![]() ![]() ![]() "A big part of my job is to focus on the game and make sure that our team is telling great stories within the world, but another big part of it is also interfacing with all the other departments at Blizzard," Danuser said. We spoke to Steve Danuser, lead narrative designer for World of Warcraft, to find out how one gigantic multiplatform universe can cohesively function across so many different forms of media. How the hell does everyone keep the story straight? Five core video games, five tabletop card games, over 30 novels, 10 comics, six manga and a film adaptation have all been released in the space of the last 26 years. ![]() Starting life in 1994, but reaching critical mass with 2004's World of Warcraft, Blizzard Entertainment's Warcraft universe is one of the best examples of a long-running, multimedia narrative.
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