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Welcome to my portfolio.

Visit the following pages to learn more about my work:

Bio

A brief biography.

Games

A list of released games and publicly announced projects currently in production.

Guild Wars 2: Ranger

Wed. 7.14.2010
by Sam Beirne

Guild Wars 2 - RangerThe ranger is a jack-of-all-trades and a master of them all as well, relying on his keen eye, steady hand, or the power of nature itself. A master of ranged combat, the ranger is capable of striking unwitting foes from a distance with his bow. With a stable of pets at his command, a ranger can adapt to his opponents’ strengths and weaknesses.

Guild Wars 2: Healing and Death

Thu. 7.8.2010
by Sam Beirne

Defeat in Guild Wars 2 is intended to be an experience, not a punishment. Let’s face it: dying never feels great, even without a death penalty. As weird as it might sound, we decided to look into what would make dying a more enjoyable and memorable play experience.

Rather than being presented with immediate failure, when a player loses all of their health in Guild Wars 2, they are put into “downed mode.” In this mode, the player has a number of downed skills they can use to target enemies and fight for a chance to survive. A downed player can still be attacked, which will send them into a defeated state, leaving them to either wait for an ally to resurrect them or to resurrect at a waypoint.

Simple systems like this, along with cross-profession combos, and the dedicated healing skill slot, help free players from the MMORPG shackles, and let us break the mold even more. We’re making players more self sufficient, but are also providing appealing ways for them to effortlessly work together to create a more inspired moment-to-moment experience. That is why Guild Wars 2 does not have a dedicated healing class.

Read more on the official Guild Wars 2 website, PC Gamer, Kotaku, and Game Informer.

Guild Wars 2: Warrior

Wed. 6.9.2010
by Sam Beirne

The warrior is a master of weapons who relies on speed, strength, toughness, and heavy armor to survive in battle. A warrior can shrug off blow after blow to stay in the fight, all the while building up adrenaline to fuel his offense.

Guild Wars 2: Public Demo at gamescom and PAX Prime

Wed. 6.2.2010
by Sam Beirne

This is the big one folks! I’m happy to announce that we will unveil the first public hands-on demo of Guild Wars 2 at gamescom in Cologne, Germany! If you want to be the first in your guild to play GW2 (and you’re in Europe), this is the show to attend. Naturally, we’ll have tons of ArenaNet staff on-hand, including studio head Mike O’Brien and German community manager Martin Kerstein, plus lots of cool activities. But let’s face it; we know it’s all about the game. We’ll have more details about the GW2 demo in the near future.

PAX is probably our favorite trade show because it’s in our hometown of Seattle and we love Penny Arcade. As some of you have astutely noted, ArenaNet is always at this show in full force, so expect to meet your favorite artists, designers, and community people – along with hands-on demo stations of Guild Wars 2. If you’ve ever attended PAX before, you know we always have a lot going on – so much, in fact, that we’re going to need a separate follow-up post to go into more detail.

Read more at the official ArenaNet blog.

Guild Wars 2: Personal Story

Wed. 5.26.2010
by Sam Beirne

One of the challenges of a massively-multiplayer game is that in being inclusive to a vast number of people, it loses a lot of the personal interaction that makes single-player RPGs so much fun. When you’re looking at the games on the store shelf, it seems you have only two options – a game that you can play with your friends, or a game that has a satisfying personal story. The Guild Wars 2 design team believes that a game should have both.

We believe that telling a story begins with creating a deep, realistic world. Player characters should be the focus as much as possible, and be offered choices and decisions that meaningfully impact the world around them. NPCs should have understandable motivations, real character flaws, and believable relationships with the player and with each other. Cities should feel like centers of activity. The world’s history should make sense. The original Guild Wars had already done a great deal of work in that direction – Tyria is an amazingly detailed fantasy setting, a rich and vibrant world. We wanted to live up to what we had done in the past, and carry it forward into our new game.

