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'''R&D''' is an abbreviation for '''Research & Design''', formerly '''Research & Development'''. It is a section of [[Wizards of the Coast]] that create upcoming [[:Category:Magic sets|sets]] and [[cards]]. Design creates the vision, development upholds that vision even if it has to make some changes to get it there. The design/development split is a very important facet to Wizards R&D. It ensures that each set has two different set of eyes overlooking each decision to make sure that what we end up with is the best the set can be. <ref>{{DailyRef|mtg/daily/mm/99|Know How, Part 1|[[Mark Rosewater]]|July 12, 2010}}</ref><ref name="Developing Development">{{DailyRef|mtg/daily/ld/209|Developing Development|[[Zac Hill]]|August 24, 2012}}</ref> Other teams in Magic R&D are creative, editing and digital. Despite the R in R&D, there is no research team. <ref>{{TumblrRef|author=Mark Rosewater|URL=http://markrosewater.tumblr.com/post/117370364473/maybe-you-could-write-an-article-or-podcast|title=divisions that have happened between Research, Development, Design and Creative?|tumblr-title=Blogatog|date=April 25, 2015}}</ref>
 
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'''R&D''' is an abbreviation for '''Research & Design''', formerly '''Research & Development'''. It is the section of [[Wizards of the Coast]] that creates upcoming [[set]]s and [[card]]s for ''[[Magic: The Gathering]]''.
   
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Since [[2018]], ''Magic'' R&D is incorporated in '''[[#Studio X|Studio X]]'''.
From the release of ''[[Magic 2014]]'' on, design and development teams are officially referred to as "Initial Concept and Game Design" and "Final Game Design and Development" teams, respectively. Although these names had previously been in use at Wizards of the Coast internally, the announcement for M14 was the first to use them in public. <ref>[http://markrosewater.tumblr.com/post/39938164882/what-prompted-the-change-in-departmental-titles-for What prompted the change in departmental titles for announcement articles, as seen in today’s ''M14'' article?]", ''Blogatog'', Tumblr. (January 7, 2013.)</ref>
 
   
==Design==
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==General==
 
There are several teams within R&D. [[Design]] creates the vision, while [[#Development|development]] upholds that vision even if it has to make some changes to get it there.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/155935558763/hi-mark-based-on-questions-asked-here-where-your|title=I think there is a lot of confusion between the difference in responsibilities of designers and developers. Could you clarify?|January 16, 2017}}</ref> The design/development split is a very important facet to Wizards R&D. It ensures that each set has two different sets of eyes overlooking each decision to make sure that what we end up with is the best the set can be.<ref>{{DailyRef|making-magic/know-how-part-1-2010-07-12|Know How, Part 1|[[Mark Rosewater]]|July 12, 2010}}</ref><ref name="Developing Development">{{DailyRef|latest-developments/developing-development-2012-08-24|Developing Development|[[Zac Hill]]|August 24, 2012}}</ref> Other teams in ''Magic'' R&D are [[#Creative|creative]], [[#Editing|editing]] and [[#Digital|digital]]. Despite the R in R&D, there is no research team.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/117370364473/maybe-you-could-write-an-article-or-podcast|title=An article about divisions that have happened between Research, Development, Design and Creative?|April 25, 2015}}</ref>
The designers create new [[cards]], [[mechanics]] and themes for Magic sets. Every set should do something innovative that hasn't been done before. It also set should bring back something from the past and present it in a new light, it should add new elements to old ideas. <ref>{{DailyRef|mtgcom/daily/mr14b|Tweak in Review|[[Mark Rosewater]]|April 1, 2002}}</ref> Every set should make players have to shift their thinking about the game in some way, while creating a moment that is uniquely its own.
 
<ref>{{DailyRef|tg/daily/mm/89|The Ten Principles for Good Design, Part 1|[[Mark Rosewater]]|May 03, 2010}}</ref> <ref>{{DailyRef|tg/daily/mm/91|The Ten Principles for Good Design, Part 2|[[Mark Rosewater]]|May 17, 2010}}</ref> By definition, also some bad cards have to exist, even at rare. <ref>{{DailyRef|mtgcom/daily/mr5|When Cards Go Bad|[[Mark Rosewater]]|January 28, 2002}}</ref> <ref>{{DailyRef|mtg/daily/ld/164|When Cards Go Bad, Part 2|[[Tom LaPille]]|October 14, 2011}}</ref> <ref>{{DailyRef|mtgcom/daily/mr185|The Good, The Bad and the Ugly Truth|[[Mark Rosewater]]|July 18, 2005}}</ref> The rules of design provide four major functions:
 
structure, clarity, consistency and focus. <ref>{{DailyRef|mtgcom/daily/mr66|Rules of the Game|[[Mark Rosewater]]|April 07, 2003}}</ref> <ref>{{DailyRef|mtgcom/daily/mr132|Design 101|[[Mark Rosewater]]|July 12, 2004}}</ref> <ref>{{DailyRef|mtgcom/daily/mr68|Design 102|[[Mark Rosewater]]|April 21, 2003}}</ref> <ref>{{DailyRef|mtgcom/daily/mr253|Design 103|[[Mark Rosewater]]|November 06, 2006}}</ref> <ref>{{DailyRef|mtg/daily/mm/261|Design 104|[[Mark Rosewater]]|August 19, 2013}}</ref> <ref>{{DailyRef|mtgcom/daily/mr180|Saving Space|[[Mark Rosewater]]|June 13, 2005}}</ref><ref>{{DailyRef|mtgcom/daily/mr187|Once More With Feeling|[[Mark Rosewater]]|August 01, 2005}}</ref> <ref>{{DailyRef|mtgcom/daily/mr238|Talking Tech|[[Mark Rosewater]]|July 24, 2006}}</ref><ref>{{DailyRef|mtg/daily/mm/12|Design Seminar: The 10 Mental Locks|[[Mark Rosewater]]|June 15, 2009}}</ref>
 
   
 
