br /> Alex: I wish I could say that I was on the ground floor to help decide the artistic style for the game, but I actually came on as the concept artist about a year after the game's development started. I've been following a style set by another group of artists, but I have taken the opportunity to slather it in a healthy coating of my own personal style when possible. I'm heavily influenced by European graphic novel artists, and I really enjoy classic fairy tale illustrations. Things with visual texture and very rhythmic line work. <span style="font-style: italic;">Earth Eternal</span> has rich lore and to me, it feels like a fairy tale world. I try to implement that kind of stuff wherever I can.<br /><br />Come back tomorrow for part two, when we get to speak with the lead writer, Matt Mihaly, and one of the programmers, Ryne Anderson!<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/2009/07/23/meet-the-sparkplay-media-team-part-one-pg-2/">Meet the Sparkplay Media team: Part One, pg. 2</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 23 Jul 2009 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://massively.joystiq.com/2009/07/23/meet-the-sparkplay-media-team-part-one-pg-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/19107680/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2009/07/23/meet-the-sparkplay-media-team-part-one-pg-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>alex-madrigal</category><category>artist</category><category>artwork</category><category>concept-artist</category><category>earth-eternal</category><category>fairy-tale</category><category>ffxi</category><category>final-fantasy-xi</category><category>sparkplay-media</category><category>ursine</category><dc:creator><![CDATA[Seraphina Brennan]]></dc:creator><pubDate>Thu, 23 Jul 2009 15:00:00 EST</pubDate></item><item><title><![CDATA[EVE Evolved: Freeform professions]]></title><link>http://massively.joystiq.com/2008/07/14/eve-evolved-freeform-professions/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/07/14/eve-evolved-freeform-professions/</guid><comments>http://massively.joystiq.com/2008/07/14/eve-evolved-freeform-professions/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/economy/" rel="tag">Economy</a>, <a href="http://massively.joystiq.com/category/professions/" rel="tag">Professions</a>, <a href="http://massively.joystiq.com/category/pve/" rel="tag">PvE</a>, <a href="http://massively.joystiq.com/category/eve-evolved/" rel="tag">EVE Evolved</a></p><div style="text-align: center;"><a href="http://massively.joystiq.com/category/eve-online"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/07/freeformtitleb.jpg" alt="" /></a><br /></div>
<a href="http://www.eve-online.com"><span style="font-style: italic;">EVE Online</span></a> is a game often lauded for its sandbox style open-ended gameplay. Some of the best parts of the game have been entirely developed by the players and this trend continues in the field of professions. At launch, <a href="http://massively.joystiq.com/tag/ccp/">CCP</a> advertised the professions miner, trader, bounty hunter and pirate. Little did they know that players would add <a href="http://eve.klaki.net/heist/">double-agent</a>, <a href="http://eve.hubau.be/index.php?page=about">stock broker</a>, <a href="http://www.achaeon.com/eve/">artist</a> and many others to that list.<br /><br /><span style="font-weight: bold;">What makes a profession freeform?:</span><br />Put simply, a freeform profession is any job a person can fill that wasn't explicitly created by the game's developers. While <a href="http://massively.joystiq.com/2008/07/08/eve-evolved-mining-the-forgotten-profession/">mining</a> and mission-running were deliberately created by CCP, there are plenty of professions that the players themselves came up with. In <a href="http://massively.joystiq.com/category/eve-online"><span style="font-style: italic;">EVE</span></a>'s hyper-capitalistic world, everything and everyone has a price and if there's a demand for something, you can make a career out of it.<br /><br />In my early days in <span style="font-style: italic;">EVE</span>, I noticed a shortage of research labs in the game and decided to capitalise on it. I flew around the fringes of empire space renting all the available labs and then sold them on to players for a huge profit. Going from a run-of-the-mill miner to a self-made real estate agent made me realise that <span style="font-style: italic;">EVE</span> was something really special.<br /><br />Find out what innovative professions the players of <span style="font-style: italic;">EVE Online</span> have come up with over the years.<p><a href="http://massively.joystiq.com/2008/07/14/eve-evolved-freeform-professions/" rel="bookmark">Continue reading <em>EVE Evolved: Freeform professions</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/2008/07/14/eve-evolved-freeform-professions/">EVE Evolved: Freeform professions</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 14 Jul 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://massively.joystiq.com/2008/07/14/eve-evolved-freeform-professions/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1253475/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/07/14/eve-evolved-freeform-professions/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>artist</category><category>ccp</category><category>eve</category><category>eve-online</category><category>featured</category><category>hauler</category><category>janitor</category><category>joystiqfeatures</category><category>lab owner</category><category>LabOwner</category><category>market</category><category>marketeer</category><category>professions</category><category>spy</category><dc:creator><![CDATA[Brendan Drain]]></dc:creator><pubDate>Mon, 14 Jul 2008 09:00:00 EST</pubDate></item><item><title><![CDATA[Lead artist-ing with Champions Online's Christopher Chamberlain]]></title><link>http://massively.joystiq.com/2008/07/10/lead-artist-ing-with-champions-onlines-christopher-chamberlain/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/07/10/lead-artist-ing-with-champions-onlines-christopher-chamberlain/</guid><comments>http://massively.joystiq.com/2008/07/10/lead-artist-ing-with-champions-onlines-christopher-chamberlain/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/champions-online/" rel="tag">Champions Online</a></p><a