Picking Allies

Gaming website Gamasutra shed some light on Tom Clancy’s The Division development and how Ubisoft used a strategy-game oriented studio it acquired, Massive, along with its existing studio capabilities to strike the right balance in developing the game’s look and feel.

One of the most telling, and important, quotes from the article is from a Massive executive describing how the Ubisoft team built and organized the development process. It has applications for any creative project where disparate skillsets need to be aligned toward a common objective: “What are you really passionate about? And, be blunt, where do you think you’re better than us? Because that’s what we want you to do on this project. What would you like to own?”

Read more at the Art of Future Warfare website.

Art of Darkness

The faces looking through the chain link fence don’t despair any more. They gave up days ago. That’s why they are in the Hudson Refugee Camp, packed in by the thousands just to be close to what was supposed to be salvation: soldiers, medicine or vaccines, communication links to the rest of America. The truly desperate remain outside, fighting over canned food and fresh ammunition. Even if you want to help the refugees, you can’t. You’re needed elsewhere: on the streets of the catastrophe that is New York to help restore order.

This is Manhattan as seen in the early-play version of Tom Clancy’s The Division, a new video game in the Tom Clancy series that follows a small team of covert operators who have been standing by in the event of a catastrophe so great that the United States teeters toward becoming a failed state. In this case, it is a bio-terrorism attack on Black Friday that ruptures the fragile membrane between order and anarchy.

Read more at War On The Rocks.