Did anyone in Virginia though know anything about UO and its "art pipeline" at the time of the move? I could be wrong, but I thought I read a post Grimm made somewhere where he mentioned developing or fixing up the existing tools for the art pipeline sometime AFTER that move. So I would imagine when the move was made, he very well might have been one of the few people with the knowledge and expertise to do his job specifically for UO.When you think about it this seems more like a logistical thing than anything else, I could be wrong - would definately not be the first time. ALOT of companies would have parted ways with Grimm when they moved operations to Va a while back. The way I see it we were fortunate enough to have had him working with UO for a few years now.
This list really makes me wonder just who the hell is left working on UO...A list of developers who left UO for other games or projects in the past 10 months (as far as I know, correct me if I missed anyone):
Calvin "Uriah" Crowner - Producer
Billy "Axel" Teng - Engineer
Brian "Argyle" Sobodacha - Engineer
John "Kerlean" Thornhill - Quality Assurance Tester
Bruce "Logrus" Bonnick - Designer
Heather "Drummergirl" Cerlan - Lead World Builder
When you think about it this seems more like a logistical thing than anything else, I could be wrong - would definately not be the first time. ALOT of companies would have parted ways with Grimm when they moved operations to Va a while back. The way I see it we were fortunate enough to have had him working with UO for a few years now.
Actually, as you all know when they moved production, the entire art staff was let go since no one wanted to move to VA. This actually included me. But our art director at the time asked "If you're going to lay everyone off, who's going to train the next artists?" I got a call the next day that they'd like me to stay on.Did anyone in Virginia though know anything about UO and its "art pipeline" at the time of the move? I could be wrong, but I thought I read a post Grimm made somewhere where he mentioned developing or fixing up the existing tools for the art pipeline sometime AFTER that move. So I would imagine when the move was made, he very well might have been one of the few people with the knowledge and expertise to do his job specifically for UO.
I completely understand your point, and I'd have a hard time explaining the pipeline improvements in a way that's A) interesting and B) doesn't disclose too much of our proprietary tools. But, something that came to mind in your posts that might give some clue as to what I do. Because of improvements I made in our tile art creation pipeline, in the High Seas Expansion we were able to generate as many pieces of tile art in 6 months than all the pieces of tileart ever created for UO! That's something I always thought was pretty cool.UO's art as a whole with the exception of actual expansions has been spotty at best. The last large amount of art the game has seen was around 2009. Yes, we have had smatterings here and there, such as the boats, but nothing very substantial comparative to other onlines.
So, that said, it is difficult (imo) to accurately gauge what was done concerning the art pipeline and how it may have impacted UO in an important manner.
Im pretty sure at least a few of those are still with EA/Bioware Mythic in some way.A list of developers who left UO for other games or projects in the past 10 months (as far as I know, correct me if I missed anyone):
Calvin "Uriah" Crowner - Producer
Billy "Axel" Teng - Engineer
Brian "Argyle" Sobodacha - Engineer
John "Kerlean" Thornhill - Quality Assurance Tester
Bruce "Logrus" Bonnick - Designer
Heather "Drummergirl" Cerlan - Lead World Builder
They are, mostly working on SWTOR. Stormwind also left EA but he was already working on other projects. Drummergirl is now working on The Last of Us, you might see her work on High Seas here: Heather Cerlan - Gallery: Ultima OnlineIm pretty sure at least a few of those are still with EA/Bioware Mythic in some way.
Greg "Kyronix" Havlusch is actually one of the game designers.There is the new QA guy, Kyronix...but who else?
Gak.. You're right. The other Dev should be Phoenix.Greg "Kyronix" Havlusch is actually one of the game designers.
Mark "Shade" Steelman - Designer was laid off last year before christmasA list of developers who left UO for other games or projects in the past 10 months (as far as I know, correct me if I missed anyone):
Calvin "Uriah" Crowner - Producer
Billy "Axel" Teng - Engineer
Brian "Argyle" Sobodacha - Engineer
John "Kerlean" Thornhill - Quality Assurance Tester
Bruce "Logrus" Bonnick - Designer
Heather "Drummergirl" Cerlan - Lead World Builder
Yes, Michael "Misk" Armstrong is the software test lead. Bioware Mythic has more than 110 people (they say developers but I don't think that is the case) working on all three of their MMO titles but it doesn't actually mean that we get one third of that team. Both Mesanna and Phoenix have been working on UO for more than a decade now and I personally think that as long as the core development team have this much of a dedication for our beloved game, they can always use other junior or contracted developers from Bioware Mythic. The badly written C++ code (together with wombat) is also a major challenge for engineers but I think SupreemEdit: Misk is the QA person.