From the release of ''[[Magic 2014]]'' until ''[[Dominaria]]'', design and development teams were officially referred to as "Initial Concept and Game Design" and "Final Game Design and Development" teams, respectively. Although these names had previously been in use at Wizards of the Coast internally, the announcement for ''M14'' was the first to use them in public.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/39938164882/what-prompted-the-change-in-departmental-titles|title=What prompted the change in departmental titles for announcement articles?|January 07, 2013}}</ref> Starting with ''Dominaria'' they were officially referred to as Vision Design and Set Design, with the added Play Design team.
Design can be bottom-up or [[top-down]]. <ref>{{DailyRef|mtgcom/daily/mr75|Top Down and Goal|[[Mark Rosewater]]|June 09, 2003}}</ref> <ref>{{DailyRef|mtg/daily/mm/43|A View From the Top|[[Mark Rosewater]]|September 15, 2008}}</ref> <ref>{{DailyRef|mtg/daily/feature/43|Convertible Design|[[Ken Nagle]]|June 15, 2009}}</ref> It can also be linear of modular. <ref>{{DailyRef|mtgcom/daily/mr92|Come Together|[[Mark Rosewater]]|October 06, 2003}}</ref>
 
   
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In 2018, Wizards of the Coast went through a reorganization. They shifted to what is known as a studio model, where teams are built around supporting a particular product. The section known as R&D along with a few other sections of the company (including art, design, and production) were combined to become [[#Studio X|Studio X]], the studio for [[tabletop]] ''Magic''.<ref name="Booster Fun">{{DailyRef|making-magic/project-booster-fun-2019-07-20|Project Booster Fun|[[Mark Rosewater]]|July 21, 2019}}</ref> There are different studios associated with other aspects of ''Magic'', such as [[Digital Game Studio|Digital Games]] and Franchise.
===Stages of design (history)===
 
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===R&D principles===
Head designer [[Mark Rosewater]] distinguishes five stages of ''Magic'' design, and corresponding dynasties of ''Magic'' designers. <ref>{{DailyRef|mtgcom/daily/mr191|State of Design 2005|[[Mark Rosewater]]|August 29, 2005}}</ref> <ref>{{DailyRef|mtg/daily/mm/157|State of Design 2011|[[Mark Rosewater]]|August 26, 2011}}</ref> <ref>{{DailyRef|mtg/daily/mm/171|Eighteen Years|[[Mark Rosewater]]|November 28, 2011}}</ref>
 
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[[File:PrinciplesOfRD.jpg|right|thumb|title=A poster hung in R&D's workspace, detailing their principles.|A poster detailing R&D's declared principles.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/133834289028/this-is-the-sign-by-my-desk-that-was-in-the-video|title=This is the sign by my desk that was in the video.|November 23, 2015}}</ref>]]
====First Stage (the Golden Age)====
 
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As posted in job advertisements, R&D upholds the following principles:
''[[Alpha]]'' through ''[[Alliances]]''. This stage was about the focus on individual [[card]] design. Design decisions tended to be made on a card-by-card basis.
 
* [[Richard Garfield]]
 
* The "East Coast Playtesters", fellow graduate students in the math and physics department. <ref>{{DailyRef|mtgcom/daily/mr235|Of Ice and Men|[[Mark Rosewater]]|July 6, 2003}}</ref>
 
** [[Skaff Elias]]
 
** [[Jim Lin]]
 
** [[Chris Page]]
 
** [[Dave Pettey]]
 
* The "Penn group", members of a local bridge club. <ref>{{DailyRef|mtg/daily/mm/83|Working Draft|[[Mark Rosewater]]|March 22, 2010}}</ref>
 
** [[Charlie Catino]]
 
** [[Joel Mick]]
 
** [[Don Felice]]
 
** [[Howard Kahlenberg]]
 
** [[Elliott Segal]]
 
* The Canadian connection. <ref>{{DailyRef|mtgcom/feature/115|The History of ''Legends''|[[Steve Conard]]|December 24, 2002}}</ref>
 
** [[Steve Conard]]
 
** [[Robin Herbert]]
 
   
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* We are stewards of ''Magic''.
====Second Stage (the Silver Age)====
 
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* We are passionate about ''Magic''.
''[[Mirage]]'' through ''[[Prophecy]]''. This stage was the introduction of the [[block]] and the focus of design in thinking of Magic in terms of a year. This was also the era of the psychographics with [[Timmy]], [[Johnny]], and [[Spike]] first getting defined.
 
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* We believe ''Magic'' makes a difference.
* [[Bill Rose]]
 
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* We focus on growing ''Magic''’s audience.
* [[Mark Rosewater]]
 
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* We believe in discovery, surprise, and strategy.
* [[Mike Elliott]]
 
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* We listen.
* [[William Jockusch]]
 
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* We improve.
* [[Henry Stern]]
 
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* We collaborate.
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* We debate.
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* We are inclusive and respectful.
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* We expect greatness.
   
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===F.I.R.E.===
====Third Stage (the Bronze Age)====
 
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In 2019, the core goals of R&D were refined, leading to the generation of F.I.R.E. "Fire" is an acronym that holds the tenants of the new philosophy.<ref>{{DailyRef|card-preview/fire-it-2019-06-21|Fire It Up|[[Andrew Brown]]|June 21, 2019}}</ref>
''[[Invasion]]'' through ''[[Saviors of Kamigawa]]''. This stage was the introduction of block themes. Blocks were no longer just a collection of mechanics, but contained specific things chosen to highlight the block's theme.
 
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* F Is for Fun – Above all else, the game should be fun to play.
* [[Randy Buehler]]
 
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* I Is for Inviting – The game should be accessible to many people.
* [[Mike Donais]]
 
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* R Is for Replayable – The key aspects of replayablility are balance and diversity in game play.
* [[Brian Schneider]]
 
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* E Is for Exciting – Players should be excited to read cards and play with them.
* [[Worth Wollpert]]
 
* [[Aaron Forsythe]]
 
* [[Elaine Chase]]
 
* [[Devin Low]]
 
* [[Brian Tinsman]]
 
* [[Tyler Bielman]]
 
====Fourth Stage====
 
''[[Ravnica]]'' through ''[[Rise of the Eldrazi]]''. This stage was the introduction of block planning. Instead of picking a theme and continuing it through the block, design now planned out how exactly the block was going to evolve. This planning allowed for themes to be better set up and paid off. Members of the fourth generation includes several participants of [[The Great Designer Search]] (GDS) 2006, Wizards of the Coast's historic search for R&D's for a Magic design intern. <ref>{{DailyRef|mtgcom/designersearch/home|The Great Designer Search|Wizards of the Coast|2006}}</ref>
 
* [[Mike Turian]]
 
* [[Erik Lauer]]
 
* [[Nate Heiss]]
 
* [[Matt Place]]
 
* [[Alexis Janson]] (GDS winner)
 
