Can you tell me what each dev does?
Devs who post (that I've seen):
Chris: Founder, Lead Producer, Designer. Does a lot of administration, marketing, management. Often posts news. Erik: Founder, Lead Artist. Specialises in 2D art and design. Oversees the art team. Responsible for the artistic vision of the game, plot, lore, etc. Jonathan: Founder, Lead Programmer. Oversees the programming team. Responsible for back-end features such as networking and server maintenance, also handles the rendering engine. The above three founders also are heavily involved in the larger design decisions for the game. Brian: Founder, Executive Producer. Our American liaison. Rhys: Programmer, Editor. Level generation, NPCs + quests, audio engine. Mark: Programmer. Skills and monsters. Daniel: Programmer. Skills and engine maintenance. Harry: Programmer. Art pipeline, UI. Carl: Designer. Passive skill tree and everything. Oversees most patches. Rory: Designer. Uniques and Diamond/Eternal uniques. Joel: Level Designer. World area design and layout, monster composition. Ari: Animator. For pretty much everything. Russell: Visual Effects Artist. Skills, animations, anything shiny. Andrew: Audio Engineer. All the sound effects and ambient sounds. "Neon" (Mark2): QA Lead. Oversees QA team. Designs races and events. Pro PoE gamer. Thomas: Server Admin. Maintains all the servers both in the office and on the live realms. Plus some more that don't really seem to post. Not technically devs: Samantha: Oversees Customer Support. Chris' sister, btw. Damien: Marauder VA, Video Editor. Heavily involved with video recording, editing, effects, etc. Mike: Office Manager. Organises a staff lunch every Monday. Keeps our offices shipshape. Plus a raftload of Customer Support Code warrior Last edited by Rhys#0000 on Jan 28, 2014, 8:48:57 PM
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" Who gets the coffee and donuts? IGN: Caessa_Undying - 4 FPS Immersive Rain 4 Lyfe!
Shop: http://www.pathofexile.com/forum/view-thread/822740 |
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they pick straws every monday.
IGN: Arlianth
Check out my LA build: 1782214 |
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" Added. Code warrior
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Russell: Dogeking and Thomas the Train-hater
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You should recruit 2 or more game designers for User Interface/Game Balancing/Skill Balancing... And an other specialize in Economic Design to rip off that shitty full gamble system who makes more people stopping the game that continuing it. 2 network programmers should not be a waste: Jonathan seems to be alone to work on desynch's prob...
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" Excellent! Thank you. I wonder if game development would be faster if they hired more people? Or is it they do not trust outsiders for their baby(poe)? Or is it just that the way PoE was made do not allow, somehow, more people to be involved in dev? http://wideo.co/view/449781379368063514-inexs-journey-for-the-8-stars (Music: Odd Look)
I am the guy behind price check forums yay: http://www.pathofexile.com/forum/view-thread/387787 (i think.) "Seriously, its a loot game, make the loot DROP!!!!!!!!!!!!!!!! Cheers"_TugBot_ |
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Who composed the soundtrack? Best man on team imo. Give him my regards.
Shop closed until further notice. Check out my Dominus musical tribute instead:
https://soundcloud.com/hackproducer0815/dominus |
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All i know is Sceptre_of_god soundtrack was made by: Kamil Orman Janowski.
Edit: Adgio Hutchings composed music for 1-3 Acts. Kamil Orman Janowski composed the new ones. http://kamilormanjanowski.wix.com/home#!music/cnnz And breaking news: He is working on act IV musics he said somewhere, 2 months ago.:P http://wideo.co/view/449781379368063514-inexs-journey-for-the-8-stars (Music: Odd Look) I am the guy behind price check forums yay: http://www.pathofexile.com/forum/view-thread/387787 (i think.) "Seriously, its a loot game, make the loot DROP!!!!!!!!!!!!!!!! Cheers"_TugBot_ Last edited by INEXFadeXFHONOR#7423 on Jan 29, 2014, 3:51:06 AM
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" Rhys! You do the level generation stuff? That is absolutely fucking awesome man! Grats. And thanks. The random level generation, (combined with the cool mechanics), but the random generation and the re-play-ability of that - I get a lot of enjoyment from it. I love it - well played - nice :) I wish more games would randomize content. It makes everything feel a bit bigger. And it works so well. Gratz on making such a fun bit of the game! I dunno if you build the maps up completely from a palette "blocks" - but the way you link up fixed landmarks. Like the first of the cave sections after the mud flats - with a teleport - the entrance and two exits!!! And they all link up. I've never seen a map with a cut-off / inaccessible area. It's just genius. I like Minecraft - and shit like that. I like playing with voxel terain stuff. I like Terragen. But I've never seen such high detail in a "Procedurally generated" (is that what it's called what you do?). It's just awesome. I have played Catacombs literally hundreds of times. I feel like I'm developing a "Feel" of what might be around the next corner!! But I still get a feeling of exploration every time I go round a corner. This wouldn't be half the game without the random map generation. I only wish is that Catacombs was bigger :P . I only wish that maybe Catacombs could spawn a door like the chest into yet another catacombs - so I could see how far I could get stringing them together!!! I just love the levels! Anyway - Laters - and thanks! |
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