Introduced by BioWare's Rich Vogel, the two men completed a three-part series run by GDCA on the inner workings of the gaming powerhouse.
Vogel introduced the two with word that they'd be focusing on the company's operations, and Brack began by separating the "universe" of World of Warcraft (its design, production, and implementation) from the in-game universe of barbarian shamanism and magical power. He admitted that the company tends to hold things fairly close to the vest, but today their intent was to share some of the 'behind the scenes' elements rarely considered by company outsiders.
Management, Programming, Art, and Production
Within the World of Warcraft team, there are some 30 department leads. There are three tiers of management, with France Pierce (Executive Producer) on top. Production Director Brack and Game Director Tom Chilton are below him, and below those two men are arrayed 8 lower-level managers. Brack notes that they try to structure the teams around the people, and not the other way around. They feel strongly that employee strengths should dictate organizational structure, and as a result all reporting structures within the company vary by team.
Each team on the game aims to be made up of 5-8 people. They break that regularly, Brack admits, but that is the goal. The programming department currently consists of 32 people, and envelopes systems, tools, gameplay, server technologies, and UI. Brack singled out the tools team as a critical component of this group. They make tools not only for the developers, but for customer service as well. Blizzard has an expectation of a long life for World of Warcraft, and so they see these tools as products to be fully-supported in-house. These tools go through their own proofing process, with certification dictated within the company. Their UI team is a cross-disciplinary team with artists, LUA programmers, and C++ developers all collaborating on the game's front end. In all, the programming team is responsible for some 5.5 million lines of code.
Design, Cinematics, Sound, and Platform
The design department, some 37 members strong, came up next. Class designers, profession designers, itemization designers, level designers, event designers, encounter and lead designers are all grouped here. Brack points out the multi-disciplinary nature of the level creation team. They use WoWEdit to incorporate art assets and create the zones in the game. The events team is responsible for not only holidays like Hallow's End, but also static world components like the city of Dalaran and the new and popular Argent Tournament. Over the years, the team has created some 70,000 spells and some 40,000 NPCs.
The cinematics group was the next to be pointed out by Pearce. Machinima sequences, teasers, and the amazing pre-rendered cinemas that make Blizzard games kick off with a flash are all created in this group. As a talented group of artists, they also use this group to direct the creation of sword replicas, statues, and other physical objects. The group is 123 people strong, and Pearce notes that they could actually spend a whole talk just talking about how cinematics is organized.
Localization, Technical Services, International Offices, and Online Services
Localization translates and culturalizes World of Warcraft into 10 different languages, and Pearce notes that there are actually more people playing WoW outside of the English language servers than inside. The capability to do all of this work in-house is incredibly important, and as a result they have no 'partial' localizations. It's not just translation and localization, they view a new language as an ongoing commitment to all the players on those servers. They actually have a dedicated producer working with this group to ensure that they have all the resources they need. Choosing to launch in a new language is a decision they don't make lightly, and Pearce points out that this group currently tracks 360,000 text strings and some 2 million words.
The technical services group is dedicated to getting every patch to the players. Patch 3.1 pushed some 4.7 petabytes of data to the players. Brack points out that they actually have to do some 10 patches for any given patch they do because of the numerous languages they support. QA has to test every patch they release, and there are actually 126 types of patches (streaming, universal, incremental) that all have to be updated and supported. A monumental task, Brack says.
Web, Community, PR, et al
The Web team was Brack's next group to discuss, a team responsible for managing a host of websites, online stores, the WoW Armory, and promotional materials. The mobile technologies team at Blizzard is grouped under this umbrella as well, and Brack calls out the mobile armory and the mobile authenticator as products they've previously released. They currently manage some 900,000 web files.
Making the World Work
As an organization, World of Warcraft utilizes 20,000 computer systems, 1.3 petabytes of storage, and more than 4600 people. "Operating an online game is about more than just game development." Pearce hopes that the importance of these non-development groups is obvious, especially given the explosive growth of the company over the last five years. "World of Warcraft has completely changed the organization", and it wouldn't have been possible without the departments that they'd singled out.
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