* [[Ken Nagle]] (GDS runner up)
 
* [[Graeme Hopkins]] (GDS runner up)
 
* [[Mark Globus]] (GDS)
 
* [[Paul Sottosanti]]
 
* [[Gregory Marques]]
 
* [[Mark Gottlieb]]
 
* [[Steve Warner]]
 
   
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One of the major shifts that came out of our F.I.R.E. discussions was how R&D designed [[common]]s. Starting with ''[[War of the Spark]]'', they pushed to make more commons exciting.
====Fifth Stage====
 
From ''[[Scars of Mirrodin]]'' until now. How mechanical themes are looked at and used is radically changed. In the previous two stages, themes had been used as the foundation to build the block on. Starting with ''Scars of Mirrodin'', mechanical themes are now thought of as tools used to put a block together. Metaphorically, themes are no longer the canvas, but the paint. The fifth generation includes participants of '''The Great Designer Search 2''' (2010). <ref>{{DailyRef|mtg/daily/feature/115z|The Great Designer Search 2 – Meet the Finalists|[[Mark Rosewater]]|November 03, 2010}}</ref>
 
* [[Dave Humpherys]]
 
* [[Zac Hill]]
 
* [[Tom LaPille]]
 
* [[Max McCall]] (GDS & GDS2)
 
* [[Billy Moreno]] (GDS2)
 
* [[Gavin Verhey]]
 
* [[Kelly Digges]]
 
* [[Matt Tabak]]
 
* [[Ethan Fleischer]] (GDS2 winner)
 
* [[Shawn Main]] (GDS2 runner up)
 
===New World Order===
 
R&D is always fighting [[complexity creep]]. They have always tried to make the cards as simple as possible (which is sometimes seen as "dumbing down the game"). <ref>{{DailyRef|mtgcom/daily/mr21|Keeping It Simple|[[Mark Rosewater]]|May 20, 2002}}</ref> <ref>{{DailyRef|mtg/daily/mm/259|Twenty Things That Were Going To Kill Magic|[[Mark Rosewater]]|August 05, 2013}}</ref> ''New World Order'' refers towards R&D's movement towards putting less complexity in the [[common]] rarity slot. The concept was introduced in 2008. <ref>{{DailyRef|mtg/daily/mm/172|New World Order|[[Mark Rosewater]]|December 05, 2011}}</ref>
 
   
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==Process==
===Stages of design (practical)===
 
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It takes about two years from start to finish to make a ''Magic'' set, and a set is finalized by R&D six to eight months prior to release.<ref>{{DailyRef|latest-developments/using-real-world-data-2016-02-11|Using Real-World Data|[[Sam Stoddard]]|February 11, 2016}}</ref><ref>{{DailyRef|latest-developments/long-hard-road-print-2017-04-21|Long Hard Road to Print|[[Sam Stoddard]]|April 21, 2017}}</ref><ref>{{EzTumblr|http://markrosewater.tumblr.com/post/157385528103/|title=How long before its release is a set completely finalized?|February 17, 2017}}</ref> The creation process moves through several steps on the way to a final product. These steps are not strictly sequential, and overlap.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/134134177173|title=Can you remind us what the order is...|November 28, 2015}}</ref>
====Advanced planning====
 
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* [[#Creative|Exploratory world building]]
Also known as pre-design or advanced design, ''advanced planning'' is the latest innovation in how Magic sets are designed. Long before design starts, advanced planning begins. The concerns itself with the needs of the [[block]] and loops in the development and creative teams. The team can talk about [[mechanics]] and how each color plays out, but is not concerned with an actual card file. <ref>{{DailyRef|mtg/daily/mm/281|Advanced Planning|[[Mark Rosewater]]|January 06, 2014}}</ref>
 
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* [[Design#Exploratory design|Exploratory design]]
====Vision, integration and refinement====
 
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* [[Vision Design]] (formerly [[Design#Main design|Main Design]])
Mark Rosewater distinguishes three distinctly different yet equal-sized stages in the main design phase: the vision stage, the integration stage, and the refinement stage. <ref>{{NewRef|making-magic/nuts-bolts-three-stages-design-2015-03-30|Nuts & Bolts: The Three Stages of Design|[[Mark Rosewater]]|March 30, 2015}}</ref>
 
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* [[#Creative|World Building]]
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* [[#Creative|Story]]
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* [[Set Design]] (formerly [[#Development|Development]])
 
* [[Play Design]]
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* [[#Editing|Editing]]
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* [[Print sheet|Production]]
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* Sales
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* Logistics
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* Marketing
   
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==Design==
===="Devign" – Structural Development====
 
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{{Main|Design}}
Devign is the space in between design and development. Design still has control of the file but is addressing notes from the developers. <ref>{{DailyRef|mtg/daily/mm/230|''Gatecrash''ing the Party, Part 3|[[Mark Rosewater]]|January 14, 2013}}</ref> During these early times, Development try out cards that feel risky, but could also add something cool and interesting to the game. Early [[playtest]]ing is for taking the big swings. Many of the cards design hands over in the initial handoff will not make the final version of the set, and many more will get tweaks, such as to casting cost, power and toughness, or activation cost. Still others will get cut from the set entirely to make room for new cards that either fill a specific role that is missing or are just independently cool cards. On the opposite site, some fun cards are made stronger. <ref name="Playtesting Constructed">{{DailyRef|mtg/daily/ld/291|Playtesting Constructed|[[Sam Stoddard]]|March 21, 2014}}</ref>
 
 
The designers create new [[card]]s, [[mechanic]]s, and themes for ''Magic'' sets. Every set should do something innovative that hasn't been done before. It also should bring back something from the past and present it in a new light, it should add new elements to old ideas.
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  +
===Vision Design===
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Starting with the ''[[Dominaria]]'' set, the design team was rebranded as [[Vision Design]], with a shortened and more creative focused task.<ref name="Vision, Set and Play">{{DailyRef|making-magic/vision-design-set-design-and-play-design-2017-10-23|Vision Design, Set Design, and Play Design|author(s)|[[Mark Rosewater]]}}</ref>
   
