Well, it seems EA and Maxis haven't quite finished milking Spore just yet. Think Diablo in the Spore Universe, where instead of new swords you get new arms and you'll have the basic understanding of the game. During the course of the game you'll also unlock additional members to add your squad, and this aspect is being compared to Pokemon.
The game will ship with DRM that requires a constant internet connection to play, however it does feature some co-op online gameplay.Considering the entirely too simple and childish focus of SPORE and it's single Expansion Pack, it seems attempting to create an Action RPG set in that same world is counter-productive to the series. Action RPGs attempt to appeal to the reward addicts - and most of those gamers wouldn't have interested in SPORE in begin with, and would certainly not be interested in its art design and entirely too simplistic design. Calling the game DarkSpore and lowering the in-game Contrast doesn't really do much to fix this, and adding the usual excesses of blood and gore to a childrens game doesn't really seem like a good idea, meaning DarkSpore, at this stage, kind of looks like 'My First Action RPG'.I won't be buying it - it's from EA, it doesn't fix SPORE and it's DRM requires a constant internet connection - however it's at least something different. Who knows, Maxis might be able to un-screw the franchise. Well, it seems EA and Maxis haven't quite finished milking Spore just yet. They've just announced DarkSpore.
Paul Chadeisson is a freelance concept artist and art director based in Paris, France. Paul has worked on video game titles such as Call of Duty: Infinite Warfare, Final Fantasy XV, Strike Vector and Remember Me(previously known as Adrift).
Think Diablo in the Spore Universe, where instead of new swords you get new arms and you'll have the basic understanding of the game. During the course of the game you'll also unlock additional members to add your squad, and this aspect is being compared to Pokemon. The game will ship with DRM that requires a constant internet connection to play, however it does feature some co-op online gameplay.Considering the entirely too simple and childish focus of SPORE and it's single Expansion Pack, it seems attempting to create an Action RPG set in that same world is counter-productive to the series. Action RPGs attempt to appeal to the reward addicts - and most of those gamers wouldn't have interested in SPORE in begin with, and would certainly not be interested in its art design and entirely too simplistic design.
Calling the game DarkSpore and lowering the in-game Contrast doesn't really do much to fix this, and adding the usual excesses of blood and gore to a childrens game doesn't really seem like a good idea, meaning DarkSpore, at this stage, kind of looks like 'My First Action RPG'.I won't be buying it - it's from EA, it doesn't fix SPORE and it's DRM requires a constant internet connection - however it's at least something different. Who knows, Maxis might be able to un-screw the franchise.I don't have a problem with this myself other than the DRM. Won't buy it for that reason alone. There was this game I loved as a kid where you created a monster and fought with him and could add parts and stuff to make him stronger.
Think it may have been called Monster Construction Kit or something? The premise reminds me of this game so it could be fun if they do it right. Doubt they will though. I'll never knock a company for trying something new even though a Sim City 5 would be great. Action RPGs attempt to appeal to the reward addicts - and most of those gamers wouldn't have interested in SPORE in begin with,this line answers your own question. Minimal effort to tap into fresh market segment = more money, provided income exceeds costs - and that's best achieved by reducing costs.You have to understand, the people at the top calling the shots and signing the paychecks aren't gamers and aren't game devs.
They are business men, same as those responsible for highly inefficient, blinged out SUVs, enron, fiscal collapses, etc. They operate largely on two tenets:1) find out what people want2) get them to spend their moneyTry listening in to an investor's conference call for Vivendi, or EA, etc.
It may surprise you. I listened in on one for VUG a few years back as research for internship applications. They were discussing a new racing game they were creating, where you could 'trade girlfriends like cards' and 'soup up your cars with whatever.' There is no discussion of game mechanics or realism.