Learn more at the official Guild Wars 2 website.

Guild Wars 2: Dynamic Events

Wed. 5.12.2010
by Sam Beirne

Enter the living world of Guild Wars 2 – filled with thousands of dynamic events that ebb and flow through the course of your adventures. One day there may be a thriving village filled with vendors and townspeople, the next day that village may be a smoking ruin overrun by centaurs.

Dynamic events evolve and cascade across the world in response to how you, the player, interact with them, leaving persistent effects in the game world. Will you save that village or let it burn? The choice rests with you and your fellow players.

The Dynamic Event system in Guild Wars 2 is built to be scalable and encourage impromptu group play where players are naturally cooperating together and not worried about encroaching on each other. The more the merrier!

Dynamic Events Overview by Colin Johanson

Guild Wars 2: Elementalist Revealed

Wed. 4.28.2010
by Sam Beirne

The Elementalist channels natural forces of destruction, making fire, air, earth, and water do her bidding. What the Elementalist lacks in physical toughness, she makes up for in her ability to inflict massive damage in a single attack, dropping foes from a distance before they can become a threat. Yet, despite her incredible offensive potential, versatility is what makes the Elementalist truly formidable.

Learn more about combat at the official Guild Wars 2 website.

Guild Wars 2 Design Manifesto

Tue. 4.27.2010
by Sam Beirne

This week we’re celebrating the 5th anniversary of the release of Guild Wars. Coincidentally, this year also marks the 10th anniversary of the founding of our company. We founded this company because we wanted to shake up a risk-averse industry, and show that game companies don’t have to just keep making the same games over and over again to be successful. We believe that gamers want to try new things, new experiences, and that they’ll reward the companies who can bring them something new.

So five years ago we released Guild Wars, which was really a new thing. It was an RPG, but it also had elements of a strategy game; unlike most RPGs it was inspired more by M:tG than D&D; it was an online world with no monthly fees. We called it a CORPG but the ‘net raged with debates about whether or not it was an MMORPG. However you categorized it didn’t matter; it was a fun, new, different experience. We thought we could sell a million copies, and we ended up selling over 6 million.

We’re not going to rest on our laurels now. We started this company to innovate and bring players new experiences. Guild Wars 2 is the perfect game for Guild Wars players, but it’s not just the same game repeated again. We took this opportunity to question everything, and we have some exciting answers for you today.

Read more on the ArenaNet blog.

Guild Wars — Ghosts of Ascalon

Wed. 2.24.2010
by Sam Beirne

ArenaNet has announced the first original Guild Wars novel, Ghosts of Ascalon, written by Matt Forbeck and Jeff Grubb.

Desperate to defend his land from advancing hordes of bestial charr, King Adelbern summoned the all-powerful Foefire to repel the invaders. But magic can be a double-edged sword—the Foefire burned both charr and human alike. While the charr corpses smoldered, the slain Ascalonians rose again, transformed by their king’s rage into ghostly protectors and charged with guarding the realm—forever. The once mighty kingdom became a haunted shadow of its former glory.

Centuries later, the descendants of Ascalon, exiled to the nation of Kryta, are besieged on all sides. To save humankind, Queen Jennah seeks to negotiate a treaty with the hated charr. One obstacle remains. The charr legions won’t sign the truce until their most prized possession, the Claw of the Khan-Ur, is returned from the ruins of fallen Ascalon.

Now, a mismatched band of adventurers, each plagued by ghosts of their own, sets forth into a haunted, war-torn land to retrieve the Claw. Without the artifact, there is no hope for peace between humans and charr–but the undead king who rules Ascalon won’t give it up easily, and not everyone wants peace!

Ghosts of Ascalon is scheduled for release in North America and Europe in the summer of 2010.

Guild Wars 2 — Giving Tyria a Voice

Wed. 12.16.2009
by Sam Beirne

ArenaNet has posted some behind the scenes footage from the voice recording session for the Races of Tyria video.