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14
Aug/2010

Within the World of Warcraft team WoW Gold Guide -wow power leveling

Within the World of Warcraft team WoW Gold Guide -wow power leveling


Within the World of Warcraft team, there are some 30 department leads. There are three tiers of management, with France Pierce (Executive Producer) on top. Production Director Brack and Game Director Tom Chilton are below him, and below those two men are arrayed 8 lower-level managers.

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Brack notes that they try to structure the teams around the people, and not the other way around. They feel strongly that employee strengths should dictate organizational structure, and as a result all reporting structures within the company vary by team.

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Each team on the game aims to be made up of 5-8 people. They break that regularly, Brack admits, but that is the goal. The programming department currently consists of 32 people, and envelopes systems, tools, gameplay, server technologies, and UI. Brack singled out the tools team as a critical component of this group. They make tools not only for the developers, but for customer service as well.

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Blizzard has an expectation of a long life for World of bxmnbxcfergs Warcraft, and so they see these tools as products to be fully-supported in-house. These tools go through their own proofing process, with certification dictated within the company. Their UI team is a cross-disciplinary team with artists, LUA programmers, and C++ developers all collaborating on the game's front end. In all, the programming team is responsible for some 5.5 million lines of code.

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The art department is currently sitting at 51 people. Technical artists, character artists, environmental artists, dungeon artists, prop artists, animators, and concept artists are all lumped into this group. The prop team Brack calls out as a new group, a team dedicated entirely to creating wheels of cheese, torches, and other accoutrements to make a place within the game world feel 'alive'. Overall the art department is responsible for some 1.5 million assets.

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Pearce moves on to the Production department, only 10 members strong. They're overseeing of all the other departments, and view themselves more as support than management per se. They aim for low ratio of employees to producers, to ensure that every Blizzard employee is getting somewhat individual attention.

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Creative teams to not report to producers, he pointed out. Team leads, instead, take up leadership roles within individual departments. The art lead, for example, still creates art. Creative employees report to the men and women that best understand their individual process.

In turn, producers and leads collaborate to ensure that everyone understands their role. Leads are not forced into management/leadership roles they aren't comfortable with. Pearce notes the importance of what he called 'succession planning.' Producers help each team to understand who would be tapped in the future to take on a leadership role should the current lead step down, as well as plot out the future careers of individual employees. Overall production has managed 33,000 tasks in the last ten years.xll

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Posted On: 08/14/2010 03:17:40
Posted On: 08/14/2010 03:15:56


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