Documente Academic
Documente Profesional
Documente Cultură
Trammel May
CST300 Writing Lab
5 January 2017
Game Development
During an interview with Phil Fish, the developer behind the hit indie title, Fez
(Polytron Corporation, 2013), in the documentary film Indie Game: The Movie, he said, To
me, video games are the ultimate art form. Its just the ultimate media. I mean, its the sum total
of every expressive medium of all time, made interactive(Pajot & Swirsky, 2012). When
dissecting the assets alone in video games it becomes obvious that Phil Fish is correct; music,
three-dimensional modeling, motion capture, sound engineering, sound design, script writing,
textures and lighting, are just a few of the countless assets found in modern video games.
Perhaps this is why video games resonate with so many people. With video game sales grossing
$16.5 billion in 2015 (Computer and video game sales, 2016), it is clear that regardless of what
exactly attracts audiences to video games, the demand is high. With this high demand comes a
Section I
Companies such as Nintendo, Electronic Arts, and 2K dominate the industry with a
combined net worth of $46.23 billion (Sarkar, P., 2016). These companies are no doubt industry
giants and to some, names like Nintendo are synonymous with gaming itself. This does not
mean that these companies cater and market to every audience, nor does it mean these companies
are even considered as the face of modern gaming. Often, video game companies target a
specific market demographic. One company, among others, stands out when it comes to
exceeding market expectations, generating interest from new demographics, and breathing new
In the year 1991 the world would first be introduced to the company that would one day
become Blizzard Entertainment. It was on this year that Silicon & Synapse was founded by Mike
Morhaime, Frank Pearce, and Allen Adham. After reaching some critical acclaim with their
release of WarCraft and two more name changes, Blizzard Entertainment was finally christened
in 1994. Since that year, Blizzard has created notable intellectual properties such as Warcraft,
Starcraft, Diablo, and Overwatch (Blizzard Entertainment: 20th Anniversary., 2017). Blizzard
is currently headquartered in Irvine, CA with offices all over the world. Their global staff of
4,700 employees work out of offices in major cities such as Seoul, Shanghai, Sydney, and Taipei.
Their current lineup of titles include World of Warcraft: Legion, Starcraft II, Overwatch, Heroes
of the Storm, Diablo 3, and Hearthstone (Blizzard Entertainment: Games, 2017). This lineup of
products is important when analyzing the market trends and more importantly, the climate that
Blizzards roster of talent is vast, as is the number of successful products they have
released over the years. Without a doubt, this is due largely to one of the company's founders
who is also their current CEO and President, Michael Morhaime. He graduated from UCLA in
1990 with a Bachelors degree in Electrical Engineering. When Michael became CEO of
Blizzard, he wanted a culture around inclusiveness to everyone, and this is one of the primary
reasons Blizzard games appeal to so many people. In an interview with GamesBeat, Morhaime
said, Were trying to make these games for everyone, even if theyre not already familiar with a
genre, and especially if theyre not already an expert at the genre(Blizzard CEO Mike
Morhaime, 2016). Jeff Kaplan, the Vice President of Blizzard Entertainment and one of their
Game Directors, has truly embraced this culture and lives it. In addition to making sure the
Overwatch cast is diverse in genders, ethnicities, nationalities and sexual orientations, Jeff makes
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a note to have dialogues with fans via YouTube developer updates and forum discussions to
2016 was a fascinating year for the gaming market. This is primarily due to the
independent game market provoking public interest in features that until now have been only
present in big budget titles. This includes games like No Mans Sky for showcasing its
procedural generation algorithms that were leveraged in creating a nearly infinite explorable
universe (Alexandra, H., 2016). Contrary to the independent game milieu, Blizzard has set focus
on the competitive gaming market and esports. The esports market is hardly a new market for
Blizzard, and in fact without Blizzard, modern esports as we know it may not exist. With
Starcraft releasing in 1998 (Blizzard Entertainment: 20th Anniversary., 2017), and a huge
economic crisis in South Korea and other east Asian countries (Radelet, S., & Sachs, J., 1998),
the perfect conditions were set to create modern esports. Starcraft was designed for multiplayer
over a local area network and the game itself had very low minimum system requirements to
play (StarCraft System Requirements, 2016). This allowed easy access for players with
varying systems to easily play together. Starcraft as a real-time strategy game (RTS) meant that
when players compete they are pitting their reaction times, strategies, and actions per minute
(APM) against other players. This game was therefore highly competitive by design. The
popularity of Starcraft in South Korea was so great that in the year 2000, the Korean e-Sports
Association (KeSPA) was founded. That same year KeSPA selected teams of professional gamers
and held nationally broadcasted Starcraft tournaments (KeSPA e-Sports, 2017). The Starcraft
