<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Prima Games Author Blog &#187; Azurik</title>
	<atom:link href="http://www.primagames.com/blog/tag/azurik/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.primagames.com/blog</link>
	<description>Prima Games Author Blog</description>
	<lastBuildDate>Sat, 13 Mar 2010 11:08:03 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.5.2</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>the secret life of a strategy guide writer / 06</title>
		<link>http://www.primagames.com/blog/2008/07/07/the-secret-life-of-a-strategy-guide-writer-06/</link>
		<comments>http://www.primagames.com/blog/2008/07/07/the-secret-life-of-a-strategy-guide-writer-06/#comments</comments>
		<pubDate>Mon, 07 Jul 2008 07:21:31 +0000</pubDate>
		<dc:creator>sothothyog</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Azurik]]></category>
		<category><![CDATA[developer]]></category>
		<category><![CDATA[Rare]]></category>
		<category><![CDATA[Spore]]></category>
		<category><![CDATA[studio]]></category>

		<guid isPermaLink="false">http://primagames.wordpress.com/?p=124</guid>
		<description><![CDATA[
Last time: I crow-barred open a behind-the-scenes inspection of Valve Software, and decided those guys have it pretty good. This time, I trot around Maxis, the creators of Spore.
Part 6: At the Core of Spore
You know your company&#8217;s doing well at the bank when large, and usually bronze versions of your game characters adorn a central foyer, and while nothing quite that outlandish greeted me at Maxis (although Will Wright has auctioned some pretty spectacular Spore models in the past), the &#8220;converted hispster warehouse&#8221; look was in full effect. Everything in the office is open-plan… at least everything I was allowed to see. Will Wright&#8217;s office is a good-sized (but not ostentatious) chamber resplendent with old computers, and a commanding view of the nearby scenery. 
Everything is over-sized doors and chrome fixtures, and all the fixings of a team busy [...]]]></description>
			<content:encoded><![CDATA[<p><!--StartFragment--></p>
<p class="MsoNormal"><span><strong>Last time:</strong></span><span> I crow-barred open a behind-the-scenes inspection of Valve Software, and decided those guys have it pretty good. This time, I trot around Maxis, the creators of Spore.</span></p>
<p class="MsoNormal"><span><strong>Part 6: At the Core of Spore</strong></span></p>
<p class="MsoNormal"><span>You know your company&#8217;s doing well at the bank when large, and usually bronze versions of your game characters adorn a central foyer, and while nothing quite that outlandish greeted me at Maxis (although Will Wright has auctioned some pretty spectacular Spore models in the past), the &#8220;converted hispster warehouse&#8221; look was in full effect. Everything in the office is open-plan… at least everything I was allowed to see. Will Wright&#8217;s office is a good-sized (but not ostentatious) chamber resplendent with old computers, and a commanding view of the nearby scenery. </span></p>
<p class="MsoNormal"><span>Everything is over-sized doors and chrome fixtures, and all the fixings of a team busy on an ultra-cool project; sketch and rendered art, and whiteboards of crazy design schematics with giant arrows pointing everywhere are part of the working environment. So are the flashy monitors; some folk have 24 inch models turned lengthways just so they can read their long (and presumably incredibly vertical) email in style. The whole studio is light, airy, offers generously-sized conference rooms, and a main wall where all the latest Survivor contestants were pinned up, with odds on their winning the competition.</span></p>
<p class="MsoNormal"><span><span> </span>I mentioned &#8220;large bronze game characters&#8221; because sometimes these give out slightly the wrong impression. I went to Microsoft once, and although their campus is nothing short of gob-smacking, I did enter (and share) a reception room with an eight-foot tall polystyrene statue of Azurik. Remember Azurik? Exactly. Now, how about an eight-foot version that&#8217;s in danger of blowing away if caught by a high-velocity sneeze, and with small chunks of its body missing, as the small children of executives pick at it. The whole experience was slightly bizarre….</span></p>
<p class="MsoNormal"><span>But not as odd as my visit to Rare in Twycross, England, back in 1998.</span></p>
<p class="MsoNormal"><span><span><strong>Next time</strong></span><span>, I get tethered to my chair and told not to go anywhere under pain of death, and then get served a delicious fry-up. Just another day at Rare.</span></span></p>
<p class="MsoNormal"><span><strong><span style="font-weight:normal"><span><strong>Just finished:</strong></span><span> Creating an extremely rough map of a particularly bonkers portion of Fallout 3.</span></span></strong></span></p>
<p class="MsoNormal"><span><span><strong>Currently</strong></span><span>: Journeying through the Critical Path of the insanely massive Fallout 3.</span></span></p>
<p class="MsoNormal"><span><span><strong>About to: </strong></span><span>Seek medical attention (for insanty, naturally) after the Fallout 3 book is completed.</span></span></p>
<p class="MsoNormal"> </p>
<p><!--EndFragment--></p>
]]></content:encoded>
			<wfw:commentRss>http://www.primagames.com/blog/2008/07/07/the-secret-life-of-a-strategy-guide-writer-06/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