No discussion of morals or ethics either. There is only 'what is the trend, what is it people will spend money on, and let's give it to them'It's a rare company that doesn't work this way - and i'm pretty sure stardock, thankfully, isn't one of them. You make a good point there, and now you've got me wondering if at some point in the foreseeable future we might see small, quality-oriented companies like Stardock evolve into a sort of quasi-luxury niche where serious gamers are willing to spend a little extra cash for fine 'craftsmanship' while everybody else settle for mediocre mass-produced titles like Spore. (Although as it stands now, Stardock's products don't seem any more expensive than the big-name brands.
If anything, they're cheaper.). When you start designing a game concept you don't think about mechanics you think about 'what would be cool to do in this game'.For me though its all about money. If I was in some kind of room full of top top men (thats 2 tops) I would be like 'no guys, if you make 40 man raids you wont get the maximum return from all the people who want to enjoy the game but don't have the time! We need to tap into the mom (hehe), into the worker, into that guy with the nightshift, into the banker with the stress, into the phsyco with all those boyfriends. We need to make SOOO much money that our account will collapse with its weight!'
Some guy will be like 'Wait, are you just doing this for the money?' I would be like 'Were not doing this for the mooonnneyyy. We doing it for a SHITLOAD of money!'
Well, some interesting news: I've been invited to the Beta for DarkSpore. I don't recall signing up for it, however it's installing as I write this and is very legit. I did make a few well received items for SPORE, perhaps that gets you an invite?In any case, I'll post some impressions in case someone, somewhere, was intersted in DarkSpore. I can't help but think EA are tired of me bashing them up and down the internet, and this is actually some kind of trick. If I don't reply in the next 24 hours, call Liam Neeson - he knows what to do. Well, DarkSpore is really something interesting.It's like Diablo, only with less loot and a far more inventive setting. The game mechanics are different enough that it won't really compete with Torchlight or Diablo, and yet similar enough to attract a similar crowd.
The graphics are nice, though with horrible outlines around everything (I turned them down, however you can't disable them) and the music and sound are pitch perfect and quite unique.My original fears about a simply lower contrast level aren't warranted; DarkSpore is less kid-friendly than SPORE, and more mature. Monsters don't have cutesy eyes and exaggerated features; they feel like proper alien creatures, though still stylised.Unfortunately, there are some issues. Firstly, a lot of of the content in the game - such as creatures, Heroes, etc. is taken directly from SPORE. They're clearly attemping to capitalise on their already created content, however unlike SPORE there is frankly little customisation here. Monsters are 'hard coded' - you can't can't create your own.
Heroes are basically set in stone, with only their minor details - like horns, feathers, spikes, etc. moveable or sizeable. The skinning options are also really tonned down from SPORE, and every variation of a Hero really just feels like exactly that; a minor variation of a Hero.It would seem Maxis believe that by using the SPORE creature creator to create the content for DarkSpore, and preventing the player from adding to it or changing it dramatically, they can make some serious money charging for the variations the editor can spit out. What I mean by this is that they're basically using the custom content for SPORE and charging for it, as the monster roster and Hero roster are locked, and so they can whip up a new Hero in a few minutes in the Editor, import into DarkSpore, and charge the player for it.
The game features an in-game 'Store' page. Currently, it only contains a link to purchase the game, however rumours on the forums have it that it'll be populated with new details, Heroes, etc., for players to purchase piece by piece. Considering the real lack of customisation on offer, it's insulting. I mean, SPORE let you alter hands, legs, heads, eyes, etc., and DarkSpore barely lets you move horns and paint them.Ultimately, it's better than I thought it would be - and yet, it still disappoints. Durango wild lands wiki. They'll be charging for the permutations that their previously constructed Editor can spit out, and preventing the player from using the editing options that the engine was built around in order to do it.
