Timegate Studios Interview
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SG: What, exactly, was your part in the development of Kohan? Take us through a day at work.
SH: I am the game designer of Kohan and I was responsible for the overall design of Kohan's gameplay systems as well as keeping the game in line with our Concept Designer's vision. My typical workday usually depended upon what stage of development we were in. Late in development my day was normally spent checking emails in the morning about what bugs needed attention and which other department members needed clarification of some design element. Then I would move on to loading up the map editor (the same one we provide with the full version of the game) and continue constructing the missions for the campaigns and tutorials. This often included keeping the campaign.ini files open so I could add and edit stories that would be voiced by the heroes in the campaign. To wrap the day up I would run unit balance tests or clear out as many bugs in my tray as I could.