If this is true, then there can't be too much to the 15th anniversary.Gak.. You're right. The other Dev should be Phoenix.
So we've still got Mesanna, Bleak, Kyronix, and Phoenix. Not even a skeleton crew.
Edit: Misk is the QA person.
I couldn't verify Shade and Supreem, I remember seeing their names on Halloween cards though. So we have Phoenix and Kyronix as designers, Bleak as engineer and a new developer as artist.Mark "Shade" Steelman - Designer was laid off last year before christmas
Derek "Supreem" Brinkmann isn't working on uo anymore
I think Yvette "MrsTroublemaker" Aarons might be gone too, not 100% sure on that one.
By "left for other games" it sounds like it was voluntary which isn't always the case. Also, they may be working for other titles(instead of our beloved UO) but still with EA so that's why they haven't or couldn't post a goodbye.
Don't forget names like CatHat, Speedman, MrTact.......
Wilki, Leuro, Draconi, now Grimm, and going back further, Firedog and Pandemonium. All amazing devs not only in their professional abilities to improve the game, but to be a part of the community as well.
Now it feels like the curtain has been fully lowered between the devs and the players. Who knows how many people we have working on UO because noone comes forward to be part of the community anymore. The curtain felt like it was wide open for a while (2005ish - SA release) but started to close when Cal was at the reins and now has been fully closed.
Sorry Mesanna if you read this, but I can remember the constant shushing of Cal on the dev video chats when he was going to let out some information. That doesn't sit well with me.
Right now the players/customers need COMMUNICATION. There is a significant portion of us who are watching and waiting for the high resolution update and it is to us one of the most important moves the game could make, but we don't even know if it's even moving forward anymore. We know there are anniversary things coming (including Grimm's final farewell and legacy to the game) and the bug sprint next year, but that's about it.
We need a communicative dev team. We want devs that can follow in the footsteps of the people I mentioned above not only professionally, but community-wise as well.
In 2006-2007 UO was getting exciting again. In 2010-2011, those hopes have been severely muted bringing out lowered attitudes towards the game.
The course needs to change.
Three of my favorite people!Don't forget names like CatHat, Speedman, MrTact....
Me too!I liked Darkscribe too...
Don't worry, the Ultima Franchise Producer will fill us in because he is a champion and advocate for his teams and products (never mind that he tweets more about console games than UO) and he believes in communicating a clear vision.Sorry Mesanna if you read this, but I can remember the constant shushing of Cal on the dev video chats when he was going to let out some information. That doesn't sit well with me.
Right now the players/customers need COMMUNICATION. There is a significant portion of us who are watching and waiting for the high resolution update and it is to us one of the most important moves the game could make, but we don't even know if it's even moving forward anymore. We know there are anniversary things coming (including Grimm's final farewell and legacy to the game) and the bug sprint next year, but that's about it.
We need a communicative dev team. We want devs that can follow in the footsteps of the people I mentioned above not only professionally, but community-wise as well.
In 2006-2007 UO was getting exciting again. In 2010-2011, those hopes have been severely muted bringing out lowered attitudes towards the game.
The course needs to change.
We do need communication now more than ever.Specialties
- Managing and building AAA teams in both inshore and offshore facilities.
- Communicating a clear vision and keeping the team involved with the process to build ownership while maintaining solid results.
- Exceptional people leader – I believe in transparency, open communication and leading with integrity.
- Champions/advocates for my teams and products.
- Charismatic, great speaker
You kicked Butt, Wilki! I met you at a Town Hall meeting, along with Fertbert! You weren't afraid to speak your mind!!Me too!
This is the troubling part. And I'm not hating on anyone particular at the moment, it's just that communication, and a game plan, and a direction, long term goals, whatever, would be nice to hear.The only plausible excuse is that UO is in maintenance mode. It's been a long time since somebody talked about an actual future for UO. Bugfixes, pianos, and holiday gifts are not a future, they are distractions or things that should be in every publish.
Part of a producer's job is to communicate an actual vision and future for their game. Producers can't get into their positions unless they can communicate that to their upper management, so I can't see why that can't be communicated to us.
Unless it is in maintenance mode.
Then you should be Ecstatic playing a Mythic game...Because back in the day, being told of all of the "secret" projects, and all of the failed or never come to pass plans really pleased alot of people.
