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About the Author
John Staats was born and raised in Akron, Ohio. He earned a BFA from Kent State University’s
Visual Communication Design program and spent ten years in advertising in NYC. Before joining
Blizzard he had decades of amateur level design experience, from tabletop games to first-person
shooters. His homepage, whenitsready.com, marks the progress of his various projects, including an
John built 90 percent of Vanilla WoW’s non-instanced caves, crypts, dens, mines, and hive tunnels.
Ahn’Qiraj Temple
Blackfathom Deeps
Blackwing Lair
Blackrock Mountain
Blackrock Depths
Booty Bay
Karazhan (w/Aaron Keller)
Loch Modan Dam
Lower Blackrock Spire
Molten Core
Razorfen Downs
Razorfen Kraul
Scholomance
The Slag Pit
Upper Blackrock Spire
The Wailing Caverns
Warsong Gulch (w/Matt Milizia)
The WoW Diary
JOHN STAATS
Copyright © 2018 by John Staats. All rights reserved. No part of this work covered by the copyright
hereon may be transmitted or reproduced or used in any form or by any means without written
in critical articles and
permission of the publisher, except in the case of brief quotations embodied
reviews.
Artwork, Photographs, Images, Logos © 2018 Blizzard Entertainment. Warcraft, World of Warcraft,
and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc., in
the U.S. and/or other countries. All other trademarks referenced herein are the properties of their
respective owners.
ISBN: 978-0-9990824-0-9
Edited by Ben Way, Jim Spivey, Dan Foster, and Scout Festa
www.whenitsready.com
For Team 2, both old and new
TA B L E O F C O N T E N T S
Programmer Isle
Scripting a Monster
Trade Skills
largest project I’d ever work on. I was wrong. Our game’s editor
I am writing this in late May 2016, days after Blizzard’s newest title,
prompted me to recall the time when Shane and I saw each other every day
asked, “What ever happened to that World of Warcraft diary you were
working on? Everyone wants to read it!” I sometimes got this question when
I reconnected with anyone from the old crew. Everyone on the team knew I
was writing a “developer diary,” since I’d spent four years interviewing
people about their jobs and keeping tabs on the game’s incremental
polish and publish this four-year time capsule about making the game now
The reason I wrote this diary has its roots in my life before game
development. I didn’t come from a place where computer games were made,
nor did I know anyone in the software or entertainment industry. I was born
and raised in Akron, Ohio, and spent ten years working in Manhattan ad
agencies after graduating college. Until I began editing games myself in the
mystery. After the Internet gave everyone access to everything, gaming fans
playing first-person shooter (FPS) online games, whose most popular titles
next day (I had played games on my roommate’s machines until that point)
and built my own first-person shooter levels over the next five years. I soon
joined a group of fellow artists and programmers, a mod team, called Loki’s
Minions Capture the Flag, and began learning the basics. I worked tirelessly
First-person shooters were in their heyday in the mid to late nineties for
the simple reason that they supported the only worldwide 3D gaming
which gave fans like me the first inkling into what kind of effort went into
wrote stories about these “Game Gods.” Some became popular because they
were the best in the business, while others were prolific writers or had
of becoming one in my own right someday. After five years of modding, I’d
when someone from my mod team told me Blizzard was hiring level
agency, and my only exposure to game development was through the guys in
occasional LAN party (where people met their Internet pals at hotels and
hobbyists tweaking games for fun without any promise of a career in the
industry. I was successful at my day job in the corporate world, but since I
had spent every free waking hour building Quake levels, the idea of going
were talking about level design, so I was well inside my comfort zone. My
ebullient enthusiasm convinced them I was worth a closer look, so they flew
me to Orange County, California, for a face-to-face meeting. OC was
certainly different from NYC, and I’d joked that it felt like the frontier. I
window, wondering if I’d ever fit into this alien world of endless summer,
city where trees grew in straight rows. The lobby was tiny and quaintly
decorated with faded posters of old Blizzard games. Guests waiting for
appointments could flip through binders filled with fan art drawn by
any extravagant lobby I’d seen in NYC. This place seemed special already.