href="http://www.champions-online.com/articles/meet_christopher_lead_artist_on_champions_online"><img hspace="4" vspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/07/chris_c_lead_character232.jpg" /></a>Would you believe that this week's edition of <a href="http://massively.joystiq.com/tag/cryptic">Cryptic's</a> meet the team is all about Christopher "Absinthe" Chamberlain, the lead artist in charge of characters, animation and FX for <a href="http://www.champions-online.com"><em>Champions Online</em></a>? Yeah? Good. We were sure you'd believe, but we still had to check. It's not that Mr. Chamberlain is some kind of <a href="http://massively.joystiq.com/2008/07/04/the-changes-happening-at-cryptic/">famous developer</a>, he's just <a href="http://massively.joystiq.com/2008/07/03/champions-online-content-is-king-for-brian-gilmore/">a very cool individual</a> -- which also makes him an interesting interviewee. That is unless he used is crazy backwards-talking skills whenever you asked him a question. Then he'd just be a startlingly confusing interviewee.<br /><br />As far as his workday goes for creating characters and animations, we're once again forced to feel a little jealous. Most grown-up men don't get to play with form swords all day anymore, but Christopher does just that. Then after getting to play around for who knows how long, the man gets to sit down and decide how villains in the game will look. It doesn't stop there, but we'll <a href="http://www.champions-online.com/articles/meet_christopher_lead_artist_on_champions_online">let you discover</a> what other madness this man is involved with on a daily basis.<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/2008/07/10/lead-artist-ing-with-champions-onlines-christopher-chamberlain/">Lead artist-ing with Champions Online's Christopher Chamberlain</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 10 Jul 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.champions-online.com/articles/meet_christopher_lead_artist_on_champions_online>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/07/10/lead-artist-ing-with-champions-onlines-christopher-chamberlain/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1250675/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/07/10/lead-artist-ing-with-champions-onlines-christopher-chamberlain/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>animation</category><category>artist</category><category>champions</category><category>champions-online</category><category>christopher-chamberlain</category><category>cryptic</category><category>cryptic-studios</category><category>meet-the-team</category><category>villains</category><dc:creator><![CDATA[Kyle Horner]]></dc:creator><pubDate>Thu, 10 Jul 2008 15:00:00 EST</pubDate></item><item><title><![CDATA[Watch a Stargate Worlds artist's video dev diary]]></title><link>http://massively.joystiq.com/2008/03/29/watch-a-stargate-worlds-artists-video-dev-diary/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/03/29/watch-a-stargate-worlds-artists-video-dev-diary/</guid><comments>http://massively.joystiq.com/2008/03/29/watch-a-stargate-worlds-artists-video-dev-diary/#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/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/stargate-worlds/" rel="tag">Stargate Worlds</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a></p><div align="center"><a href="http://community.stargateworlds.com/download/11/861/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/03/sgwdevvideo.jpg" alt="" /></a></div>
<a href="http://massively.joystiq.com/tag/cheyenne-mountain"> Cheyenne Mountain</a> has <a href="http://community.stargateworlds.com/download/11/861/">released a developer profile</a> of <a href="http://massively.joystiq.com/category/stargate-worlds"><em>Stargate Worlds</em></a> artist Jake Johnson, who works on all sorts of visual assets -- most prominently the attractive skies of the game's many planets. Johnson talks about how he landed the <em>Stargate</em> gig, the assets he had the most fun creating, and the process he employs to create sky domes. Oh, and his favorite season of <em>SG-1</em> -- <a href="http://gateworld.net/sg1/s2/index.shtml">Season 2.</a> Good choice, Jake! Every one knows <a href="http://youtube.com/watch?v=p2Ntleo6DCc&amp;feature=related">Sokar</a> was the coolest <em>SG-1</em> villain!<br /><br /><em>SGW</em>'s skies aren't just skybox textures, apparently; Johnson composes a geosphere to blanket the game world. Planets and other celestial objects can be placed inside it after the fact. The video includes a sneak peak at the sky of the planet Dakara, so that's pretty cool. Also, there's a gigantic Stargate replica in the studio lobby. Nice!<br /><br />The clip is worth a look, if only for snickering at all the miscellaneous gaming memorabilia littering the art department's desks, including a copy of <a href="http://www.joystiq.com/tag/battlefield2"><em>Battlefield 2</em>,</a> Mario 1UP mushrooms, and an <a href="http://www.xbox360fanboy.com">XBox 360</a> controller. But don't take the controller as a hint; Cheyenne's Joe Ybarra made it clear in an <a href="http://massively.joystiq.com/2008/03/27/cheyenne-mountain-working-on-second-mmo/">interview</a> a few days ago that the team is focusing on the PC for 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/2008/03/29/watch-a-stargate-worlds-artists-video-dev-diary/">Watch a Stargate Worlds artist's video dev diary</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 29 Mar 2008 20:00:00 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://community.stargateworlds.com/download/11/861/>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/03/29/watch-a-stargate-worlds-artists-video-dev-diary/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1152313/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/03/29/watch-a-stargate-worlds-artists-video-dev-diary/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>art</category><category>artist</category><category>assets</category><category>cheyenne-mountain</category><category>dakara</category><category>developer-profile</category><category>interview</category><category>jake-johnson</category><category>sgw</category><category>skies</category><category>sky</category><category>stargate</category><category>stargate-worlds</category><category>video</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Sat, 29 Mar 2008 20:00:00 EST</pubDate></item></channel></rss>
