Guild Wars 2 : Building the Dungeons
     In the latest Guild Wars 2 developer blog, Arena.Net's William Fairfield  gives readers an inside look at how the dungeons are designed. When  designing a dungeon, Fairfield says, the flow of the dungeon, adequate  challenges and the necessity for players to use strategic skills. 
 It begins-as most things do-with an idea. The designer responsible for  the dungeon will sit down with Jeff Grubb and work out the story that we  are trying to tell inside the dungeon. Then they will set down a paper  design of the dungeon. Once the paper design is finished, we have a  meeting that includes our environmental artists, the design lead, the  dungeon team, and several members of QA. In this meeting, the designer  responsible for the dungeon will lay out his plan. We discuss the plan  and suggest changes we think could help bring the various parts of the  dungeon together. 
 After this, the designer will go back and begin implementation.  Iteration is a huge part of this process, and at several points, the  dungeon is played and scrutinized not just by the dungeon team but by  members of QA and design as well. Feedback is given and changes are made  based on that feedback. This process will continue, often for weeks,  until the dungeon is in a state we are all happy with. When we finally  feel it is ready, we have the entire company play the dungeon in an all  call session. This gives us much-needed feedback from many different  levels and styles of players before we start the process again,  polishing the dungeon as we learn more.
    
    
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