![]() ![]() While not all of our changes stood the test of time, a quick (and by no means chronological or comprehensive) accounting includes Swiss Draft queues, two-player queues, PTQs and Super Qualifiers, daily events, the Magic Online Champions Showcase (and its Championship Series predecessor), Cube Draft, Chaos Draft, Supreme Draft, the Community Cup, the Planeswalker format, the first Commander decks, Masters Edition , Vintage Masters, Treasure Chests, Play Points, updated Leagues and trophies, a complete UX overhaul, four-player events, Pauper, and Magic Online Live events, all while supporting every premier release and some ancillary releases as well. We evolved how we thought about the product with an eye on trying to find ways to engage as many kinds of Magic players as we could. In a few short years, we tripled the size of the business. ![]() What I couldn't know at the time I started down that new path, however, was how much impact Magic Online, the people who built it, and the players who loved it would impact my life from that point on. I'd already been supporting MTGO's store for about a year, back when it was a separate web-based experience, and I'd also worked with the team to ensure that the in-game store was ready for the v3 launch. ![]() While on vacation in August of 2008, my manager called me to tell me that my current team, ecommerce and product management for Wizards's fledgling digital initiatives, had been restructured and that I would officially be joining the Magic Online team. Executive Producer Chris Kiritz, Magic Digital, Wizards of the Coast ![]()
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