Unless the retail game packs an insane amount of content, this is essentially another terrible cash in on the horrible failure that is the SPORE.But hey, the music really is nice. How does it compare to other casual action RPG's like Magicka? (I don't mean casual in the pejorative sense.)The gameplay is actually pretty good, as long as you like Action RPGs. It doesn't do enough new things to win over non-fans of the genre, however it's solidly designed. The Hero Swap mechanic, for example, allows you to have three Heroes - with independant Health and Power bars and abilities, as well as upgrades - in your Squad, and multiple squads. So, for example, you pack a solid all-rounder, an AoE specalist and maybe something that is strong in 1v1, and you swap between your Heroes as needed as you play through.The gameplay itself is basically the standard A-RPG formula, though with a dose of DotA thrown in; it's less about just mindless clicking, ala Diablo, and more about ability useage - ala DotA. For example, the spider Hero - who's name I haven't cared to remeber - collects 'souls' as they defeat enemy.
For each soul you have, up to six, one of your abilities spits out seeking missles. This is handy when against bosses in 1v1.
Another ability spits out a massive numbers of smaller missles, again the number depends on the souls you have, and allows you to handle groups of monsters. Each Hero has unique abilities, and some have entirely unique mechanics, and one of your abilities is a 'squad ability' that can be used regardless of the Hero you currently have selected. Matching up interesting combinations to give you an edge is the name of the game. It adds an interesting strategic layer to game, as not only do you need to carefully equip your Heroes, you also need to carefully select them as well. Unlike Diablo or Torchlight, there is no in-game inventory. Your inventory is a massive hoard of the items you have shared between Heroes.
You sell and buy them between levels, and it helps to speed up the game quite a bit. No Town Portals, etc.The game is built around multiplayer, to the point of it requiring an internet connection. I haven't tried my hand at PvP yet, you have to unlock it, but the co-op stuff is where the fun really is. It's faster than, say, Diablo's multiplayer as you just keep moving, however it's balanced around a more difficult game; it gets harder the more players you have, and it really forces you to work to gether to stay alive. The online stuff, like the party system, is ripped right out of the typical MMO UI handbook, complete with typing /party to talk to your party.
It works, though it's combersome and hopefully the Beta fixes up a lot of the quirks.Your player profile can level from 1 - 100, the same as your Heroes, and each level brings new unlocks. The Hero customisation options open up the more you unlock, as well. You have to get really creative with your Heroes to make them unique. I have have been a little too harsh on these options initially, however I still stand by the fact that it's too restrictive.
A random and I jumped into a game together, and we both had the same first Hero selected. Apart from our weapon, our Heroes were basically indentical, despite having spent some time trying to make mine unique.It's an interesting take on the A-RPG.
