Recently, I was given a very special opportunity to check out the headquarters of High Moon Studios in Carlsbad, California (a subsidiary of Activision), a game development company who worked on Deadpool, Destiny, and some of the Call of Duty games. During my tour, I witnessed some of the most important aspects of the game creation process, such as modeling assets of environments, sound creation, play testing, and optimizing the online experience. Due to a non-disclosure agreement, I can't talk about certain specific things I saw or heard, but I can talk about some of the aspects of creating a game.
In the game studio, you'll notice that there are many different clusters of employees all doing very different things. A large portion of the studio is given to the game artists. When using a computer to draw, it's important to remove any possible distortions between the bright screen and the artist, including light. At High Moon, the artists' area is a very dark room so that they can get a better sense of what color a specific asset should be.
A big part of games like Call of Duty: Black Ops III is the online portion of the game. Ensuring that gameplay is as smooth and fair as possible is very important today. I was shown graphs of real time analytics for online matches of Black Ops III. It was really cool to see. You can see how gameplay peaks at midnight, the huge rise in online matches on Christmas day, and even certain outages in different areas.
Before I finish this article, I'd like to thank Mr. Peter Perhach and Mr. Peter Della Penna for setting this up for me and Mr. Andrew Zaferakis for showing me around the studio. It was an amazing experience and I learned a lot about game development. A huge thank you to them.
In the game studio, you'll notice that there are many different clusters of employees all doing very different things. A large portion of the studio is given to the game artists. When using a computer to draw, it's important to remove any possible distortions between the bright screen and the artist, including light. At High Moon, the artists' area is a very dark room so that they can get a better sense of what color a specific asset should be.
A big part of games like Call of Duty: Black Ops III is the online portion of the game. Ensuring that gameplay is as smooth and fair as possible is very important today. I was shown graphs of real time analytics for online matches of Black Ops III. It was really cool to see. You can see how gameplay peaks at midnight, the huge rise in online matches on Christmas day, and even certain outages in different areas.
Before I finish this article, I'd like to thank Mr. Peter Perhach and Mr. Peter Della Penna for setting this up for me and Mr. Andrew Zaferakis for showing me around the studio. It was an amazing experience and I learned a lot about game development. A huge thank you to them.