aka Doug

  • I live in Columbus, OH
  • I was born on March 14
  • My occupation is Senior Community Development Representative
  • I am Male
  • Bio Doug Trein is a staff contributor at Fandom and focuses primarily on video games and animated television shows. His game genre favorites include strategy and turn-based role-playing games, first-person shooters, 2D fighting games, and action/adventure titles.
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  • TheBlueRogue

    Bungie's exciting new sci-fi first-person shooter, Destiny, will have a heavy focus on player customization. The customization system is highly ambitious and unlike anything seen in a first-person shooter thus far. Scott Shepherd, 3D Technical Art Lead, shed some light on the tools and process Bungie built to create a large variety of high-quality character content. The customization system truly makes the most out of the world art created and allows for continued growth and expandability over the lifetime of the Destiny franchise.

    Hunters: The hunters are the frontier scouts. They carry themselves with style, and their look reflects a mixing and matching vibe. The class is dressed in heavy cloaks and various types of masks. They wear lightw…

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  • TheBlueRogue

    Behind the critical success of BioShock Infinite is the game's heart and soul, Elizabeth. Not only did Elizabeth carry the narrative weight of BioShock Infinite on her shoulders, she was also a robust AI that allowed for many systemic interactions. The creation of Elizabeth was an organic process that evolved over time and included members from every department at Irrational. Shawn Robertson, Animation Director of Irrational Games, broke down the complex nature of bringing Elizabeth to life, from an AI perspective as well as an animating perspective.

    The BioShock series had little player-to-human reactions throughout the first two games. All major character interactions in the first game occurred through radio sequences or heavily scripted …

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  • TheBlueRogue

    Plants vs. Zombies 2: It's About Time was a serious undertaking for PopCap Games. The original Plants vs. Zombies created a large following, and a true sequel had to do much more than recreate the magic from the first game. Mark Bennett, an artist for PopCap, revealed the creative, crazy, and oftentimes unholy processes endured in the making of Plants vs. Zombies 2. From humble beginnings on a farm, to a road trip across the nation, and finally a journey through time.

    Many of the members of PopCap games who created the first Plants vs. Zombies were interested in moving on to new projects. A newer and less experienced team was brought in to create a new concept for a game. The mission was to reinvent the classic: to make a sequel that could l…

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  • TheBlueRogue

    The history and development behind Square Enix's Final Fantasy XIV, and subsequently Final Fantasy XIV: A Realm Reborn, was detailed at length by Naoki Yoshida at Game Developer's Conference 2014. Final Fantasy XIV, when released in September 2010, was considered a critical and commercial flop. Square Enix did not abandon the project, and instead hired Yoshida to take the helm to retool and rework the game. This was rare for an MMO to completely retool and relaunch itself, and Yoshida discussed the reasons behind the failure of FFXIV and the alterations and approaches his team followed to mold A Realm Reborn out of its ashes.

    Final Fantasy XIV suffered from a wide variety of issues, including unstable servers (with upwards of 400 of crashes a…

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  • TheBlueRogue

    Animal Crossing: New Leaf has been a major success in the Animal Crossing franchise. At Game Developer's Conference 2014, Katsuya Eguchi, producer and manager of Software Development Group 2 at Nintendo EAD and Aya Kyogoku, the director of Animal Crossing: New Leaf, spoke at length about the history of Animal Crossing and their approaches to bringing the franchise to the 3DS.

    The New Leaf development team had many challenges, including how to improve upon a set game formula and how to eliminate the creeping 'series fatigue' in the minds of players.

    Aya Kyogoku, the director of Animal Crossing: New Leaf, provided insight into the team's development process. The talk began as a postmortem of Animal Crossing: City Folk. City Folk was released o…

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