531 people (499 developers, 32 thanks)Maxis | |
Software Engineer, Audio | Rajesh Ajjanagadde, Cyril Saint Girons |
Software Engineer, Core Engine & Graphics Systems & Pipelines | Yee Cheng Chin, Lydia Choy, Henry Goffin, Ryan Ingram, David Lee Swenson, Alexander Miller, Shalin Shodhan, Edward Joseph Goldman, Brian Sharp |
Producer, Animation & Art | Brodie Andersen |
Lead Engineer, Audio | Justin Graham |
Lead Engineer, Pollination | Colin Andrews |
Lead Designer, Gameplay | Alex Hutchinson |
Software Engineer, Gameplay | Michael Arsers, Jeff Gates, Eric Grundstrom (Cricket), Alex Kerfoot, Ari Lamstein, Alex Lee, Lauren McHugh, Wil Paredes, Alexander Peck, Paul Terry, Casey Weaver, Baris Yaman, Todd Allendorf, Morgan Betts (Buddy), Paul Boyle, Jordan Maynard |
Effects & Technical Artist | Zach Baharov, Kate Compton, Christian Stratton |
Software Engineer, UI | Alex Bilyk, John Khoo |
Executive Producer | Lucy Bradshaw |
Lead Engineer, Gameplay | Tom Bui, Soren Johnson, Rob Povey, Jason Shankel |
Producer, Gameplay | Guillaume Pierre, Matthew J. Powers, Kip Katsarelis, Thomas Vu (Evil Dr. Vu) |
Designer, Gameplay | Jenna Chalmers, Stone Librande, Claire Curtin, James Grieve, Chris Trottier |
Software Engineer, Automation | Kai Chang |
Artist | Eddy Chiang, Shannon Galvin, Umaru Jalloh, Holly Ruark-Mesick, Derek Godat, Brett McLaughlin, Ferby Miguel, Jane Ng, Matt Small |
Animator | John Cimino, Tony Gialdini, Gal Roth |
Senior Sound Designer | Michael Cormier |
Software Engineer, Creators & Planners | Dave Culyba (The Enemy of Quality), Alex Lam |
Software Engineer, Procedural Animation | John DeWeese, Ryan Enslow, Bernd Raabe |
Community Manager, Pollination & Web | Theresa Duringer |
Project Manager, IT | James Dong |
Development Director, Core Engine & Graphics Systems & Pipelines | Steve Eng |
Producer, Pollination & Web | Sarah Jenny Fuchs, Meghan Kane McDowell |
Engineer, Pollination & Web | Ben Gardella, Sean-Michael Lewis, Derrick Schneider, Michael Twardos, Sarah Flannery |
Design, Procedural Animation | Chris Hecker |
Lead Engineer, Procedural Animation | Chris Hecker |
Audio Design | Kent Jolly |
Audio Director | Kent Jolly |
Generative Music Design | Kent Jolly, Brian Eno |
Additional Music | Kent Jolly, Jerry Martin, Saul Stokes, Marc Russo, Aaron McLeran |
Lead Artist | Michael A. Khoury |
Director of Animation | Bob King |
Database Administrator, IT | Ernie Lacson |
Producer, UI | Serena Lam |
Development Director, Gameplay | Stephen Lim, Justin Quimby |
Producer, Creature Creator | Emily Modde |
Lead Engineer, Creators & Sporepedia | Dan Moskowitz |
User Interface Art | Suise Moutray, Patrick Kelly, Spence Snyder |
User Interface Design | Suise Moutray, Patrick Kelly, Spence Snyder |
Producer, Legal & Mac | Cody Murry |
System Administrator, IT | Kevin Patterson |
Systems Support, IT | Bill Phelon |
Art Director | Ocean Quigley |
Senior Producer | Morgan Roarty |
Director of Operations, IT | Tobias Roberts |
Engineer, Configuration Management | Steven Sadler, Conrad Tse, Jeff Pace, Jens Page |
Office Manager | Tammy Sauer |
Sound Design | Chris Seifert, Geoff Garnett, Andrew Lackey |
Voice Editing | Chris Seifert, Geoff Garnett, Andrew Lackey |
Design, Pollination, Sporepedia & Web | Caryl D. Shaw |
Lead Producer, Pollination, Sporepedia & Web | Caryl D. Shaw |