 
==Development==
 
==Development==
 
At its essence, design is responsible for vision, and development for execution.<ref>{{DailyRef|latest-developments/designing-development-2014-04-04|Designing for Development|[[Shawn Main]]|April 04, 2014}}</ref><ref>{{DailyRef|latest-developments/presidents-kings-role-leads-2015-02-20|Presidents, Kings, Role of the Leads|[[Sam Stoddard]]|February 20, 2015}}</ref> Many think that development's job is to just tweak numbers and correctly cost things, but the main job for developers is to make ''Magic'' as fun as it can be for all the [[Psychographic profile|different types of players]].<ref>{{DailyRef|making-magic/fun-fun-fun-2005-04-18|Fun, Fun, Fun|[[Mark Rosewater]]|April 18, 2005}}</ref> Most of the time is spent working on game-play design to ensure the play experience is as good as it can possibly be.<ref>{{DailyRef|latest-developments/engineering-tolerance-2011-07-15|Engineering Tolerance|[[Tom LaPille]]|July 15, 2011}}</ref><ref>{{DailyRef|latest-developments/what-developers-do-2011-12-09|What Developers Do|[[Zac Hill]]|December 09, 2011}}</ref> This means that the mechanics and themes and overall feel of a design file should express themselves satisfyingly when actual games are played. The developers try to find the most fun parts of the design and bring them to the forefront of the set, and kill unwanted elements.<ref>{{DailyRef|making-magic/answer-lies-within-2005-04-04|The Answer Lies Within|[[Mark Rosewater]]|April 04, 2005}}</ref><ref>{{DailyRef|making-magic/lets-see-what-develops-2011-01-10|Let's See What Develops|[[Mark Rosewater]]|January 10, 2011}}</ref><ref>{{DailyRef|problems-wouldnt-die-2012-02-20|The Problems That Wouldn't Die|[[Tom LaPille]]|February 20, 2012}}</ref> [[Casting cost]]s and other balance issues for both [[Limited]] and [[Constructed]] are still considered.<ref name="Developing Development"/> To assess the strength of a card or card set, development uses a process called "pointing".<ref>{{DailyRef|limited-pointing-2002-02-01|Limited Pointing|[[Randy Buehler]]|February 01, 2002}}</ref><ref>{{DailyRef|limited-pointing-ii-2002-02-08|Limited Pointing II|[[Randy Buehler]]|February 08, 2002}}</ref><ref>{{DailyRef|latest-developments/pointing-out-obvious-2005-11-18|Pointing Out the Obvious|[[Aaron Forsythe]]|November 18, 2005}}</ref><ref>{{DailyRef|latest-developments/balancing-top-commons-2016-03-04|Balancing the Top Commons|[[Sam Stoddard]]|March 4, 2016}}</ref><ref name="Even More R&D">{{DailyRef|making-magic/even-more-words-rd-2022-01-10|Even More Words From R&D|[[Mark Rosewater]]|January 10, 2022}}</ref>
===Format Development===
 
At its essence, design is responsible for vision, development for execution. <ref>{{DailyRef|mtg/daily/ld/293|Designing for Development|[[Shawn Main]]|April 04, 2014}}</ref> <ref>{{NewRef|latest-developments/presidents-kings-role-leads-2015-02-20|Presidents, Kings, Role of the Leads|[[Sam Stoddard]]|February 20, 2015}}</ref> Many think that development's job is to just tweak numbers and correctly cost things, but the main job for developers is to make ''Magic'' as fun as it can be for all the [[Psychographic profile|different types of players]]. <ref>{{DailyRef|mtgcom/daily/mr172|Fun, Fun, Fun|[[Mark Rosewater]]|April 18, 2005}}</ref> Most of the time is spent working on game-play design to ensure the play experience is as good as it can possibly be. <ref>{{DailyRef|mtg/daily/ld/151|Engineering Tolerance|[[Tom LaPille]]|July 15, 2011}}</ref> <ref>{{DailyRef|mtg/daily/ld/172|What Developers Do|[[Zac Hill]]|December 09, 2011}}</ref> This means that the mechanics and themes and overall feel of a design file should express themselves satisfyingly when actual games are played. The developers try to find the most fun parts of the design and bring them to the forefront of the set, and kill unwanted elements. <ref>{{DailyRef|mtgcom/daily/mr170|The Answer Lies Within|[[Mark Rosewater]]|April 04, 2005}}</ref> <ref>{{DailyRef|mtg/daily/mm/125|Let's See What Develops|[[Mark Rosewater]]|January 10, 2011}}</ref> <ref>{{DailyRef|mtg/daily/feature/183|The Problems That Wouldn't Die|[[Tom LaPille]]|February 20, 2012}}</ref> [[Casting cost]]s and other balance issues for both [[Limited]] and [[Constructed]] are still considered. <ref name="Developing Development"/> To assess the strength of a card or card set, development uses a process called "pointing'. <ref>{{DailyRef|mtgcom/daily/rb5|Limited Pointing|[[Randy Buehler]]|February 01, 2002}}</ref> <ref>{{DailyRef|mtgcom/daily/rb6|Limited Pointing II|[[Randy Buehler]]|February 08, 2002}}</ref> <ref>{{DailyRef|mtgcom/daily/af93|Pointing Out the Obvious|[[Aaron Forsythe]]|November 18, 2005}}</ref>
 
