I was Director of Development for Hellgate: London during 2008-2009, after the closure of original developer Flagship Studios. T3 Entertainment purchased the rights to the game in 2008, and set up Redbana US Studios to tailor and expand the game for the South Korean marketplace.
Hellgate: London is the story of a near-future Earth whose people have forgotten its virtues, allowing the forces of Hell to mount an apocalyptic battle against the living.
Over the past 12 months my team of eight programmers has delivered five game patches and major updates on time, and with a very low defect rate. We had some help from our studio's first-rate designers and artists, of course.
Our most recent patch, Patch 1.5, goes live August 4, 2009. The changes in this patch are extensive; the release notes alone are nearly 40 pages. We've added a new starting area, rewritten the main quest line, created, animated and developed AI for a dozen new boss and champion monster types, added set items and special holiday items, overhauled the skills system, and fixed more than 200 bugs that existed in previous versions of the game.
Those are just the changes I can talk about. There's a lot more on the way.
I always learn so much when porting, optimizing, or enhancing another team's code. Everyone in this business brings a different history, different techniques, different styles to their coding. Hellgate: London was developed by some of the same people who wrote the blockbuster games Diablo and Diablo II. Studying and mastering their code was no exception to the legacy of learning.
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