I think the first part (the prelude) was pretty much proof of concept really -- it wasn’t a live assignment so much as "what can we do," because it’s not something the World of Warcraft Gold - wly.com publishing team has ever tried to do. So the first one really was an experiment that went well enough that we, you know, we got Chris on board after we’d finished up that first one -- or not even finished, I should say we got about halfway through, we got a rough cut of it together, and it was enough for him to see the potential in it and go "Okay, let’s get some other folks involved in this and see where we can take this."

But yeah, originally it was just a single storyboard artist, a fellow named Rob Haines. He basically broke it down, all the first episode, into one long scroll. So actually what you’re watching when you watch the prelude, is one long scroll that’s been broken up into the actual story. Hopefully at some point we’ll post those so people can see it. But it was a concept we thought we’d use for all six parts, all six episodes -- but it just wound up being, I guess too limiting once we got into the meat of the story to just keep it that way.

Micky: So the script was done for prelude, and then at that point as Doug was going through and they were creating the art and going through that whole process, Dave became absolutely swamped with the actual game, and doing the design for Mists of Pandaria. He just kind of disappeared for quite a while. He eventually got to the point where he could come back and do the rest of the script and he built out the rest of the burdens and those parts, and Doug and I sat down and looked at that script and we realized that there was just too much. There was a lot.

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