   
One of the most important parts to developing sets today is to create cross-[[Block (sets)|block]] synergies so the sets within [[Standard]] play well with each other, but also so that there is enough of a change when Standard rotates to change things up. A diverse and shifting [[metagame]] is a healthy metagame. <ref>{{DailyRef|mtg/daily/ld/268|Cross-Block Synergies in ''Theros''|[[Sam Stoddard]]|October 11, 2013}}</ref> After structural development, there is format development. By the time format development begins, most of the previous set is locked down, and the new set has to integrate with it for both [[Limited]] and [[Constructed]]. <ref name="Playtesting Constructed"/>
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One of the most important parts to developing sets today is to create cross-[[block]] synergies so the sets within [[Standard]] play well with each other, but also so that there is enough of a change when Standard rotates to change things up. A diverse and shifting [[metagame]] is a healthy metagame.<ref>{{DailyRef|latest-developments/cross-block-synergies-theros-2013-10-11|Cross-Block Synergies in ''Theros''|[[Sam Stoddard]]|October 11, 2013}}</ref> After structural development, there is format development. By the time format development begins, most of the previous set is locked down, and the new set has to integrate with it for both [[Limited]] and [[Constructed]].<ref name="Playtesting Constructed">{{DailyRef|latest-developments/playtesting-constructed-2014-03-21|Playtesting Constructed|[[Sam Stoddard]]|March 21, 2014}}</ref>
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  +
Development has many interactions with the other teams within ''Magic'' R&D, but also with Brand (the people in charge of marketing, advertising, products, the website, and [[Organized Play]]).<ref>{{DailyRef|latest-developments/working-other-teams-2016-03-11|Working with Other Teams|[[Sam Stoddard]]|March 11, 2016}}</ref>
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  +
===Set Design===
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Starting with the ''[[Dominaria]]'' set, the development team was rebranded as [[Set Design]], with an extended task to take the design from a set from concept all the way to the finished product.<ref name="Vision, Set and Play"/>
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==Play Design==
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{{Main|Play Design}}
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Play Design is a team introduced in 2017, dedicated to the health of tournament environments. This expands on a task previously performed by development. The first set to have Play Design input is ''[[Dominaria]]'', the first set to have a full Play Design focus is ''[[War of the Spark]]'', and the first set to have Play Design input in vision is [[Throne of Eldraine]].<ref name="Vision, Set and Play"/>
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==Product Architecture==
  +
The Product Architecture or ''product design'' team was created in 2017. Led by [[Mark Globus]], it tries to create a cohesive message and goal in the wide range of ''Magic'' sets and releases.<ref>{{DailyRef|feature/dragons-dragons-and-cat-dragons-2017-08-08|Dragons, Dragons, and . . . Cat Dragons|[[Gavin Verhey]]|August 8, 2017}}</ref> Other members are [[Gavin Verhey]], [[Mark Heggen]] and [[Mike Turian]].<ref>{{DailyRef|feature/building-better-magic-set-2017-09-27|Building a Better ''Magic'' Set|[[Gavin Verhey]]|September 27, 2017}}</ref><ref>{{DailyRef|feature/product-architecture-how-product-made-2017-12-06|Product Architecture: How a Product Is Made|[[Gavin Verhey]]|December 6, 2017}}</ref> The product architect is the manager the oversees the product from start to finish. They interconnect with all the various teams working on it.<ref>{{EzTumblr|https://markrosewater.tumblr.com/post/660604471152410624/hey-mark-what-is-the-product-architect-and-how-do|title=What is the product architect and how do they relate to vision design?|August 26, 2021}}</ref>
   
 
==Creative==
 
==Creative==
The creative team begins work on the card's creative elements once the card is in its near-final state (ideally). <ref>{{DailyRef|mtg/daily/stf/43|Flavor Driven|[[Doug Beyer]]|June 17, 2009}}</ref>
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The '''R&D Narrative Team''' begins work on the card's creative elements once the card is in its near-final state (ideally).<ref>{{DailyRef|savor-flavor/flavor-driven-2009-06-17|Flavor Driven|[[Doug Beyer]]|June 17, 2009}}</ref>
* Concepting Creative looks at the card's mechanics and decides what kind of creature / spell / location / object it should be within the setting.
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* Concepting Creative looks at the card's mechanics and decides what kind of creature/spell/location/object it should be within the setting.<ref name="Life of a Card">[http://dtwtranscripts.blogspot.nl/2015/04/1915-episode-190-life-of-card.html Mark Rosewater (January 9, 2015) "Life of a Card" ,''Drive to Work'' (transcript)]</ref>
* [[Art]] Description Creative writes an art description for the [[artist]] based on the concept.
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* [[Art]] Description Creative writes an art description for the [[artist]] based on the concept.
* Art The art director commissions an artist to illustrate the card. The artist illustrates it to the art description with feedback from the art director and the creative team.
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* Art The art director commissions a freelance artist to illustrate the card. The artist illustrates it to the art description with feedback from the art director and the creative team.
* [[Name]] and [[flavor text]] Creative solicits and selects from contributing writers' name and flavor text submissions for the card.
+
* [[Name]] and [[flavor text]] Creative solicits and selects from contributing writers' names and flavor text submissions for the card. [[Keyword]]s are also given their final name by this group of people.<ref name="Life of a Card"/>
  +
* Packaging text — Very short summaries which capture the essence of product and flavor.
  +
  +
At the very beginning of the creative process there is a concept push of world-building, where a specially picked team of ''Magic'' artists are flown in for a couple of weeks to generate sketches and ideas for what a brand new world looks like.<ref>{{DailyRef|savor-flavor/theme-driven-worldbuilding-2012-02-28|Theme-Driven Worldbuilding|[[Doug Beyer]]|February 29, 2012}}</ref><ref>{{DailyRef|magic-story/making-kaladesh-2016-11-09|The Making of Kaladesh|[[Magic Creative Team]]|November 9, 2016}}</ref> This results in a [[style guide]] <ref>{{DailyRef|savor-flavor/slime-trials-and-inner-garruk-2010-08-25|Slime, Trials, and the Inner Garruk|[[Adam Lee]]|August 25, 2010}}</ref><ref>{{DailyRef|savor-flavor/rotation-season-2010-09-29|Rotation Season|[[Doug Beyer]]|September 29, 2010}}</ref>
  +
  +
The creative team also contributes to articles (''[[Uncharted Realms]]''), [[webcomics]], player guides and the occasional [[book]].<ref>{{DailyRef|savor-flavor/form-writer-2010-05-05|Form of the Writer|[[Doug Beyer]]|May 05, 2010}}</ref> As off 2016, the team who oversee all things [[Vorthos]] is:
  +
*[[Jeremy Jarvis]] — Principal Designer of Worlds & IP
  +
*[[Colin Kawakami]] — Design Manager
  +
*[[Jenna Helland]] — Design Manager
  +
* [[Matt Cavotta]] — Creative Director
  +
Creative writers:
  +
*[[Doug Beyer]]
  +
*[[Adam Lee]]
 
* [[Kelly Digges]]
 
* [[Matt Knicl]]
  +
* [[Kimberly J. Kreines]]
 
* [[Ari Levitch]]
 