It made me recall the summer I worked for my aunt and uncle who ran an
industrial sales company back in Akron. My uncle was the closest thing to a
white-collar worker in my family, and since I was the first generation to get
2 area was a dump, decorated like someone’s basement. With a glance down
the hallway, I could see that half of the fluorescent lights in the ceiling were
burned out. The closest thing to a kitchen was a tiny microwave next to a
sink filled with dirty dishes. Food stains, blackened with age, had been
ground into the carpet. The halls were littered with spent halogen floor
lamps and torn cardboard boxes filled with discarded toys and books. The
conference tables were cluttered with soda bottles and stacks of unused
angles with no purposeful direction. The walls were covered with dog-eared
posters, and every desk and shelf was laden with dusty statues and action
figures. People walked around wearing shorts and flip-flops. All evidence
comfortable place—a person could just plop down and get to work. These
offices were so dissimilar to Madison Avenue that I wondered how I would
fit in. I didn’t even own jeans or sneakers; all my clothes were work related
(slacks, dress shoes). Was it possible that this casual atmosphere shared the
With a welcoming smile, Mark Kern introduced himself as Team 2’s co-
lead and the company’s temporary recruiter. He escorted me past the team’s
area for an interview with the designers, Eric Dodds and Rob Pardo, who
unobstructed view of the 73 toll road. The interview went well. I rambled on
about level design, games, and other geek influences. I learned that the level
in my portfolio that everyone especially liked was called The City of Brass,
Guide.
one of the Game Gods from id Software, John Cash, who was once
technology lead for Quake II. (I later learned that Mark usually introduced
gave it more credibility.) One of my 3D levels was filled with graves whose
shooter community; John’s name was among them. Unfortunately, I’d given
him a lackluster plot in the graveyard (all the good plots were assigned to
artists and level designers from id and my mod team), and I used the
opportunity to apologize for the oversight. John couldn’t have been nicer. He
and I laughed and chatted about his first-person shooter days, and anyone
who knew John knows how much he loved to tell old war stories from his
want to be a part of this team, even if they couldn’t tell me what kind of
A week later I received the first job offer Blizzard had ever made to a
level designer outside of the company. The offer was $50,000—which was
I absorbed so much on my first day on the job. One thing I learned was
of the first-person shooter community. Nobody publicly took credit for what
good for the company. The founders only wanted to be known for their
finished work, and that mentality trickled down through their corporate
culture. This immediately dispelled my Game Gods delusion that the most
explained that Bill Roper was the voice of Blizzard, and he was our official
press liaison. They even joked that if the fans got the impression Bill single-
handedly built all the games, then all the better. This let employees focus on
their jobs, and it extinguished the danger of people becoming jealous over
one another’s acclaim. It made sense. Blizzard embraced this radio silence
I later discovered that the only problem with this approach was that it
made it difficult to hire industry veterans. Blizzard was a black box, so few
geek culture, that was a fun place to work, and where management listened
to employees. But since Bill Roper, the corporate PR guy, was the only
person who spoke about how awesome it was to work at Blizzard, many
long to polish and publish this diary. I couldn’t write a development diary
target on me for journalists, and I didn’t want (or deserve) Bill Roper’s job
contribution to the project was just one reason why I didn’t finish this book
sooner.
other supporting people in the company. In the years it took to write this
book, I would see some people more frequently than others, so naturally my
monthly entries focused on them. But some of the hardest workers weren’t
as social and kept to themselves, hunched over their keyboards. And though
and paint an inaccurate portrait of how the team actually worked. I referred
the team’s collective decisions, not because they were the most important
bogged down the narrative with names. I didn’t want anyone with whom I
role. Releasing this journal now, many years later, hopefully softens any
team’s contribution at all. Aside from the references to the dungeon team—
a decade ago. I changed my prose to past tense and cleaned up the text only
guy whose ear was close to the ground, who knew all the gossip. My
officemate Aaron Keller would often get excited about telling me juicy
inside info he’d just heard over lunch, and I’d inevitably disappoint him by
telling him I’d already known for weeks. “Dang it!” he’d cry while I cracked
published a book that left all of them out? Team 2 staff had reduced to half
(thirty-five people) after WoW shipped, and with all the new faces replacing
the departed, the team had changed its structure, process, and vibe. I didn’t
want my new coworkers wondering, “What in the hell is John writing about?
Waiting to publish this was the right call. My distance from the project,
the company, and the industry provides me with the perspective not only to
explain this process in layman’s terms but also to appreciate the experience
as an outsider and not the jaded veteran I’d become. I’ve developed a more
mature perspective. And so too, I suspect, has the reader. Enough people
latest fad.
