Wildstar Community Magazine Issue 2 | Page 20

INTERVIEW INTERVIEW WITH STEPHAN FROST DESIGN PRODUCER AT CARBINE STUDIOS He is also the dev speaker for videos and has been working with design teams for the past four years, making sure they get their deliverables done on time, quality checking and more. Most recently though, he has been working on the publishing side, helping get the game launched. epicly huge, so when creating it, make an MMO, you’re making six we needed to create a creative games, so we had to unify those. If Stephan: It’s an action combat assembly line on how we are going you look at something like housing, massively multiplayer online game. to make content for the game. How we did a really good job of saying, are we going to make dungeons? “Well, we are going to put all these How are we going to make housing elements from all the things you hurdles were there to overcome available? Is it going to be PvP? love in all these different systems during the design process? Then we make sure that they play and give you benefits of all those well together. Really, when you things”. So that was huge. We have GameOn: Can you summarise WildStar in 10 words or less? GameOn: What sort of Stephan: Well, this game is 20 // WildStar Community Magazine The GameOn Magazine