*[[Mel Li]]
  +
*[[James Wyatt]]
  +
*A team of art directors, concept artists, graphic designers, and freelance writers
  +
  +
In [[2018]], [[Nic Kelman]] became the Entertainment Designer, the overall manager of the team. Acknowledged writers like [[Martha Wells]], [[Kate Elliott]], and [[Cassandra Khaw]] were hired to create content for [[Magic Story|''Magic'' Story]].<ref>[https://www.tor.com/2018/09/12/the-authors-behind-the-story-for-magic-the-gathering/ Aidan Moher (September 12, 2018). "Spellbound : The Familiar Faces Creating the Story for Magic: The Gathering". Tor.com]</ref>
  +
  +
==Editing==
  +
While the design is going on, the editing team of [[Del Laugel]] has a check-in with the rules manager to make sure that what they are doing will work. The team is constantly monitoring the card file as it goes along. They start editing it usually at some point during development. And even in design sometimes they'll make notes on general wordings. Then further in development, templating starts. Each set has a lead editor. Together with the rules manager (who may be the same person) and the development lead, they try to figure out how the cards have to read. Editing also involves writing [[reminder text]].<ref name="Life of a Card"/> Furthermore, it is Editing's job to make sure the art comes in and the names and flavor text get done and takes care of [[collector numbers]] and other [[information below the text box]]. After the cards are physically laid out by the CAPS team (Creative and Professional Services), Editing gives the final go-ahead to create the [[print sheet]]s.
  +
  +
The team is also responsible for the full editing and proofing of ''Magic'' packaging, inserts, rules materials, and other ancillary items. Since 2018, they are combined with the Rules Manager and the Graphic designers in the '''Delta Team'''.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/171949357648/hi-mark-there-is-a-delta-team-in-the-credits|title= there is a "delta team" in the credits for 'Masters 25". What's that?|March 16, 2018}}</ref>
  +
  +
==Digital==
 
The ''Magic'' Digital R&D team, not to be confused with the ''[[Magic Online]]'' team, is responsible for coordinating game design resources for digital projects, like building decks for ''[[Duels of the Planeswalkers]]'' or creating the list for the ''Magic Online'' [[Cube]].<ref name="Developing Development" /> In January 2017, both the Digital team and the ''Magic Online'' team were incorporated in the [[Digital Game Studio]].<ref>{{DailyRef|magic-online/making-moves-2017-01-12|Making Moves|[[Chris Cocks]]|January 12, 2017}}</ref>
   
==Magic Digital R&D==
+
==Studio X==
  +
Since 2019, the teams of Wizards of the Coast are built around products rather than services.<ref>{{EzTumblr|https://markrosewater.tumblr.com/post/189627938053/you-said-wotc-now-works-under-the-studio-system|title=You said WOTC now works under the "Studio System". Can you explain what that means?|December 12, 2019}}</ref>
The Magic Digital R&D team, not to be confused with the [[Magic Online]] team, is responsible for coordinating game design resources for digital projects, like building decks for [[Duels of the Planeswalkers]] or creating the list for the Magic Online [[Cube]]. <ref name="Developing Development"/>
 
  +
Studio X is dedicated to [[tabletop]] play. This includes ''Duel Masters'' R&D, ''Magic'' [[Creative]], ''Magic'' R&D, and ''Magic'' Product Management. The group was supposed to get a name with Studio X being the temporary fill-in, but so far, it has remained Studio [[X]].<ref>{{EzTumblr|https://markrosewater.tumblr.com/post/651030647095394304/whats-studio-x|title=What's Studio X?|May 12, 2021}}</ref><ref>{{EzTumblr|https://markrosewater.tumblr.com/post/694784981008023552/whats-studio-x|title=What's Studio X?|September 7, 2021}}</ref>
  +
*Studio Administration:
  +
**[[Bill Rose]] {{-}} Vice President, R&D
  +
**[[Ken Troop]] {{-}} Executive Producer
  +
**[[Bryan Hawley]] {{-}} Play Design Manager
  +
**[[Brady Bell]] {{-}} Director Game Design
  +
**[[Kenny Fortson]] {{-}} Principal Design Economist
 
**[[Max McCall]] {{-}} Design Economist
  +
**[[Dave Geyer]] {{-}} Senior Game Producer
  +
**[[Aaron Forsythe]] {{-}} Vice President of Design
 
*[[Mark Rosewater]] {{-}} Head Designer
 
*[[Erik Lauer]] {{-}} Head Developer
   
 
==Trivia==
 
==Trivia==
 
* <c>Look at Me, I'm R&D</c> from ''[[Unhinged]]'' is a parody of R&Ds playtesting process. The card looks like the card <c>Moat</c> with a sticker pasted on top of it, which R&D uses for playtesting. The cost, card type, and the rules on the card have also been modified with a pen during the playtest, presumably because the printed rules proved counter-intuitive or overpowered. The card is also the successor to <c>Look at me, I'm the DCI</c> from ''[[Unglued]]''.
 
* <c>Look at Me, I'm R&D</c> from ''[[Unhinged]]'' is a parody of R&Ds playtesting process. The card looks like the card <c>Moat</c> with a sticker pasted on top of it, which R&D uses for playtesting. The cost, card type, and the rules on the card have also been modified with a pen during the playtest, presumably because the printed rules proved counter-intuitive or overpowered. The card is also the successor to <c>Look at me, I'm the DCI</c> from ''[[Unglued]]''.
* [[Designer]] is an ''[[Unglued]]'' [[creature]] [[subtype|types]] which was eliminated from the [[Comprehensive Rules]] list during the [[Grand Creature Type Update]] (<c>Richard Garfield, Ph.D.</c>).
 
   
 
==See also==
 
==See also==

Latest revision as of 06:10, 17 October 2022

R&D is an abbreviation for Research & Design, formerly Research & Development. It is the section of Wizards of the Coast that creates upcoming sets and cards for Magic: The Gathering.

Since 2018, Magic R&D is incorporated in Studio X.

General[ | ]

There are several teams within R&D. Design creates the vision, while development upholds that vision even if it has to make some changes to get it there.[1] The design/development split is a very important facet to Wizards R&D. It ensures that each set has two different sets of eyes overlooking each decision to make sure that what we end up with is the best the set can be.[2][3] Other teams in Magic R&D are creative, editing and digital. Despite the R in R&D, there is no research team.[4]

From the release of Magic 2014 until Dominaria, design and development teams were officially referred to as "Initial Concept and Game Design" and "Final Game Design and Development" teams, respectively. Although these names had previously been in use at Wizards of the Coast internally, the announcement for M14 was the first to use them in public.[5] Starting with Dominaria they were officially referred to as Vision Design and Set Design, with the added Play Design team.

In 2018, Wizards of the Coast went through a reorganization. They shifted to what is known as a studio model, where teams are built around supporting a particular product. The section known as R&D along with a few other sections of the company (including art, design, and production) were combined to become Studio X, the studio for tabletop Magic.[6] There are different studios associated with other aspects of Magic, such as Digital Games and Franchise.