It is with this frame of mind that I beseech the reader to regard this
journal as the work of only one proverbial blind man feeling a very big
elephant. A large group of creative people doesn’t work like a hive mind;
former coworkers who will disagree with my account, and I’m fine with
This brings me to my final explanation for sitting tight on this diary. Like
the ouroboros snake eating its own tail, this last reason circles into my
original inspiration for writing it in the first place: I wanted this journal to
record everything I learned for people who, like me, believed in Game Gods
or other industry myths. Years later, having learned so much, I want to pass
it on.
WoW. I took it upon myself to visit everyone’s office to see what they were
busy with and pick their brains. I was genuinely curious about their roles on
opportunities, and discoveries. I would poke my head into their office and
ask, “Hey there. Whatcha working on?” That question was all it took to get
the conversation rolling, and the summation of their answers resulted in this
book.
their methods.
In the spirit of education, the first thing I would like to impress upon you
wrong. Always. Blizzard operated under a blanket of scrutiny, and only after
I was in the meetings could I appreciate how inaccurate public analysis was.
Unless you’re in the room, you have no idea what’s going on. Unless
the tinfoil-hat theorizing about why we did anything was severe, cynical,
done so without regard for the feelings of the fan base. When decisions were
it was assumed the company was penny-pinching. I’m not even referring to
the trolls dredging the game forums for flame wars; I’m talking about the
Blizzard did this or why Blizzard did that. But…all of it was wrong and
certainly not because the fan base was stupid. People were wrong because
pieces of the puzzle. Games are often headless monsters; moved in different
this book can hold your attention long enough, maybe you’ll walk away
discoveries, and the process zigzags until someone says, “Ship it!” Even
some developers wouldn’t know what was happening on their own project
until they got out of their seat and talked to the devs who had been in the
room, in the meeting, and directly asked questions about what was going on.
That’s basically what I did for four years—I got out of my seat and asked,
descriptions and industry jargon. I imagine many gaming veterans might roll
journal covers topics already familiar to them, but maybe stepping back for a
moment might help them appreciate how fortunate they are to work in a
field that affords them even the smallest measure of enjoyment, creativity, or
pride. To give outsiders more pieces of the puzzle, I think it’s worth
Blizzard to ensure I didn’t reveal anything that could damage their image or
products. They even corrected some mistakes. If you’re hoping for a tell-all
anyone. I wrote about people just doing their job. I want to humanize,
games. Even regular games are difficult to make, possibly the riskiest
software to develop because it’s hard to know if something is fun unless it’s
experienced—and getting there can take years of work and lots of money.
space, they require extremely efficient network code. MMO servers keep
different direction, the server must send the movement update to every
player in the area. This is compounded by the fact that players might be
and unpredictable. No other games need to do this. Even the code for simple
client.
fun in the long run. Gameplay must be recursive. For every suggested
feature, it must be asked, “Will players want to do that every day? Can this
measure progress by the equipment they acquire. Since some items are more
better equipment from bestowing unfair advantages. If gear always lets some
players steamroll others, the audience will fracture into the haves and the
extra time needed to get them. To further complicate things, rewards of one
with rewards is also bedeviled by the fact that there are far more activities
hours. They must accommodate both casual players and those who play over
a hundred hours a week, and that requires a large content creation team—
investor, it’s harder for them to find a studio that can be trusted with an
so great, a dishonest studio head doesn’t even need to care about sales; the
The combination of these risks creates a gravity well of failure that very
few companies escape. Just one miscalculation can spoil a title, which must
multiplayer online games are that hard to make; but we did it.
Blizzard’s Team 2 was grooving on the new colored lighting, March 2001. Using
my retouching skills from my advertising days I Photoshopped our blurry team
picture into one of our first zones, Westfall. The head count had almost doubled
since I’d joined half a year earlier. Image provided courtesy of Blizzard
Entertainment, Inc.
