If you grew up in the 70s in Sweden, you were pretty much starved for fun TV programs.
Disney cartoons were broadcasted for ONE hour at Christmas Eve every year. The rest of the year we had to do with "shows", where hippie dressed grown-ups showed us how we should make our own toys from cloth and wood, alternatively ran incomprehensible animated doll movies from Rumania. No, I'm not exaggerating.
However, out among all those terrible programs that were supposed to be educating, but were plain boring, there actually was one kind which I never could have enough of: the inside peeks from different sorts of manufacturing industries.
The idea was quite simple. They took some everyday item, like a toothbrush. And then they showed what it looked like in the factory where it was made. I was fascinated. I still am, actually, even though I haven't seen any inside peek for many a year.
It happens that I look at things I come across, such as the tool use to crush garlic, or a plain bulb. And I ask myself: I wonder how they put this together? It's obviously made from metal, glass and plastic. But someone must have thought it out. Someone designed this. Someone collected all those pieces and made a machine that could put it together. How would that look?
Curious about what's behind
Of course my curiosity also extends to computer games. How much work mustn't there be behind an instance such as Ulduar? What does the process look like, from the first vague fantasies, brainstorming meetings and simple sketching to the actual programming and putting it all together? I have no idea, but I imagine it must be quite complicated and demanding, and probably it involves much more of grinding and tedious work than we believe.
Now would be the right time to make a twist in the post and triumphantly inform the audience that your pigtailed innkeeper has gotten a personal invitation to spend a week at the Blizzard headquarters. But I'm afraid it's not the case, in spite of the heading of it.
But I've got something else, which is pretty cool, although it is in a smaller dimension. I'm currently getting a peek into the mind of a game designer - who maybe one day will make his way into Blizzard or some other major gaming company - namely Ixobelle.
He has started a new project, another step towards his goal, to work professionally in the gaming industry. Following some good advice Ixobelle has started to design - and program - an application. Not for WoW, since Blizzard doesn't even look at that kind of stuff of fear of being sued for copyright intrusion. Instead Ixo is making a module for Neverwinter Nights 2.
Through his blog he shows his creative process, step by step, in his online diary. I honestly can't understand where he gets all the courage it takes to do such a thing, but I'm glad he's doing it, since I find it rather fascinating.
Blogger casting
What adds to the fun is the casting. Ixobelle has borrowed some inspiration from the blogosphere to the NPCs you meet. For instance there's the merchant Gevlon, the lawyer Spinks, the doctors Hatch and Tesh, and the mayor Tobold.
And the PPI staff has obviously also inspired to a couple of characters in the module. Here's Ixo's descriptions:
Disney cartoons were broadcasted for ONE hour at Christmas Eve every year. The rest of the year we had to do with "shows", where hippie dressed grown-ups showed us how we should make our own toys from cloth and wood, alternatively ran incomprehensible animated doll movies from Rumania. No, I'm not exaggerating.
However, out among all those terrible programs that were supposed to be educating, but were plain boring, there actually was one kind which I never could have enough of: the inside peeks from different sorts of manufacturing industries.
The idea was quite simple. They took some everyday item, like a toothbrush. And then they showed what it looked like in the factory where it was made. I was fascinated. I still am, actually, even though I haven't seen any inside peek for many a year.
It happens that I look at things I come across, such as the tool use to crush garlic, or a plain bulb. And I ask myself: I wonder how they put this together? It's obviously made from metal, glass and plastic. But someone must have thought it out. Someone designed this. Someone collected all those pieces and made a machine that could put it together. How would that look?
Curious about what's behind
Of course my curiosity also extends to computer games. How much work mustn't there be behind an instance such as Ulduar? What does the process look like, from the first vague fantasies, brainstorming meetings and simple sketching to the actual programming and putting it all together? I have no idea, but I imagine it must be quite complicated and demanding, and probably it involves much more of grinding and tedious work than we believe.
Now would be the right time to make a twist in the post and triumphantly inform the audience that your pigtailed innkeeper has gotten a personal invitation to spend a week at the Blizzard headquarters. But I'm afraid it's not the case, in spite of the heading of it.
But I've got something else, which is pretty cool, although it is in a smaller dimension. I'm currently getting a peek into the mind of a game designer - who maybe one day will make his way into Blizzard or some other major gaming company - namely Ixobelle.
He has started a new project, another step towards his goal, to work professionally in the gaming industry. Following some good advice Ixobelle has started to design - and program - an application. Not for WoW, since Blizzard doesn't even look at that kind of stuff of fear of being sued for copyright intrusion. Instead Ixo is making a module for Neverwinter Nights 2.
Through his blog he shows his creative process, step by step, in his online diary. I honestly can't understand where he gets all the courage it takes to do such a thing, but I'm glad he's doing it, since I find it rather fascinating.
Blogger casting
What adds to the fun is the casting. Ixobelle has borrowed some inspiration from the blogosphere to the NPCs you meet. For instance there's the merchant Gevlon, the lawyer Spinks, the doctors Hatch and Tesh, and the mayor Tobold.
And the PPI staff has obviously also inspired to a couple of characters in the module. Here's Ixo's descriptions:
Larisa – The innkeeper/ owner of the Pink Pigtail Inn. A spunky little woman with pink hair. She’s the town gossip, as she overhears everything in her establishment. She can be counted on to give the ‘uncut’ (but perhaps biased) version of any story.So I tell you all: go and have a look at how this toothbrush of a game is born. And as an extra bonus you'll get some giggles at the participation of some well known bloggers.
Elnia – The bartender of the Pink Pigtail. In contrast to Larisa, Elnia is a realist and more of a quiet observer. While people might be hesitant to talk with Larisa within earshot, Elnia doesn’t seem to pose a threat. She may have valuable insight in some situations.