R&D principles[ | ]

PrinciplesOfRD

A poster detailing R&D's declared principles.[7]

As posted in job advertisements, R&D upholds the following principles:

  • We are stewards of Magic.
  • We are passionate about Magic.
  • We believe Magic makes a difference.
  • We focus on growing Magic’s audience.
  • We believe in discovery, surprise, and strategy.
  • We listen.
  • We improve.
  • We collaborate.
  • We debate.
  • We are inclusive and respectful.
  • We expect greatness.

F.I.R.E.[ | ]

In 2019, the core goals of R&D were refined, leading to the generation of F.I.R.E. "Fire" is an acronym that holds the tenants of the new philosophy.[8]

  • F Is for Fun – Above all else, the game should be fun to play.
  • I Is for Inviting – The game should be accessible to many people.
  • R Is for Replayable – The key aspects of replayablility are balance and diversity in game play.
  • E Is for Exciting – Players should be excited to read cards and play with them.

One of the major shifts that came out of our F.I.R.E. discussions was how R&D designed commons. Starting with War of the Spark, they pushed to make more commons exciting.

Process[ | ]

It takes about two years from start to finish to make a Magic set, and a set is finalized by R&D six to eight months prior to release.[9][10][11] The creation process moves through several steps on the way to a final product. These steps are not strictly sequential, and overlap.[12]

Design[ | ]

Main article: Design

The designers create new cards, mechanics, and themes for Magic sets. Every set should do something innovative that hasn't been done before. It also should bring back something from the past and present it in a new light, it should add new elements to old ideas.

Vision Design[ | ]

Starting with the Dominaria set, the design team was rebranded as Vision Design, with a shortened and more creative focused task.[13]

Development[ | ]

At its essence, design is responsible for vision, and development for execution.[14][15] Many think that development's job is to just tweak numbers and correctly cost things, but the main job for developers is to make Magic as fun as it can be for all the different types of players.[16] Most of the time is spent working on game-play design to ensure the play experience is as good as it can possibly be.[17][18] This means that the mechanics and themes and overall feel of a design file should express themselves satisfyingly when actual games are played. The developers try to find the most fun parts of the design and bring them to the forefront of the set, and kill unwanted elements.[19][20][21] Casting costs and other balance issues for both Limited and Constructed are still considered.[3] To assess the strength of a card or card set, development uses a process called "pointing".[22][23][24][25][26]

One of the most important parts to developing sets today is to create cross-block synergies so the sets within Standard play well with each other, but also so that there is enough of a change when Standard rotates to change things up. A diverse and shifting metagame is a healthy metagame.[27] After structural development, there is format development. By the time format development begins, most of the previous set is locked down, and the new set has to integrate with it for both Limited and Constructed.[28]

Development has many interactions with the other teams within Magic R&D, but also with Brand (the people in charge of marketing, advertising, products, the website, and Organized Play).[29]

Set Design[ | ]

Starting with the Dominaria set, the development team was rebranded as Set Design, with an extended task to take the design from a set from concept all the way to the finished product.[13]

Play Design[ | ]

Main article: Play Design

Play Design is a team introduced in 2017, dedicated to the health of tournament environments. This expands on a task previously performed by development. The first set to have Play Design input is Dominaria, the first set to have a full Play Design focus is War of the Spark, and the first set to have Play Design input in vision is Throne of Eldraine.[13]

Product Architecture[ | ]

The Product Architecture or product design team was created in 2017. Led by Mark Globus, it tries to create a cohesive message and goal in the wide range of Magic sets and releases.[30] Other members are Gavin Verhey, Mark Heggen and Mike Turian.[31][32] The product architect is the manager the oversees the product from start to finish. They interconnect with all the various teams working on it.[33]

Creative[ | ]

The R&D Narrative Team begins work on the card's creative elements once the card is in its near-final state (ideally).[34]

  • Concepting — Creative looks at the card's mechanics and decides what kind of creature/spell/location/object it should be within the setting.[35]
  • Art Description — Creative writes an art description for the artist based on the concept.
  • Art — The art director commissions a freelance artist to illustrate the card. The artist illustrates it to the art description with feedback from the art director and the creative team.
  • Name and flavor text — Creative solicits and selects from contributing writers' names and flavor text submissions for the card. Keywords are also given their final name by this group of people.[35]
  • Packaging text — Very short summaries which capture the essence of product and flavor.

At the very beginning of the creative process there is a concept push of world-building, where a specially picked team of Magic artists are flown in for a couple of weeks to generate sketches and ideas for what a brand new world looks like.[36][37] This results in a style guide [38][39]

The creative team also contributes to articles (Uncharted Realms), webcomics, player guides and the occasional book.[40] As off 2016, the team who oversee all things Vorthos is:

Creative writers:

In 2018, Nic Kelman became the Entertainment Designer, the overall manager of the team. Acknowledged writers like Martha Wells, Kate Elliott, and Cassandra Khaw were hired to create content for Magic Story.[41]

Editing[ | ]

While the design is going on, the editing team of Del Laugel has a check-in with the rules manager to make sure that what they are doing will work. The team is constantly monitoring the card file as it goes along. They start editing it usually at some point during development. And even in design sometimes they'll make notes on general wordings. Then further in development, templating starts. Each set has a lead editor. Together with the rules manager (who may be the same person) and the development lead, they try to figure out how the cards have to read. Editing also involves writing reminder text.[35] Furthermore, it is Editing's job to make sure the art comes in and the names and flavor text get done and takes care of collector numbers and other information below the text box. After the cards are physically laid out by the CAPS team (Creative and Professional Services), Editing gives the final go-ahead to create the print sheets.

The team is also responsible for the full editing and proofing of Magic packaging, inserts, rules materials, and other ancillary items. Since 2018, they are combined with the Rules Manager and the Graphic designers in the Delta Team.[42]

Digital[ | ]

The Magic Digital R&D team, not to be confused with the Magic Online team, is responsible for coordinating game design resources for digital projects, like building decks for Duels of the Planeswalkers or creating the list for the Magic Online Cube.[3] In January 2017, both the Digital team and the Magic Online team were incorporated in the Digital Game Studio.[43]

Studio X[ | ]

Since 2019, the teams of Wizards of the Coast are built around products rather than services.[44] Studio X is dedicated to tabletop play. This includes Duel Masters R&D, Magic Creative, Magic R&D, and Magic Product Management. The group was supposed to get a name with Studio X being the temporary fill-in, but so far, it has remained Studio X.[45][46]

Trivia[ | ]

  • Look at Me, I'm R&D from Unhinged is a parody of R&Ds playtesting process. The card looks like the card Moat with a sticker pasted on top of it, which R&D uses for playtesting. The cost, card type, and the rules on the card have also been modified with a pen during the playtest, presumably because the printed rules proved counter-intuitive or overpowered. The card is also the successor to Look at me, I'm the DCI from Unglued.