Standing, top left: John Staats, Shane Dabiri, Mark Downey, Justin Thavirat,
Matt Sanders (giving a Benny Hill salute), Brandon Idol, Eric Dodds, Allen Dilling,
David Ray, Twain Martin, Toph Gorham, Dan Moore, Matt Oursbourne
Kneeling: Josh Kurtz (choking Bo Bell), Kyle Harrison, Collin Murray, Jeff Chow
(giving bunny ears), Tim Truesdale, Mark Kern, Kevin Beardslee, Joe Rumsey
Sitting: Bo Bell, Gary Platner, Tom Jung (with bunny ears), John Cash (with
bunny ears)
Sitting front: Brenda Perdion, Scott Hartin, Jose Aello, Brian Hsu, Bill Petras,
Chris Metzen, Solomon Lee
Lying coquettishly on the ground: Roman Kenney
March 2001:
My First Six Months
“The origin.”
— Written in the corner of the men’s room, whose white tiles and black grouting
formed a 3D grid.
2001. At the time, there were teams working on Warcraft III, a Diablo II
expansion, and World of Warcraft. Team 2, whose project was the latter, was
staffing up to conquer the largest project the company had ever undertaken:
diary on the night of the anniversary party, after I’d been on the team for
simply because I could tell it wasn’t always going well—especially with the
My chair was conspicuously posh and the envy of the team (or, at least, it
should have been), since many of the seating options in Team 2 were cheap,
they swapped it with another. Since the hallway conference table was at the
bottom of this pecking order, it made for both a precarious place to sit and
slim pickings for the new hires. Whenever the producers ordered more chairs
for the conference tables or future employees, people quickly filched them
for their own offices. While the conference table chairs were always fair
game, occasionally poachers would swap chairs with those who were on
an executive boardroom model that stood out from the black and plastic
nights ahead.
called Radiant, software that many of the FPS games used to build their 3D
3D games and where John Cash, our technology lead, hailed from, and he’d
secured id’s blessing to evaluate their editor to see if it was the right tool for
our project. I’d worked with Radiant (or similar editors) for over five years,
In the months that I’d been on Team 2, I was easily averaging over eighty
hours a week building 3D levels, and yet the only thing we’d finished was a
single goldmine. By “finished,” I mean we could load it into the Quake III
engine (copies of the game floated around the office so others could evaluate
Often I would enter my map and one of the producers would appear out of
But Karazhan was far bigger than a goldmine, and I was working on it
because it was our worst-case scenario. It was so big that Quake III couldn’t
even run the file. Scott Hartin, the programmer in charge of writing WoW’s
game engine, explained he’d have to write his own compiler to handle our
big files, so I continued building Karazhan with the faith that our
technology would catch up. But my confidence had been wavering those
past few weeks. It took over five minutes just to save the file, and that was a
crashing.
I was welcomed to the team with enthusiasm and high hopes that I’d help
iron out one of the issues plaguing the project: how to build 3D dungeons
and cities. Blizzard had zero experience with 3D level design, something I’d
already figured out from the questions I was asked in my interview. I could
tell they were pumping me for information, such as time estimates and
designers, but now that I was on board, I was having a terrible time hiring
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WESTWARD BOUND. (R)
WHAT A MAN. (R)
WHAT'S COOKIN' DOC? (R)
WILD HORSE STAMPEDE. (R)
WINGS OVER THE PACIFIC. (R)
WOMEN IN SPORTS. (R)
WOOD PECKIN'. (R)
United Church Press.
A PIECE OF THE ACTION.
United Methodist Church (United States) General Board of Education.
Division of Curriculum Resources.
AND YOU GAVE ME.
DOWN THE STREET PAST THE TELEPHONE POLE.
THE NINETEEN FRIENDS OF ROBBIE MCKNEE.
THE STORY OF WILLIAM'S TELL.
WHO IN THE WORLD.
United States Borax & Chemical Corp.
DEATH VALLEY DAYS.
United States Catholic Conference, Inc. Urban Task Force.
AGENDA FOR THE 70S.
United Transparencies, Inc.
BUSINESS LAW.
ELEMENTARY MUSIC.
THE MAGIC OF COLOR AND SHAPE.
1967 ENGLISH SUPPLEMENT.
PRINCIPLES OF BUSINESS & ECONOMICS.
SALES AND MARKETING.
SUCCEEDING AT WORK.
Universal City Studios.
THE NAME OF THE GAME.
Universal City Studios. Emka.
SEE Emka.
Universal City Studios, Inc.
THE COCKEYED COWBOYS OF CALICO COUNTY.
THE VIRGINIAN.