community also gave birth to a completely new form of video games called a multiplayer online
Blizzard had included a map and scenario editing tool with Starcraft for players to create
their own maps and missions. A Starcraft player by the name of Aeon64 created a new map
called Aeon of Strife. This four player map allowed each player to control a single powerful unit
and team up with one other player against the other team of two. Alongside the player units,
weak computer controlled units swarmed the battlefield. The goal was for one team to destroy
the other teams structures before theirs was destroyed. It wasnt until Blizzards release of
WarCraft III in 2002 that this new type of game, a MOBA, would really catch on. The WarCraft
series up until this point has also been a series of RTS games and just as Blizzard included a map
and scenario editor for Starcraft, WarCraft III came with a very expansive piece of editing
software. WarCraft III also had several role playing elements such as a hero leveling and hero
inventory system. With all these tools available to them, another user created a map based on
Aeon of Strife called Defense of the Ancients (DOTA). This was the beginning of the era of
In the year 2015, MOBAs were everywhere. Valves MOBA, DOTA 2 was responsible
for 5.09% of all PC online play time, whereas League of Legends, another popular MOBA,
accounted for a whopping 22.92% of all PC online play time (Most played PC games, 2016).
That year, Blizzard decided to release their own MOBA, Heroes of the Storm, filled with an all-
star cast of Blizzard characters and game types and modes that would break the current model of
MOBAs.
The current product lineup of Blizzard is all competitive in different ways. Starcraft II is
a competitive RTS game, Hearthstone is an online trading card game (TCG), World of Warcraft
is a massively multiplayer online role playing game (MMORPG), Heroes of the Storm is a
MOBA, Diablo 3 a is dungeon crawler role playing game, and in 2016 Blizzard would release
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their first new intellectual property in 20 years, Overwatch. This game is important because the
cast of creators consist of some of the most influential names at Blizzard, and although the game
is nothing new in terms of game mechanics and type (a class based first person shooter), the viral
marketing campaign, developer-player dialogue, attention to detail, and flawless execution have
made it Blizzards fastest growing title and one of their most successful games (Overwatch has
now, 2016). Blizzard had in fact walked away with multiple awards in 2016 for Overwatch,
including Game of the Year, Best Studio/Game Direction, Best Multiplayer Game, and Best
The history of any large gaming company in some way is also the history of gaming. In
the case of Blizzard, not only is their history intertwined with the history of gaming, but it
reflects the gaming industry itself and the current trends. The entire gaming market is filled with
so many niches and esoteric market demographics that there is no one particular trend in which
the industry leans. The prevalence of competitive games and esports has illustrated that
competitive games such as Blizzards lineup are front and center in the world stage of gaming
trends. Overwatch has grossed $585.6 million since its launch in May (Lee, T., 2016) and the
esports industry predicted to have reached $493 million (Esports Revenues in 2016 will Reach
$493 Million, 2016). Blizzards third quarter results putting them at 42 million MAUs, which
the report defines as the, number of individuals who played a particular game in a given month
averaged across the number of months in a respective period (Activision Blizzard, Inc., 2016).
It is clear that the market is in high demand for competitive games that are accessible to
everyone. This in turn leaves companies, such as Blizzard, with a high demand for talented
Section II
May 6
with many responsibilities. The core purpose of the position is to write Behavior Driven
Development (BDD) and/or Test Driven Development(TDD) layers for continuous integration.
Other responsibilities include writing numerous internal development and testing tools,
frameworks and libraries, as well as creating full stack internal web applications for data
visualization and application status reporting. As mobile and unity automation continue to
become standard roles in the development process, the need for SDETs will grow, and this means
job opportunities in any company that produces software. This work has allowed access and
great job, but the ideal career path leads towards some sort of software or game development.
At this point, all software engineering jobs require a degree and professional experience.
In order to further a career in software development, earning a bachelors degree is the highest
priority and it is therefore important to finish with a degree from the CSUMB. CSUMB offers
some great electives to assist in the acquisition of game development knowledge. CST 306 is a
class on game engine programming, this class will be great for discovering the low-level
concepts and methodologies used by game engines and can increase ones ability to leverage
lower level tools during the development process. CST 320 is an introduction to digital games
and teaches the life cycle, structure, and creative concepts necessary for game development.
