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Blizzard: Eye of the Storm

Part 1: Barely a Job
Part 2: Well ORChestrated Rise
Part 3: The Golden Circle
Part 4: Craft and Conquer
Part 5: Loudest Democracy
Part 6: Blizzard Trivia Contest



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
screenshot
Jeff Strain designed the campaign editor for Starcraft, a 1998 release from Blizzard.
Starcraft. With Blizzard already pushing hard to complete Starcraft for the holiday season, Strain knew he'd have to redefine the term multitasking in order to get everything done.

"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."


"Are you working on [Starcraft] during the birth of our daughter?"

- Annie Strain to her husband Jeff
Waking up from a drug-induced rest before the birth, Annie looked over at her husband and found him tapping away on the keyboard. "Are you working on that damn game during the birth of our daughter?" she shouted.

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!"

screenshot
"For our parents' generation and up, [making games] is barely a job," jokes Blizzard North co-founder Max Schaefer.
Three years later, Strain admits to "still paying penance for that remark." But tales such as his are common lore at Blizzard, a company where employees often have a hard time explaining their true obsession of making games to friends and family. "Look, part of the problem is that we are making games," explains Blizzard North cofounder Max Schaefer. "For our parents' generation and up, that's barely a job!"

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.
 
 Mysterious Alchemy »

 


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