Universal City Studios, Inc. Universal Pictures.
SEE Universal Pictures.
Universal Pictures.
AIRPORT.
ALI BABA AND THE FORTY THIEVES. (R)
AMAZING METROPOLIS. (R)
ANIMAL TRICKS. (R)
THE BARBER OF SEVILLE. (R)
THE BAREFOOT JUDGE. (R)
THE BEGUILED.
BETTER A WIDOW.
BOATING U.S.A.
BUGGED IN A RUG.
BULLS OF PAMPLONA.
CALLING DR. DEATH, (R)
CHARLIE'S CAMPOUT.
CHILLER DILLERS.
CHILLY AND THE LOONEY GOONEY.
CHILLY AND THE WOODCHOPPER.
CHIP OFF THE OLD BLOCK. (R)
COBRA WOMAN. (R)
COLOSSUS: THE FORBIN PROJECT.
COMPANY OF KILLERS.
COOL IT, CHARLIE.
DEATH OF A GUNFIGHTER.
DID YOU HEAR THE ONE ABOUT THE TRAVELING SALESLADY.
THE DIVIDED CITY.
DON'T JUST STAND THERE.
EAGLE VERSUS DRAGON. (R)
EYE OF THE CAT.
FANNIE HURST AND HER PETS. (R)
FAT IN THE SADDLE.
FELLOW ON A FURLOUGH. (R)
FEUDIN, FIGHTIN-N-FUSSIN.
FOLLOW THE BOYS. (R)
GOPHER BROKE.
THE GREATEST MAN IN SIAM. (R)
HAT CHECK HONEY. (R)
HER PRIMITIVE MAN. (R)
HI GOOD-LOOKIN'. (R)
HIGHWAY HECKLERS.
HOOK, LINE AND STINKER.
HOT TIME ON ICE.
HOUSE OF CARDS.
HOW TO FRAME A FIGG.
I LOVE MY WIFE.
THE IMPOSTOR. (R)
JERKY TURKEY.
JOURNEY TO SHILOH.
A LAD IN BAGDAD.
LADIES COURAGEOUS. (R)
LITTLE SKEETER.
LOTSA LUCK.
THE LOVE GOD.
MADIGAN.
MAGAZINE MODEL. (R)
A MAN CALLED GANNON.
A MATTER OF INNOCENCE.
MELODY GARDEN. (R)
MRS. LOWELL THOMAS--FUR FARMER. (R)
MOON OVER LAS VEGAS. (R)
MOONLIGHT IN VERMONT. (R)
MOUSE IN THE HOUSE.
THE MUMMY'S GHOST. (R)
THE NAUTICAL NUT.
NIAGARA FRONTIER.
THE NIGHT OF THE FOLLOWING DAY.
NOTHING LIKE A DANE.
OCTOBERFEST.
OKLAHOMA RAIDERS. (R)
ONE HORSE TOWN.
ONE MORE TRAIN TO ROB.
P.J.
PASTE MAKES WASTE.
A PECK OF TROUBLE.
PHANTOM LADY. (R)
PHONEY PONY.
PREHISTORIC SUPER SALESMAN.
PROFILE OF A RACE DRIVER.
PROJECT REJECT.
PUFNSTUF.
RAID ON ROMMEL.
RED SKY AT MORNING.
SECRET AGENT WOODY WOODPECKER.
THE SECRET WAR OF HARRY FRIGG.
SERGEANT RYKER.
THE SHAKIEST GUN IN THE WEST.
SHIP A'HOY WOODY.
SING A JINGLE. (R)
SKULLDUGGERY.
SLEEPY TIME BEAR.
SLIGHTLY TERRIFIC. (R)
SORRY SIGNORINA.
STARS AND VIOLINS. (R)
STORY OF A WOMAN.
SWEDE 'N LOVELY.
SWEET CHARITY.
SWEET SWING. (R)
SWINGTIME JOHNNY. (R)
TELL THEM WILLIE BOY IS HERE.
THEY MIGHT BE GIANTS.
TOPAZ.
TUMBLE WEED GREED.
TURKEY AU GO-GO.
THE TWO FACES OF KENYA.
TWO MULES FOR SISTER SARA.
UNDER SEA DOGS.
UNIVERSAL NEWSREEL. (R)
WEEK-END PASS. (R)
WEIRD WOMAN. (R)
WHAT'S SO BAD ABOUT FEELING GOOD?
