Sword of the Stars II
Sword of the Stars 2
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News

Meet the team: Dan Read

Man of few words and AI programmer on Sword of the Stars 2, Dan Read, is this week’s Meet the Team Q&A!

“How did you get started in the games industry?
I started making my own games on an Apple II when I was 14.”

Meet the team: Greg Kolodzian

Our weekly Q&A with the Sword of the Stars 2 dev team continues with this chat with 3D artist, Greg Kolodzian!

How did you get started in the games industry?

Ever since I was young I’ve been doing some sort or artwork. I got into digital at a pretty young age. By playing
around in Photoshop and teaching myself. I first developed an interest in doing 3D after playing the original
Command and Conquer. A few years after graduating high school I decided it was something I wanted to do
and decided to go to school for it. I briefly worked in 2d animation as a background artist before getting in to the
game industry after that.

Meet the Team: Will Goodall

The second in a weekly series of Q&As with the Sword of the Stars 2 development team!

“A tools programmer builds the tools used by the artist and producers to put content into the game. When you see a snazzy starmap or neat looking explosion, I built the tool that made it… and because we’ve taken a unique approach to effects in SWORD OF THE STARS II, I’ve been working heavily on adding effects features and making adjustments on both the game side and the tools side.”

Go to the Paradox Interactive forums to read the whole interview.

Martin Cirulis guest column in PC Gamer

CEO and Creative Lead Martin Cirulis is the guest columnist in this month’s issue of PC Gamer (May 2011, NA, issue #213) – Martin is featured as this month’s Dev Man Talking, and talks about the state of gameplay balancing in the industry, and calls for opening things up a bit.

The issue is in stores now!

Meet the Team: Arinn Dembo

The start of a weekly series of Q&As with the Sword of the Stars 2 development team!

“In practical terms, I design and describe the various factions of the game, give them an evolutionary history and define their biology and culture. Since both biology and culture are important in the design of characters and ships, I have a lot of meetings with 2D and 3D artists. My work also touches on the behavior and technology of the various races of the game, so I am a working member of the design team. I also have some collaborative input with the artists who record sound, music and voices. Essentially, it’s my job to make sure that the game has a soul.”

Go to the Paradox Interactive forums to read the whole interview.