Id rather not be told anything, then to be told something and having it never come to be.
Ive played most other MMO's, and let me tell ya, it sucks when they announce something really cool and it NEVER happens.Then you should be Ecstatic playing a Mythic game...
That's not an excuse any more. I'm all too familiar with Ultima and UO projects that never came to pass. The UO team cannot be held hostage by a bunch of people who get their underwear twisted in knots if something doesn't make it in-game by a certain date or in a certain way.Im not arguing that UO doesnt need more communication to players, but I dont think they need to be announcing stuff that may never make it in game.
I refer to those things as "THINGS THAT HAPPEN EVERY YEAR" and that have nothing to do with UO's future, lol.Lets be honest, being told we are getting an anny reward, and that there will be gifts come Christmas...thats not news LOL.
The Mythic games in general are so incredibly lousy about communication, although the Warhammer players are getting a little more due to EA wanting Wrath of Heroes to succeed. If EA wasn't pressuring them, the Warhammer devs would be right back to their silence, with the official Warhammer forums being ignored or Kai stepping in every now and then.It's how we ended up here, no firm and consistent direction, change producers and devs like underwear, and just go whichever way the wind blows, whatever the other games are doing. Let's back up a bit to our roots, let's do what we do best, Sandbox! We had such a head start, we should be leading, not copying nor playing catchup.
But the problem is still communication. Everyone in Mythic knows this has been posted by now...but yet no one has spoken. And I don't buy into the "it's the weekend" bs, if something great was happening all of em would be here for the party.
I hate to say this but you know the old phrase: "You can please some of the people most of the time but you can never please all of the people any time at all.".... You just can't please everyone... and you can't develop things that EVERYONE is going to like or care about... that's just a fact.The vision in the last couple of years is to focus on EM events for the 1% instead of develop content that 100% will enjoy. Now the 1% is 10%, and there are not many devs left, so you can judge how effective the vision has been.
I like most of 'em, then and now!One interesting pattern I note is that many of the people mentioned in this thread were, shall we say, not universally liked in their day. Until they left of course. Then they were sanctified.
For me, a lot of changes I didn't like didn't make sense until after somebody had left and we heard the full story.One interesting pattern I note is that many of the people mentioned in this thread were, shall we say, not universally liked in their day. Until they left of course. Then they were sanctified.
I have tried so often and so hard to get people to see how destructive this kind of criticism is.I like most of 'em, then and now!
I will say, it can be pretty tough watching something you designed or worked on in good faith be torn apart by people who think that you're a terrible person with horrible motivations. Or that you're a liar. Or that what you do is a "slap in the face". Or my all time favorite, that balance is the way it is because you play a certain type of character. All of the conspiracy theories get to be a bit much after awhile, as well. It's a fun job, true, but there are some days when it really does get to you.
Have you ever noticed the ones they keep letting go that don't iteract with us ?Or has anyone else noticed that the people that seem to actually interact with us are the ones that keep getting let go?
FINALLYOne interesting pattern I note is that many of the people mentioned in this thread were, shall we say, not universally liked in their day. Until they left of course. Then they were sanctified.
-Galen's player
Thank You for sharing, It's exciting to hear about back stage process. More post like that from the the current team could certainly go a long way in shaping thoughts and opinions of those out here in groupie land to something much more positive. But there seems to be a code of silence going on. Do you think there is one, or just our perception?There really isn't some mysterious Elusive Man calling the shots, very rarely was it from outside the team.
Hopefully then one day we are able to see this art... because that is a lot of tile art to just leave laying around for at least a year and a half.Because of improvements I made in our tile art creation pipeline, in the High Seas Expansion we were able to generate as many pieces of tile art in 6 months than all the pieces of tileart ever created for UO! That's something I always thought was pretty cool.
-Grimm
I've got a '49 Pontiac and gettin' it up over 45mph takes a while and she doesn't much like it there. Thing is, it's a really comfortable ride at 40Why they need to slap a blown V8 in this Model T called UO and get this old girl moving and complain later about how squirrely it is. Just enjoy the ride and leave the factory models behind on our way to buy a nitro kit (ya that is another plug why EC is better then CC and waiting for 360)
Finally!! Got rid of that horse drawn carriage *ducks and runs*loved your whole post, but...
I've got a '49 Pontiac and gettin' it up over 45mph takes a while and she doesn't much like it there. Thing is, it's a really comfortable ride at 40
Whether Dev or not, I think it shows there is another path to being well liked, in how they address player anxiety.what about jeremy?