WHEN THE LEAVES FALL.
WINDOW ON THE EAST.
WINGS IN RECORD TIME. (R)
WONDERFUL WHIRLYBIRDS.
WOODY THE FREELOADER.
WOODY'S KNIGHT MARE.
WORLD'S YOUNGEST AVIATOR. (R)
Universal Pictures Co.
TAMMY AND THE MILLIONAIRE.
WARKILL.
Universal Pictures Co., Inc.
ALI BABA AND THE FORTY THIEVES. (R)
AMAZING METROPOLIS. (R)
ANIMAL TRICKS. (R)
THE BARBER OF SEVILLE. (R)
THE BAREFOOT JUDGE. (R)
CALLING DR. DEATH. (R)
CHIP OFF THE OLD BLOCK. (R)
COBRA WOMAN. (R)
EAGLE VERSUS DRAGON. (R)
FANNIE HURST AND HER PETS. (R)
FELLOW ON A FURLOUGH. (R)
FOLLOW THE BOYS. (R)
THE GREATEST MAN IN SIAM. (R)
HAT CHECK HONEY. (R)
HAVE GUN, CAN'T TRAVEL.
HER PRIMITIVE MAN. (R)
HI GOOD-LOOKIN'. (R)
THE IMPOSTOR. (R)
ISLAND HOPPIN'.
LADIES COURAGEOUS. (R)
MAGAZINE MODEL. (R)
MELODY GARDEN. (R)
MRS. LOWELL THOMAS--FUR FARMER. (R)
MOON OVER LAS VEGAS. (R)
MOONLIGHT IN VERMONT. (R)
THE MUMMY'S GHOST. (R)
OKLAHOMA RAIDERS. (R)
OPERATION SHANGHAI.
PHANTOM LADY. (R)
SING A JINGLE. (R)
SKI FOR TWO.
SLIGHTLY TERRIFIC. (R)
STARS AND VIOLINS. (R)
SWEET SWING. (R)
SWINGTIME JOHNNY. (R)
UNIVERSAL NEWSREEL. (R)
WEEK-END PASS. (R)
WEIRD WOMAN. (R)
WINDOW PAINS.
WINGS IN RECORD TIME. (R)
WORLD'S YOUNGEST AVIATOR. (R)
Universal Pictures, Ltd.
ANNE OF THE THOUSAND DAYS.
CAN HEIRONYMUS MERKIN EVER FORGET MERCY HUMPPE AND
FIND TRUE HAPPINESS.
ISADORA.
JOURNEY TO THE FAR SIDE OF THE SUN.
A MATTER OF INNOCENCE.
THE NIGHT OF THE FOLLOWING DAY.
THREE INTO TWO WON'T GO.
Universal Productions France.
BETTER A WIDOW.
Universal-Public Arts Productions.
THE LAWYERS.
Universal Television.
THE SURVIVORS.
University Films.
MACMILLAN ENGLISH FILMSTRIPS.
University of California at Los Angeles. Dept. of Chemistry.
NUCLEAR MAGNETIC RESONANCE.
University of California. Regents.
NUCLEAR MAGNETIC RESONANCE.
Upjohn Co.
GRAVLEE JET WASHER FOR ENDOMETRIAL ANALYSIS.
MEDICAL POTENTIAL OF LASERS.
Urban Media Materials, Inc.
DO YOU KNOW.
A MUSEUM IS A PLACE TO LEARN.
PROBLEMS OF OUR CITIES.
PUERTO RICO AND THE PUERTO RICANS.
Urban Task Force, United States Catholic Conference, Inc.
SEE United States Catholic Conference, Inc. Urban Task Force.
Urbex Affiliates, Inc.
AGENDA FOR THE 70S.
Uris, Leon.
TOPAZ.
V
Valoria Films.
DOMICILE CONJUGAL.
Veriation Films, Inc.
DARKNESS, DARKNESS.
Villines, Gaylynn.
YOU CAN'T ALWAYS GET WHAT YOU WANT.
Virgo International Pictures, Inc.
WHAT'S THE MATTER WITH HELEN?
Vision Associates.
EVERYONE LOVES A BRIDE.
IT'S BABY TIME.
Visual Aids Studio.
A GALLERY OF WATERCOLORS.
