Blizzard Entertainment has a rep like few others in the games industry. Much-loved for its quality releases and its 'when it's done' ethic, the company is riding higher than ever at the moment, thanks to the incredible success of World of Warcraft (ten million subscribers and counting). And with Starcraft 2 on the way there's little doubt that Blizzard is one of the game development studios of the moment. But what's it like working at Blizzard? What's it like inside those walls? And what is the team cooking up for the new Sunwell Isle patch? We caught up with Julian Morris, an Aussie ex-pat working as an exterior level designer on World of Warcraft to find out. Brand new screens included!
IGN AU: What's your background? How did you get your start in the industry?
Julian Morris:
For a few years, my brother and I would design various maps and send each other our work so we could brainstorm ideas. One day, I noticed I was creating level layouts on white boards at work, and realized that it might be time to seriously look at the possibility of moving out of the kitchen and into the games industry.
My first job in the industry was for a game developer in Sydney, Australia. The company was looking for a world builder/level designer, and I thought this would be the perfect time for me to apply for a job outside of the kitchen. After several intense interviews I got the job, and I've never looked back.
IGN AU: Were you a fan of Blizzard's games before you got the job? Is this a dream gig for you?
Julian Morris:
IGN AU: You're an exterior level designer – what exactly does that entail? Can you give us any examples of work you've done in WoW that you're particularly proud of?
Julian Morris:
I had a blast working on Netherstorm for World of Warcraft: The Burning Crusade, and was pleased with how the ethereal eco-domes came out. The Stormspire in particular is such an impactful place of contrast in Netherstorm, and I was really proud of how that turned out. Every aspect of working on World of Warcraft is a truly collaborative effort, and the ethereal eco-dome idea is no exception. Its conception came from a meeting in which the entire exterior team was brainstorming all sorts of crazy ideas, and the "shielded forest" idea was born. From there it transitioned to the other World of Warcraft teams, such as level design, programming, and art. We all worked together to bring it to life.
IGN AU: How much can you bring your own personal style to the work that you do? Have you drawn inspiration from any unusual sources?
Julian Morris:
As far as inspiration goes, I draw upon my colleagues (designers, programmers, and artists) that I work closely with on a daily basis. They are a constant source of motivation to me. I'm still surprised and in awe of the stuff that I see coming out of the various departments every day.
As far as unusual sources are concerned, well, snowboarding is a great love of mine. While it's a bit odd, I seem to get a ton of ideas while riding in the mountains. In fact, there are many times at work where I draw on my experiences in the mountains and snow for inspiration.
IGN AU: Do you have any advice for other Aussies hoping to land a job with Blizzard?
Julian Morris:
12:00 am PST March 4, 2008