Software Engineer, Gamplay | Bradford J. Smith |
Software Engineer, Pollination & Web | Trevor Somers |
Producer, Audio | Peter Swearengen |
Lead User Interface Art | Renaud Ternynck |
Lead User Interface Design | Renaud Ternynck |
Senior Development Director | Eric Todd |
Development Director, Creature Creator | Bill Willis |
Project Lead Engineer | Andrew Willmott |
Lead Engineer, Core Engine & Graphics Systems & Pipelines | Andrew Willmott |
Spore Vision | Will Wright |
Chief Designer | Will Wright |
Producer, Creators & Planners | Kam Marie Zambel |
Development Director, Creators & Planners | Kam Marie Zambel |
Interns | Peter Angstadt, Toby Cabrera, Sean Catchpole, Michael Chang (Flux), Louis Feng, Alfred Fuller, Jeremy Gibson, Michael Gorbsky, Ben Humbertson, Brad Patton, Michael Rossmassler |
Generative Music Consultant | Peter Chilvers |
Spore Compositions | Brian Eno |
Composer, Galaxy Theme | Cliff Martinez |
Animal Recording Locations | Aligator Farm St. FL, Jungle Adventures FL, Gatorland FL, Oakland Zoo CA, Predators in Action CA, Steve Martin's Working Wildlife CA, Riddle's Elephant and Wildlife Sanctuary AK, Safari West CA |
Additional Field Recordings | Douglass Quinn, Ann Kroeber, Al Nelson, Watson Wu |
User Interface Design, Pollination & Web | Sebastian G. Hyde |
Data Entry | Morgan Lynn |
Audio Specialist | Aaron McLeran |
Concept Art | Christian Lorenz Scheurer |
Writer, Game Content | Craig Schwartz |
Writer, Space Story Elements & Missions | Walter Jon Williams |
Voice Talent | Dee Bradley Baker, Deborah Eliezer, Bill Cameron, Andrew Chaikin, Patrick Fraley, Roger Labon Jackson, Cynthia Marcucci |
Vice President, Marketing | Patrick Buechner |
Marketing Assistant | Eric Chu |
Marketing Artist | Waddy Dacay |
Product Manager, Europe | Ulf Johansson |
Marketing Manager, Europe | Kyoko Matsushita |
Product Manager | Darren Montgomery |
Senior Director, Global Online Marketing | Brandon Barber |
Japanese Marketing Director | Duke Chang |
Product Manager, Asia Pacific | Deeka Macdonald |
Brand & Marketing Director, Asia Pacific | Brendan Geraghty |
Senior Public Relations Manager, Asia Pacific | Daphne Chua |
Director, Creative Services | Vyn Arnold |
Creative Director, Marketing | Holden Hume |
PR Director | Bryce Baer |
Senior Director, PR | Tammy Levine |
Senior Director Corporate Communications, Europe | Tiffany Steckler |
PR Manager | Amanda Taggart, April M. Jones |
Development Team Tester | Emmanuel Acevedo, Ian Armstrong, Patrick Benjamin, Ron Fernandez (Chairman), Clifton Gainor, Calvin Gillman, Sasha Goldenson, Jason Halvorson, David Kertesz, Jeffrey Manlicamot (Johnny Magma), Brian Marble, Jeff Miller, Leonard Park, Christopher Pinder, Kurtis Seid, Bryce Shelton, Eric Topf, Anthony Tunac, Michael Williams |
Team Lead, Development Test Team | Brevin Pretorius, Jeff Rodkey |
Documentation | Daniel Davis |
Tester, QA Team | Jeremy Acs, Jonathan Barinque, Brian Barnes, Angelina Bella (Ryshili), Jerome Bolusan, Joey Borla, Josh Bollegar, Aleksandre Chachava (Snacho), Jonathan Choy (McOwner), Bill Davis, Ernesto De La Rosa, Kyle Dunham, Timothy Evans, Matthew Fite, Don Foley, Jason Fricano, Roberto Gomez, Brian Gorrasi, Anthony Gruen, Jamil Hale, Jeff Hamilton, Allen Haybert, DJ Hipolito, Matthew Hively (Caesar), Charlie Huguenard, Eric Keenan, Theodore Kefalas, Shaun Kiggens, Leo Kuma, Harley Larsen, Jason Lehman, Blake Marsh, Heather Martin, Theo Mascardo, Joseph Ocampo, Konstantin Perekipchenko, Justin Polotan, Rashmi Raghuraman, Brandon Rees, Stephanie Refuerzo, Victor Romero, Craig Simon, Eugene Smilovitsky, Scott Stockwell, Forrest T. Tarleton |