MAKE-UP.
WATERCOLOR.
WATERCOLOR: HANDLING THE MEDIUM.
WATERCOLOR: MATERIALS.
Visual Education Centre.
AFRICA: LIVING IN TWO WORLDS.
BOY OF BOTSWANA.
CITY BOY OF THE IVORY COAST.
TWO BOYS OF ETHIOPIA.
Visual Science Productions.
INTRODUCTION TO BIOLOGICAL CONCEPTS.
Visual Sciences.
CHORDATA.
Vitaphone Corp.
THE ARISTO CAT. (R)
GREETINGS BAIT. (R)
HISS AND MAKE UP. (R)
JACK WABBIT & BEANSTALK. (R)
LITTLE RED RIDING RABBIT. (R)
MEATLESS FLYDAY. (R)
SUPER RABBIT. (R)
TIN PAN ALLEY CATS. (R)
TOM TURK & DAFFY. (R)
TORTOISE WINS BY A HARE. (R)
THE UNBEARABLE BEAR. (R)
WHAT'S COOKIN' DOC? (R)
Volkswagen of America. Porsche Audi.
1970 PORSCHE DOES IT.
Von Fallersleben, August Heinrich Hoffmann. SEE Fallersleben,
August Heinrich Hoffmann von.
Von Meek, Barbara.
THE MUSIC LOVERS.
W
Wah Chang.
SEE Chang, Wah.
Wallop, Douglass.
THE GOOD LIFE.
Wally, George B.
WALLY: HIS WORK AND HIS LOVES.
Ward, Fred
MEXICO: 12,000 YEARS OF HISTORY.
Ward (Fred) Productions, Inc.
MEXICO: 12,000 YEARS OF HISTORY.
LA RAZA: THE STORY OF MEXICAN-AMERICANS.
Ward (Jay) Productions, Inc.
THE GENERAL.
Warhol (Andy) Films, Inc.
LONESOME COWBOYS.
Warner Bros. Pictures, Inc.
ACTION IN THE NORTH ATLANTIC. (R)
AIR FORCE. (R)
THE ALL AMERICAN BANDS. (R)
ARMY SHOW. (R)
BACKGROUND TO DANGER. (R)
BEHIND THE BIG TOP. (R)
CHAMPIONS TRAINING CHAMPIONS. (R)
CHILDHOOD DAYS. (R)
CONSTANT NYMPH. (R)
DESERT SONG. (R)
DESTINATION TOKYO. (R)
DUDE RANCH BUCKAROOS. (R)
EDGE OF DARKNESS. (R)
FIND THE BLACKMAILER. (R)
FREDDIE FISHER AND HIS BAND. (R)
GREY WHITE AND BLUE. (R)
GUN TO GUN. (R)
HAPPY TIMES & JOLLY MOMENTS. (R)
THE HARD WAY. (R)
HIT PARADE OF THE GAY NINETIES. (R)
HUNTING THE DEVIL CAT. (R)
INTO THE CLOUDS. (R)
KING OF THE ARCHERS. (R)
LITTLE ISLES OF FREEDOM. (R)
THE MAN KILLERS. (R)
MISSION TO MOSCOW. (R)
MOUNTAIN FIGHTERS. (R)
MURDER ON THE WATERFRONT. (R)
THE MYSTERIOUS DOCTOR. (R)
A NATION DANCES. (R)
NORTHERN PURSUIT. (R)
OKLAHOMA OUTLAWS. (R)
OLD ACQUAINTANCE. (R)
OUR AFRICAN FRONTIER. (R)
OUR ALASKAN FRONTIER. (R)
OZZIE NELSON AND HIS ORCHESTRA. (R)
PRINCESS O'ROURKE. (R)
REAR GUNNER. (R)
ROD AND REEL ON ANTICOSTI ISLAND. (R)
ROVERS RANGERS, (R)
A SHIP IS BORN. (R)
SNOW SPORTS. (R)
STARS ON HORSEBACK. (R)
SWEENEY STEPS OUT. (R)
SWEETHEART SERENADE. (R)
THANK YOUR LUCKY STARS. (R)
THIS IS YOUR ENEMY. (R)
THREE CHEERS FOR THE GIRLS. (R)
TROPICAL SPORTLAND. (R)
TRUCK BUSTERS. (R)
UNITED STATES ARMY BAND. (R)
VAUDEVILLE DAYS. (R)
VOICE THAT THRILLED THE WORLD. (R)
WAGON WHEELS WEST. (R)
WATCH ON THE RHINE. (R)
WOMEN IN SPORTS. (R)
Waterbury Films, Ltd.
