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By: Geoffrey Keighley Designed By: Collin Oguro Photography By: Michael Mordler and Andrew Nagata Part 1: Barely a Job Nine months pregnant, Annie Strain picked up the phone to call her husband at work in the fall of 1997. "She told me it was 'time'," remembers Jeff Strain, who at the time was busy working on the campaign editor for Blizzard Entertainment's
"I went down to the IS department and checked out a notebook [before racing home]," he remembers rather sheepishly, only to later admit, "You know, I got five or six hours [of programming done at the hospital] before the contractions really started."
Strain's fingers stopped dead on the keyboard. He glanced up from the monitor to retort: "It's not 'that damn game' Annie. It's Starcraft!"
The thing of it is, employees at Blizzard don't see game development as a job - each project is a way of life. Amid a sea of developers who treat development as a 9-to-5 proposition, the team members at Blizzard get sucked into the undertow of work that becomes their lives, for better or worse. But when you're a company founded on the principle of only making triple-A blockbusters, enormous sacrifices and ceaseless passion are par for the course. So far, it seems to be working.
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