Compliance Lead, QA | Mark S. Johnson, Steven Jenkins |
Compliance Tester, QA | Brian Alberson, Chris Anjos, Sean Ellis, Joe Greene |
Senior Tester, VMC | Jonathan Allard |
Compatibility Tester, QA | Angelo Bayan, Dave Caron, Jon Naugle |
QA Manager | Robert Bierman |
Senior Tester, QA Team | J'Monne Brown (Gremlin), Xavier Buenaventura, Ryan Morales, Joshua Platt, Mark Sison |
Senior Test Lead, VMC | Keith Earley, Alvi Islamaj |
Compatibility Lead, QA | Mark Gonzales, Matt Landi, Josh Riemersma |
Test Lead, VMC | Tim Gottschalk |
Tester, VMC | Francesco Gualdi, Joey Leblanc, James McBride, Rame Oun, Vanessa Powell, Raymond Tam |
QA Franchise Lead | Steve Jaccaud |
Test Lead, QA Team | Kaylene Jetmore, Tren Sparks |
Hardware Support, QA | Matt Kile |
Support Services Manager, QA | David Koerner |
Project Manager, VMC | Linda Lemieux |
Senior Director, QA | David Steele |
Administrative Assistant, QA | Ericka Sykes |
EA CERT | Rene Apperley, James Arup, Sherwyn Augustus, Earl Baker, Stephen Baker, Dave Beck, James Bolton, Matt Bright, Phil Brown, Mike Bullen, Collin Carey, Pedro Castro, Sandra Champanhet, Lawinjeya Chandrakumarb, Kwang-Hi Cho, Andy Chung, Nicholas Cobb, Jason Collins, Steven Cook, Rob Cooke, Benjamin Crick, Ricardo de Avila, Lawrence Donohue, James Featherstone, Mike Fenton, David Fielding, Seferino Gallardo, Eron Garcia, Juan Antonio Garcia de Quinto, Laura George, Daniel Green, Wes Hendrix, Allen Horton, Joseph Huggett, Morgan Hughes, Errol Ismail, Ben Jackson, Ryan Jacobson, Darryl Jenkins, Harry Kashouli, Amy Kenah, Kyle Killion, Mike Kushner, Raymond Langford, Alex Lawson, Conrad Leiden, Matt Loft, Damon Lumley, Anh Luong, Daniel Martell, Shaun McCourt, Adam McIntosh, Russell Medeiros, James Melling, Garrett Muldoon, Mitchell Munter, Stuart Oswald, Dee Patel, Eduardo Ponz, Andrew Pritchard, Lucas Richard, Ryan Roque, Mary Joyce Sacman, Joaquin Jesus Sanz Jimenez, Seb Serrano, Chance Shiflett, Richard de Silva, Julie Staub, Jonas Stockfleth, Chris Strong, Timo Tolonen, Eduardo Varela, Robin Volker, Tim Wileman, Bobby Williams |
Effects & Technical Artist | David DeBry (grue) |
Designer, Creators | Chaim Gingold |
Software Engineer | Sean O'Neil, Kees van Prooijen |
Producer | Katzenschu |
Special Inspiration Provided by | Danielle Berry |
Special Thanks | Arnson Communications, Luc Barthelet, bolt|peters, Daniel Bunten, Shawn Conly, Hillary Dixon, Carter Edgerton, Jonathan Flesher, Ronald Gerhards, Andrew Green, Freestyle Interactive, Ondraus Jenkins, Greg Johnson, Avery Lee, Felipe Lenero, Blake Maltby, Amelia Maynard, Amber Mayo, Kevin McGloin, Patrick McMorris, Patrick J. O'Brien, oogie, Randy Pausch, Paul Pedriana, Ken Perlin, Greg Salter, Jonathan Sari, Rod Swanson, David Sullivan, Weiden-Kennedy, Tony White |
GameFlow Entertainment LLC | |
Software Engineer | Bryan Chan, Mark A. Fong, Steven Gieng, Masami Yamada |
Localization, Asia | |
Producer | Chris Ashimine, Spike Do, Leon Li, Sun Liang, Kenji Ryan |