SCROOGE.
Wathen-Dunn, Peter.
SCAG.
Weitman (Robert M.) Productions.
THE ANDERSON TAPES.
Welcome Wagon International.
EVERYONE LOVES A BRIDE.
IT'S BABY TIME.
Werrenrath, Reinald, Jr.
NATURE IN THE CITY.
REFLECTIONS IN A POND.
VOWELS AND THEIR SOUNDS.
Westerman, R. C.
ROD RUDSTROM'S VARIATIONS ON THE WESTERMAN
TECHNIQUE.
Western Minerals, Inc.
GRAND CANYON, A SIMULATED FIELD TRIP.
Westinghouse Electric Corp.
ANOTHER CLEAN STORY.
THE EASY EIGHT WAY TO INCREASE DRYER SALES.
A NEW TWIST.
THE STORY BEHIND THE FEATURES.
Weston, John.
HAIL, HERO.
Weston Woods Studios, Inc.
THE COW WHO FELL IN THE CANAL.
NORMAN THE DOORMAN.
ROSIE'S WALK.
THE SELFISH GIANT.
Westward Productions.
HOUSE OF CARDS.
Westward Productions, Inc.
STORY OF A WOMAN.
Wexler Film Productions, Inc.
MODERN OBSTETRICS: POSTPARTUM HEMORRHAGE.
Where's Poppa Co.
WHERE'S POPPA?
White, Lionel.
THE NIGHT OF THE FOLLOWING DAY.
Wild Dog Films.
BOTSWANA, WHERE A RIVER DIES.
Wilde, Oscar.
THE SELFISH GIANT.
Wiley (John) & Sons, Inc.
THE ACCOUNTING MACHINE.
ARTERIAL BLOOD PRESSURE REGULATION.
THE CARD PUNCH.
DNA: BLUEPRINT OF LIFE.
FOURIER SERIES.
GROUND WATER: THE HIDDEN RESERVOIR.
INTRODUCTION TO BIOLOGICAL CONCEPTS.
LEGS: A SYSTEM OF INDIVIDUALIZED INSTRUCTION FOR
NURSING EDUCATION.
MASS SPECTROMETRY.
MICROELECTRODES IN MUSCLE.
MUSCLE SPINDLE.
NUCLEAR MAGNETIC RESONANCE.
POSITION FROM VELOCITY.
REVOLUTION.
VELOCITY FROM POSITION.
Willard Pictures, Inc.
BOATING U.S.A.
Williams, Charles.
DON'T JUST STAND THERE.
Wine Institute.
SCIENCE AND ART OF WINE MAKING.
THE WINE IN YOUR LIFE.
WINE IS FUN.
WINE LAND OF AMERICA.
Winkast Film Productions, Ltd.
A SEVERED HEAD.
Winters, Shirley Jean.
YOU CAN COMPOSE A DANCE.
Wise Owl Club of the National Society for the Prevention of
Blindness.
SEE National Society for the Prevention of Blindness. Wise Owl
Club.
Wolfe, Dan E.
SEE De Wolfe Photography.
Wombat Productions, Inc.
I THINK.
Wonderful Films.
I AM ALSO A YOU.
Woodfall Films, Ltd.
KES.
Woodward, Charles.
THE BOYS IN THE BAND.
Woroner Films, Inc.
THE DISTURBANCE CALL: GENERAL.
SHOOT--DON'T SHOOT.
Wrather Corp.
LASSIE.
Wyeth, Andrew N.
THE STORY OF CAESAR RODNEY.
X
Xanadu Productions.
THE NATIONAL FLOWER OF BROOKLYN.
Y
You Discover, Inc.
YOU DISCOVER SAUDI ARABIA.
Young Horizons, Inc.
ZOO WORLD OF ART.
Young, Jeffrey.
THE STRONGER.
Z
Zouary, Maurice H.
THE REBEL PRIEST.
Zwart, Gerrit C.
CHORDATA.
Zwart, Helen Smith.
CHORDATA.
July-December
1971
WASHINGTON: 1972
Page
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