Diferencia entre revisiones de «Archive:Jeffrey Bard»
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− | {{ | + | [[File:{{ROOTPAGENAME}}.jpg|thumb|450px|{{ROOTPAGENAME}}.{{web|https://www.intrepidstudios.com/#meet_the_team|Intrepid Studios - Team.}}]] |
− | + | [[{{ROOTPAGENAME}}]] is Lead Game Designer at [[Intrepid Studios]].{{web|https://www.intrepidstudios.com/#meet_the_team|Intrepid Studios - Team.}} | |
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<blockquote>''I’m the resident bard, a jack-of-all trades who wears a bunch of hats (even that one, sitting on your head, right now). I write lore and fix our internet when it needs fixing, troubleshoot the untroubleshootable, and make sure that our game actually runs when it doesn’t want to. But primarily, I’m working on making Ashes of Creation. I’ve been doing most of the scripting to get our core systems up and running, as well as carefully curating our lore and storylines. Game design is something I’ve been doing in one way or another since I was six, when I ran my first Dungeons and Dragons campaign. I’m all grown up now though, having worked on some amazing projects with some amazing people. That trend continues with Ashes of Creation and this group we have here at Intrepid Studios – the talent is off the charts, and I’m already amazed at everything we’ve built so far. I cannot wait to share this project with the world.''</blockquote> | <blockquote>''I’m the resident bard, a jack-of-all trades who wears a bunch of hats (even that one, sitting on your head, right now). I write lore and fix our internet when it needs fixing, troubleshoot the untroubleshootable, and make sure that our game actually runs when it doesn’t want to. But primarily, I’m working on making Ashes of Creation. I’ve been doing most of the scripting to get our core systems up and running, as well as carefully curating our lore and storylines. Game design is something I’ve been doing in one way or another since I was six, when I ran my first Dungeons and Dragons campaign. I’m all grown up now though, having worked on some amazing projects with some amazing people. That trend continues with Ashes of Creation and this group we have here at Intrepid Studios – the talent is off the charts, and I’m already amazed at everything we’ve built so far. I cannot wait to share this project with the world.''</blockquote> | ||
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+ | == Insights on the development process == | ||
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+ | <blockquote>''I usually work from the ‘big picture’ backwards. I establish what the goals in the design piece are, what the themes are, gameplay-wise and narrative-wise, and what kind of story is trying to be told. I think it’s really important to always make sure every part relates to and supports that overall big picture, so this stage is all about brainstorming hooks and different perspectives that relate back to that big picture.''{{web|https://afker.games/gamedev-with-a-jack-of-all-trades-an-interview-with-jeffrey-bard/|Gamedev with a jack-of-all-trades, an interview with Jeffrey Bard.}}</blockquote> | ||
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+ | == Quoted in == | ||
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== See also == | == See also == | ||
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* [[Ashes of Creation]] | * [[Ashes of Creation]] | ||
− | + | == References == | |
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[[Category:Intrepid Studios staff]] | [[Category:Intrepid Studios staff]] |
Revisión del 22:09 26 abr 2020
![](/images/thumb/0/0a/Jeffrey_Bard.jpg/450px-Jeffrey_Bard.jpg)
Jeffrey Bard is Lead Game Designer at Intrepid Studios.[1]
I’m the resident bard, a jack-of-all trades who wears a bunch of hats (even that one, sitting on your head, right now). I write lore and fix our internet when it needs fixing, troubleshoot the untroubleshootable, and make sure that our game actually runs when it doesn’t want to. But primarily, I’m working on making Ashes of Creation. I’ve been doing most of the scripting to get our core systems up and running, as well as carefully curating our lore and storylines. Game design is something I’ve been doing in one way or another since I was six, when I ran my first Dungeons and Dragons campaign. I’m all grown up now though, having worked on some amazing projects with some amazing people. That trend continues with Ashes of Creation and this group we have here at Intrepid Studios – the talent is off the charts, and I’m already amazed at everything we’ve built so far. I cannot wait to share this project with the world.