See also[ | ]

References[ | ]

  1. Mark Rosewater (January 16, 2017). "I think there is a lot of confusion between the difference in responsibilities of designers and developers. Could you clarify?". Blogatog. Tumblr.
  2. Mark Rosewater (July 12, 2010). "Know How, Part 1". magicthegathering.com. Wizards of the Coast.
  3. a b c Zac Hill (August 24, 2012). "Developing Development". magicthegathering.com. Wizards of the Coast.
  4. Mark Rosewater (April 25, 2015). "An article about divisions that have happened between Research, Development, Design and Creative?". Blogatog. Tumblr.
  5. Mark Rosewater (January 07, 2013). "What prompted the change in departmental titles for announcement articles?". Blogatog. Tumblr.
  6. Mark Rosewater (July 21, 2019). "Project Booster Fun". magicthegathering.com. Wizards of the Coast.
  7. Mark Rosewater (November 23, 2015). "This is the sign by my desk that was in the video.". Blogatog. Tumblr.
  8. Andrew Brown (June 21, 2019). "Fire It Up". magicthegathering.com. Wizards of the Coast.
  9. Sam Stoddard (February 11, 2016). "Using Real-World Data". magicthegathering.com. Wizards of the Coast.
  10. Sam Stoddard (April 21, 2017). "Long Hard Road to Print". magicthegathering.com. Wizards of the Coast.
  11. Mark Rosewater (February 17, 2017). "How long before its release is a set completely finalized?". Blogatog. Tumblr.
  12. Mark Rosewater (November 28, 2015). "Can you remind us what the order is...". Blogatog. Tumblr.
  13. a b c author(s) (Mark Rosewater). "Vision Design, Set Design, and Play Design". magicthegathering.com. Wizards of the Coast.
  14. Shawn Main (April 04, 2014). "Designing for Development". magicthegathering.com. Wizards of the Coast.
  15. Sam Stoddard (February 20, 2015). "Presidents, Kings, Role of the Leads". magicthegathering.com. Wizards of the Coast.
  16. Mark Rosewater (April 18, 2005). "Fun, Fun, Fun". magicthegathering.com. Wizards of the Coast.
  17. Tom LaPille (July 15, 2011). "Engineering Tolerance". magicthegathering.com. Wizards of the Coast.
  18. Zac Hill (December 09, 2011). "What Developers Do". magicthegathering.com. Wizards of the Coast.
  19. Mark Rosewater (April 04, 2005). "The Answer Lies Within". magicthegathering.com. Wizards of the Coast.
  20. Mark Rosewater (January 10, 2011). "Let's See What Develops". magicthegathering.com. Wizards of the Coast.
  21. Tom LaPille (February 20, 2012). "The Problems That Wouldn't Die". magicthegathering.com. Wizards of the Coast.
  22. Randy Buehler (February 01, 2002). "Limited Pointing". magicthegathering.com. Wizards of the Coast.
  23. Randy Buehler (February 08, 2002). "Limited Pointing II". magicthegathering.com. Wizards of the Coast.
  24. Aaron Forsythe (November 18, 2005). "Pointing Out the Obvious". magicthegathering.com. Wizards of the Coast.
  25. Sam Stoddard (March 4, 2016). "Balancing the Top Commons". magicthegathering.com. Wizards of the Coast.
  26. Mark Rosewater (January 10, 2022). "Even More Words From R&D". magicthegathering.com. Wizards of the Coast.
  27. Sam Stoddard (October 11, 2013). "Cross-Block Synergies in Theros". magicthegathering.com. Wizards of the Coast.
  28. Sam Stoddard (March 21, 2014). "Playtesting Constructed". magicthegathering.com. Wizards of the Coast.
  29. Sam Stoddard (March 11, 2016). "Working with Other Teams". magicthegathering.com. Wizards of the Coast.
  30. Gavin Verhey (August 8, 2017). "Dragons, Dragons, and . . . Cat Dragons". magicthegathering.com. Wizards of the Coast.
  31. Gavin Verhey (September 27, 2017). "Building a Better Magic Set". magicthegathering.com. Wizards of the Coast.
  32. Gavin Verhey (December 6, 2017). "Product Architecture: How a Product Is Made". magicthegathering.com. Wizards of the Coast.
  33. Mark Rosewater (August 26, 2021). "What is the product architect and how do they relate to vision design?". Blogatog. Tumblr.
  34. Doug Beyer (June 17, 2009). "Flavor Driven". magicthegathering.com. Wizards of the Coast.
  35. a b c Mark Rosewater (January 9, 2015) "Life of a Card" ,Drive to Work (transcript)
  36. Doug Beyer (February 29, 2012). "Theme-Driven Worldbuilding". magicthegathering.com. Wizards of the Coast.
  37. Magic Creative Team (November 9, 2016). "The Making of Kaladesh". magicthegathering.com. Wizards of the Coast.
  38. Adam Lee (August 25, 2010). "Slime, Trials, and the Inner Garruk". magicthegathering.com. Wizards of the Coast.
  39. Doug Beyer (September 29, 2010). "Rotation Season". magicthegathering.com. Wizards of the Coast.
  40. Doug Beyer (May 05, 2010). "Form of the Writer". magicthegathering.com. Wizards of the Coast.
  41. Aidan Moher (September 12, 2018). "Spellbound : The Familiar Faces Creating the Story for Magic: The Gathering". Tor.com
  42. Mark Rosewater (March 16, 2018). "there is a "delta team" in the credits for 'Masters 25". What's that?". Blogatog. Tumblr.
  43. Chris Cocks (January 12, 2017). "Making Moves". magicthegathering.com. Wizards of the Coast.
  44. Mark Rosewater (December 12, 2019). "You said WOTC now works under the "Studio System". Can you explain what that means?". Blogatog. Tumblr.
  45. Mark Rosewater (May 12, 2021). "What's Studio X?". Blogatog. Tumblr.
  46. Mark Rosewater (September 7, 2021). "What's Studio X?". Blogatog. Tumblr.