Support | Semin Choi, Eiji Hara, Mitsuo Iijima, Hideaki Ikeda, Krispol Jaijongrak, Zhiqi Li, Lim Yun Yue, Jerry Lin, Sky Lin, Ratakorn Meythangkul, Junsuke Misawa, Seiichi Nakamura, Yuhei Nasu, Jaebum Park, Meari Park, Eugene Peh, Mhd Luqman bin Rahim, Atsuko Saso, Sieben, Yunki Shin, Takeshi Sugiura, Hitoshi Suto, Miki Suzuki, Takaaki Suzuki, Ryan Tan, Faltsezamm, Marcus Tsao, Jazz Wang, Thantida Warunyaporn, Max Xie, Bonam Yoo |
Mastering Lab | Jason Lim, Hirohisa Satō |
Project Manager | Jasmine Phua |
Localization, Europe | |
Integration Engineer | Alberto Abad Ballesteros, Virginia Cano Abellá, Eduardo Cocero Torres, Juan Comesaña, Iker Aneiros Jarillo, César Puerta, Ramón Santamaría Pena, Juan Serrano Yuste |
Integration Producer | Esther Gómez Babin, Pablo Dopico, Maria Beatriz Silva Piovezanni |
Localization Manager Brazil | Marcos Vinicius Cardoso |
Localization Coordinator France | Chantal Cervoni, Audrey Demanget, Laura Mangione |
Localization Coordinator Czech | Marcin Król |
Localization Supervisor Dutch & Greek | Nadine Monschau |
Localization Coordinator, Germany | Marcel Elsner |
Localization Coordinator Hungary | Mária Gyöngyi Nagy |
Localization Coordinator Italy | Stefano Mozzi, Silvia Favia |
Localization Coordinator Nordics | Andreas Pajarinen |
Localization Coordinator Poland | Jakub Nowicki |
Localization Coordinator Portugal | Bruno Dos Santos Pereira |
Localization Coordinator Russia | Pavel Rutski |
Localization Coordinator Spain | Ana Esther Rodríguez |
Localization Testing Tester | Ricardo Albuquerque, Theofanis Anestopoulos, Giuliano Bettanin, Renaud Laurent Gonzalez, Romain Guilloteau, Erik Gynnerstedt, Stinus Højensbo, Mats Helge Holm, Norbert Horváth, Antti Ikäläinen, Ricardo Izquierdo, Lukáš Kotrly, Lukáš Kotrly, Joanna Kuczkowska, Nadia Krupko, Sarkhan Lyutfaliev, Francisco Martínez, Gergo Szendy, Shoshannah Tekofsky, Andrea Vargova, Martin Zimmerman |
Localization Support | Tatyana Apraksina, Babelia - Traducoes Lda, Robert Böck, Grzegorz Bonikowski, Michael Broström, CEET Ltd., Estrella del Campo Martínez, Gustavo Díaz, Gustavo Díaz, Kim Dorff, EuroGreek Translations Limited, Fontolo Studio LTD, Piotr Klinger, Anastasiya Levshina, Hervé Mathieu, Vladimir Melnikov, Janusz Mrzigod, Kira Nepochatova, Tatyana Nizova, Petter Notstrand, Maxim Onischenko, Quoted Tradução e Localização, Jakub Radzimiński, Tore Sand, SDI Media Netherlands, Synthesis International S.r.l., Salva Tintoré, Walkthru Inc. |
Localization Testing Team Lead | Thomas Baedorff, Iván Barreras Benavente, Lucas Dupleix, Martin Eriksson, Daniel Nilsson, Jim Soedirman |
Localization Testing Supervisor | Stefano Buffoli, Frédéric Champ, Andreas Grabner, Ismael Durán López, Andreas Lundgren |
Localization Testing Senior Tester | Philippe Charel |
Localization Senior Tester | Paolo Catozzella, Alessio Maccabelli, Liliana Morosini |
Head Localization Tester | Alessio De Fazio |
Localization Testing Project Manager | Esther Jansen |
Senior Localization Testing Project Manager | José Ramón Sagarna |
Electronic Arts | |
President EA Games | Frank Gibeau |
VP, Blueprint Studio | Neil Young |
VP of Finance | Sharon Andrews |
CFO Redwood Shore Studio | Sharon Andrews |
Director of Finance | Jesse Dishart |
Strategic Planner Consultant | Andy Georg |
COO | Christina Sawyer |