Insights on the development process
I usually work from the ‘big picture’ backwards. I establish what the goals in the design piece are, what the themes are, gameplay-wise and narrative-wise, and what kind of story is trying to be told. I think it’s really important to always make sure every part relates to and supports that overall big picture, so this stage is all about brainstorming hooks and different perspectives that relate back to that big picture.[2]
Quoted in
- 2017-09-04 - Mithical Entertainment - Interview with Ashes of Creation designer Jeffrey Bard
- 2018-04-20 Dragon Blogger - Gameplay and interview with Jeffrey Bard
- Talk:2018-06-04 Livestream
- 2018-08-27 MMORPG-Gamescom 2018 Interview: Responding to Criticism
- AFK leveling
- Accessibility settings
- Accessories
- Logros
- Bloqueo activo
- Habilidades activas
- Adaptive content
- Addons
- Airships
- Ale
- Alpha-0
- Alpha-1
- Alpha-1 castle sieges
- Zona de inicio del Alpha-1
- Alpha-1 testing
- Zona de inicio del Alpha-2
- Alpha island
- Animation canceling
- Appearance slots
- Arquetipos
- Architecture
- Archwizard
- Clasificación en las arenas
- Arenas
- Armadura
- Armor of the Autumn Knight
- Tipos de armadura
- Artificial intelligence
- Ashes of Creation
- Ashes of Creation Apocalypse
- Ashes of Creation Apocalypse adventure paths
- Ashes of Creation Apocalypse armor
- Ashes of Creation Apocalypse battle royale
- Ashes of Creation Apocalypse castle sieges
- Ashes of Creation Apocalypse horde mode
- Lore de Ashes of Creation Apocalypse
- Ashes of Creation Apocalypse progression
- Ashes of Creation Apocalypse weapon variants
- Casa de subastas
- Aumentos
- Bardo
- Habilidades de bardo
- Boss mechanics
- Bosses
- Brewer
- Buildings
- Buying and selling
- CC
- Asedios a castillos
- Personaje
- Character page
- Character rewards
- Hoja del personaje
- Chat bubbles
- Cities
- Citizenship
- Class kits
- Cloth armor
- Combate
- Combat pets
- Companion app
- Control settings
- Cocina
- Cosmetic armor
- Cosméticos
- Crafted items
- Elaboración (Crafting)
- Crops
- Control de masas (CC)
- Crowd control breaks
- Default service buildings
- Pilares del diseño
- Diminishing returns
- Ataques dirigidos
- Portales Divinos
- Dragones
- Dungeon bosses
- Dungeon difficulty
- Mazmorras
- Economic node superpower
- Economic nodes
- Economía
- Emberstorm Dragon
- Emporio
- Campamento
- Encounters
- End game
- APOC:Engineer
- Entornos
- Esports
- Duración estimada de los viajes
- Evasion
- Centro de comercio
- Expedición
- Experience
- Exploración
- Facciones
- Fast travel
- Faster travel
- Food and drink
- Freehold building permits
- Freehold building placement
- Freehold building tech trees
- Freehold buildings
- Progresión de las parcelas (Freehold)
- Parcelas
- Galería comercial
- Game design
- Dificultad del juego
- Juego
- Equipo
- Apariencia del equipo
- Gear sets
- APOC:Guardian
- Guild benefits
- Guild leaders
- Guild leadership tools
- Guild members
- Progresión de gremios
- Guild size
- Gremios
- APOC:Hawkeye
- Mecánicas de headshot
- APOC:High Priest
- Hired NPCs
- Cajas de impacto (Hitboxes)
- Caza
- Hybrid combat
- In game chat
- Inspiración
- Instancing
- Joyería
- Jewelry
- Kickstarter
- Ladder system
- Tablas de clasificación
- Peletería
- Nivel máximo
- Escalado por nivel
- La subida de nivel
- Biblioteca
- Listado de biomas
- Lore
- Magician
- Mercado
- Zoco
- Matrimonio
- Medium armor
- Programa de mentores
- Merchants
- APOC:Meteor Storm
- Metropolis
- Minstrel
- Movilidad
- Mobs
- Música
- Musical abilities
- NPCs
- Narrative
- Eventos de historia
- Avance del nodo
- Node footprint
- Gobierno en los nodos
- Estilo y diseño de los nodos
- Node leadership powers
- Ubicación de los nodos
- Node progression
- Asedios de nodos
- Simulación de nodos
- Fases de los nodos
- Nodos
- Ochre Legion Dragon
- PvP de mundo abierto
- Desarrollo abierto
- Mundo abierto
- Las órdenes de los Siete
- Origin story
- POI events
- Pantheon
- Juegos de salón
- Gremios de mecenas
- Personal shops
- Progresión de mascotas
- Pets
- Plate armor
- Player businesses
- Narrativa impulsada por el jugador
- Player housing
- Movimiento del jugador
- Puestos de jugador
- Player to player trading
- Puntos de interés
- APOC:Potion launchers
- Priests
- Habilidades primarias
- Archive:Prismatic Beam
- Generación procedimental
- Progresión
- Public transportation
- PvE
- Pvp
- PvP background
- PvX
- Misiones
- Razas
- Apariencia racial
- Influencia racial
- Armas y armaduras raciales
- Incursiones
- Ramstrider
- Religiones
- Caminos
- Roleplaying
- Royal mount limitations
- Royal mounts
- Sanctus
- Escriba
- Estaciones
- Historia en el servidor
- Instanciación de los servidores
- Server merges
- Población de los servidores
- Transferencia entre servidores
- Servidores
- Service buildings
- Siege weapons
- Asedios
- Siren
- Habilidades
- Snare abilities
- Aumentos de organizaciones sociales.
- Progresión de las organizaciones sociales
- Organizaciones sociales
- Song Warden
- Songcaller
- Soul Weaver
- Áreas de inicio
- Stats
- Arcos argumentales
- Swordbrand Cloak
- Sastrería
- Tanque
- Tavern NPCs
- Tavern communications
- Tavern consumables
- Taberna
- Taxes
- Tellsword
- El regreso
- Towns
- Trickster
- Trópico (Tropics)
- Undermounts
- Reino subterráneo (Underrealm)
- Entorno del Reino Subterráneo
- Nodos en el Reino Subterráneo
- Recursos en el Reino Subterráneo
- Edificios de nodo únicos
- Interfaz de usuario
- Comandos de la interfaz de usuario
- Nodos vasallos
- Vehicles
- Verra
- Voice communications
- APOC:Weapon Master
- Cono de ataque
- Progresión de armas
- Armas
- Naturaleza
- Woodgarde Cloak
- World
- Jefes de mundo
- El gestor del mundo
- Mapa del mundo
- Tamaño del mundo
- Zona de influencia
- Zones
- Las zonas y su progresión