CST 338 is a class on software design and teaches OOP software design concepts and strategies.
CST 438 is a class on software engineering and appears to teach extreme programming
2009). In addition to a degree and experience, the most important skill companies are looking for
is the ability to learn and adapt quickly. While working at Disney Interactive, I have been
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dropped into numerous projects where the language, libraries, and structure are completely
foreign. The expectation is that one can drop in quickly to a new environment and begin
In order to succeed in getting a job as a game developer, having a finely tuned digital
portfolio is paramount. This is also very important, as software development experience does not
necessarily mean one can develop any software. Game developers are looking for other game
developers. The lifecycle, structure, and methodologies used for creating a game are unique to
game development. Developers for companies such as Blizzard are also less concerned with the
specifics on technologies one has used, as regardless of what tech one used in the past, Blizzard
has their own proprietary engine and tools. Instead, a finely tuned digital portfolio demonstrates
that the skills and knowledge necessary for creating games has been attached, rather than simply
Portfolios are not the only way to showcase work. Our team has been working on a new
automation framework that supports web, Android, iOS, tvOS, and Unity. Once this framework
is polished, documented, and has high enough code coverage, it will be opened sourced.
Internally, the framework has cut development time for automation in half by using a completely
different testing model while still providing an intuitive experience. Being part of a popular open
in preparation for a coding interview (McDowell, G. L., 2011). The book goes over planning, job
titles and responsibilities, and common interview questions. In addition to reading through this
book, a common practice exercise is to join a daily toy problem group and solve the problem
daily in a new language each time. Another fun exercise is to approach solving each problem
May 8
differently, for example one day it might be best to go for a code golf approach and solve the
problem with the fewest lines of code. Another time, solve the problem with consideration of the
optimum runtime, and practice Big O notation, or even more challenging, create a solution with
the worst possible runtime without adding unnecessary actions and redundancy. These types of
practices should prepare anyone for the infamous white board code interview.
Regardless of exactly where I will end up working, it is clear that CSUMB enables all of its
students with the skills, knowledge, and professional decorum necessary to succeed in the
technology industries.
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References
Activision Blizzard, Inc. (2016). Activision Blizzard Third Quarter 2016 Results. Retrieved from
http://investor.activision.com/results.cfm
Alexandra, H. (2016, October 18). A Look At How No Man's Sky's Procedural Generation
skys-procedural-generation-works-1787928446
Blizzard CEO Mike Morhaime on the last 25 years of games and the next 25. (2016).
mike-morhaime-views-the-last-25-years-of-games-and-the-next-25/
http://us.blizzard.com/en-us/games/
Blizzard Entertainment: 20th Anniversary. (2017). Retrieved January 07, 2017, from
http://us.blizzard.com/en-us/company/about/b20/timeline.html
Computer and video game sales in the United States from 2000 to 2015 (in billion U.S. dollars).
computer-and-video-game-sales/
McDowell, G. L. (2011). Cracking the coding interview: 150 programming interview questions
Esports Revenues in 2016 will Reach $493 Million | Newzoo Esports. (2016). Retrieved January
upward-493m/
Extreme Programming: A Gentle Introduction. (2009). Retrieved January 14, 2017, from
http://www.extremeprogramming.org/
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Funk, J. (2013, September 02). MOBA, DOTA, ARTS: A brief introduction to gaming's biggest,
http://www.polygon.com/2013/9/2/4672920/moba-dota-arts-a-brief-introduction-to-
gamings-biggest-most
sports.or.kr/board_kespa2014.php?
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Lee, T. (2016). Overwatch Is The Top Grossing PC Game Of 2016. Retrieved January 14, 2017,
from http://www.ubergizmo.com/2016/12/overwatch-top-grossing-pc-game-2016/
https://www.statista.com/statistics/251222/most-played-pc-games/
Overwatch has now had 20 million players in five months. (2016, October 12). Retrieved
Pajot, L., & Swirsky, J. (Directors). (2012). Indie Game: The Movie [Motion picture].
Radelet, S., & Sachs, J. (1998). The Onset of the East Asian Financial Crisis. Brookings Paper,
Sarkar, P. (2016, July 05). Biggest Gaming Companies. Retrieved January 12, 2017, from
https://geeks.media/biggest-gaming-companies
http://www.activisionblizzard.com/senior-corporate-management
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https://us.battle.net/support/en/article/StarCraft-System-Requirements
The Game Awards 2016. (2016). Retrieved January 14, 2017, from http://thegameawards.com/