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 | Lead System Designer Christ Bernert discusses some of sources of inspiration his team drew upon during the creation of the heavy weapons in Stargate Worlds. |
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 | Lead system designer Chris Bernert introduces a few of the heavy weapons that will be available to the soldier archetype in Stargate Worlds. |
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 | Sound designer Nick LaMartina talks about the roles different types of sounds and music play in creating the atmosphere of Stargate Worlds universe. |
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 | Sound designer Nick LaMartina talks about how he uses audio to keep players immersed in the Stargate Worlds universe. |
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 | Sound designer Nick LaMartina demonstrates a few of the sound effects he has created for the alien weapons in Stargate Worlds. |
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 | Sound designer Nick LaMartina demonstrates a few of the sound effects he has created for human weapons in Stargate Worlds. |
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 | Systems designer Steve Williams talks about the archeologist archetype’s disguises and how they are implemented in Stargate Worlds. |
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 | Systems designer Steve Williams talks about the archeologist archetype’s strength in minigames and how they are implemented in Stargate Worlds. |
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 | Systems designer Steve Williams talks about how the archeologist archetype’s conversation minigame works in Stargate Worlds. |
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 | Systems designer Steve Williams talks about how his team translated aspects of the Stargate SG-1 series character Daniel Jackson into the Archeologist archetype in Stargate Worlds. |
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 | Creative Director Chris Klug discusses how the Stargate television series influenced the creation of the Archeologist archetype in Stargate Worlds. |
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 | Senior content designer and story editor Steve Garvin talks about the idea of “evolutions” in Stargate Worlds and how they will be used in places such as the Stargate Command (SGC). |
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 | Lead content designer David Dubord talks about the user interface feedback they have created for the missions in Stargate Worlds. |
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 | Senior artist Chee Fong explains the process he went through is creating the Stargate Command (SGC) area in Stargate Worlds. |
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 | Senior content designer Brian Heins elaborates on the design of the newbie zones in Stargate Worlds including the Stargate Command (SGC) zone. |
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 | Visual effects artist Rollin Hafner explains how his team draws inspiration for the visual effects in Stargate Worlds from the original Stargate SG-1 series. |
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 | Visual effects artist Rollin Hafner describes the process his team goes through when developing visual effects for Stargate Worlds. |
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 | Visual effects artist Rollin Hafner explains the different ways visual effects are used outside of combat in Stargate Worlds. |
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 | Visual effects artist Rollin Hafner describes how his team tests the large amount of visual effects that are created for Stargate Worlds. |
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 | Visual effects artist Rollin Hafner describes a few favorite visual effects he has created for Stargate Worlds. |
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How many hours a day do you plan to play Stargate Worlds?
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