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| | vancouver, bc | ] |
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| | thoughtful | ] |
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| | Pillow Book Soundtrack "Offerings to the Savior Gompo" | ] |
Questions from Noe: 1. What is it like being in the game industry? First and foremost it’s a gig. And even better, a gig that relates to my education and interests. My first boss used to cut me off me mid-rant and say, “Y’know, this is a lot better than hauling rocks around. Trust me. I’ve done it.” He’d say this, lift his chin sagely, and stare off somewhere for a beat. And that little reality check would work. I’d stop, forget about all the seemingly endless details that would have me stewing or stressed; I’d step back, feel a grin form, sometimes quicker than others, and nod agreement, even if occasionally somewhat resigned. Back then, almost 10 years ago, I worked as a production artist building, painting, writing, or designing whatever needed to be done on the day. During the five years I spent at Dynamix, a development studio owned by Sierra in Eugene, Oregon, I survived the tumultuous pace and arduous conditions of the job, thereby experiencing a lot of the worst aspects of the business of making big league AAA video games, PC games anyway. Eighty hour weeks, mediocre pay with diminutive annual raises, several rounds of nasty & demoralizing layoffs, shoddy and erratic management, until finally Dynamix (more on Dynamix here http://en.wikipedia.org/wiki/Dynamix) as a whole got the pink slip in 2001 when Sierra shut the studio down. I left vowing to never work in games again. I moved to Vancouver, Canada and enrolled in a one year film school, had a blast, finished and realized I’d need a gig again to pay off the massive debt that one year school had been. And, what a surprise, of all the places and occupations I considered, games were the thing that most appealed to me as an immediate vocational choice. Reminds me of that old film line, “Just when I thought I was out, they pulled me back in!” Except I approached them, and did so on my terms. For example, I did not want to again be a production artist, more specifically, did not again want to feel pigeon holed or unable to affect my own professional destiny. Subsequently, my experience working in the industry now is, though related, vastly different from working in it then. Sure, there will always be reasons for stress or exhaustion, yet the validation I get now from my co-workers and projects, and from my contribution to same, far outweighs anything I might think of to bemoan. That probably seems like a long and round about way to answer. The short version would be to say that I find I thrive in a gig that challenges me creatively, technically, and where I’m afforded great opportunities to learn, home my skills, and people to exchange notion and knowledge with. I like a job that has a lot of social interaction, where people are all brilliant in their own ways, and every day has some degree of new adventure infused into it. Although similar, no two game companies are the same. Each has its own culture, which can be a very good or very bad thing. Some folks really enjoy a stifled, micromanaged, pigeon holed, assembly line, abandon hope all ye who enter here kind of environment. I prefer a culture that’s as minimally corporate to the point where it is still professional and respectful of each and everyone involved. I don’t like sweatshops, having worked in one, though I have friends that do, kinds of people easily put off by the kinds of dynamic changes or adaptation or proactive mutation I find I quite enjoy. A few of my friends like the high pressure areas because the money is better, or the city culture denser, like LA or San Francisco. I grew up in the country, and prefer being close to water and woods, so Vancouver suits my green soul more, even tough perhaps the projects are a bit less adrenaline laden, the wages a bit less wallet warming. As a level designer, I’m merging my background as an artist, my interests in game mechanics and spatial compositions, my educational background in iconography, communication, story telling, social interactions, and architecture. I hope to make my own games someday; for now I help make other people’s games better. I would also like to do a lot of other things, and eventually those things may pull me away from games, away from corporate dealings and the aspects of production and marketing and sales I’m less fond of. C’est la vie. For now, game design is my gig, and I like what I do. 2. What are some of the things or pieces of advice you could tell somebody who wants to get into the business? Diversify your foundational knowledge and skills as much as you can that you might better step comfortably outside the proverbial box. Art, literature, culture foreign and domestic, economics, history, film, theater, sports, science, etc. Anything and everything can add to the mix, and I’m always shocked when some obscure bit of info stuck away in my noggin ends up being the very thing that inspires a solution or alternative to a problem that’d seemed otherwise intellectually insurmountable. Certainly you should be up to speed with contemporary video game contexts and precedents; however, games also perpetually try to push into or exploit new areas, new genres, new affectations, or at least, new and viable target markets. Corporate game production is ultimately held accountable to or hog-tied by a fiscal bottom line. Make no mistake, video game production is big business and working for a developer or publisher is always affected, if not utterly governed, by money types. Understanding how business works would be a huge help for you as well, as you’d then understand about market, net vs. gross, sell in vs. sell through, distribution, market windows, OEM packages, etc. Most importantly, though, you’d understand how a schedule breaks down into man hours versus milestone or deliverable dates, and that man-hours boil down to dollars. Time management is a huge aspect of game development because despite all the creativity and determination, eventually time versus money versus resources informs, if not blatantly decides, the issues or features or choices leads and managers and developers and publishers must make about a project or product. Other advice? Networking is good, always helps to maintain healthy dialogues with other game makers, as well as people in related industries like film to TV or animation or any of the humanities. Not even so much for getting a gig as for being in the know on all fronts when presenting yourself. Not to be confused with being a know it all, as another huge tip is to always maintain a degree of collected humility and cultivated warmth when dealing with anyone in the industry, at least until you know them well enough to act otherwise. Games attract a lot of strong personality types, which can be both good and bad, or at least, lead to lots of social awkwardness if anyone comes on too strong, or inversely, to passively. Being proactive is always a good thing; being assertive can be good when cleverly or appropriately applied. Being humble, patient, a good listener, and diligent will get you everywhere. Remembering what people do, what their skills are, essential. Remembering their names, a bonus. Remembering their handles if they play on line, you’re set! Another thing is to understand that while the gig can require long hours and obviously commitment and dedication, the perception that you have to pound long hours to be making great games is an utter fallacy. Long hours really is a testament to poor planning, scheduling, and scoping practices. Long hours will happen, and often near big, important dates that can’t be slipped or missed, sure. However, good time management, solid risk assessment, aggressive scoping, and maintaining an accurate sense of where everyone else is at with their own work towards meeting their commitments, as well as how their work can affect your work now or down the line, all that is essential for maintaining productivity, sanity, and to reduce stress. Sure, games can be stressful, can be very stressful, and for sure, all those strong personalities, full of passion and ego and the rest, can get pretty hostile sometimes. Know when to step back, breath, and regain your objectivity. Learn how to pick your battles, how and when to compromise, and how to empower both yourself and the people around you. Classic and universal truths really. Listen before you speak, consider the fuller implications of any commitment or decision, treat folks with respect, even if they slag or impede you constantly. There is most definitely a game within making a game, if not several. 3. Is there any certain type of muse you like to use to think of a new idea for a game? I think I’m prone to spot systems in pretty much anything, patterns at least, and that leads to constant ideas or notions for gameplay applications thereafter. I carry a small digital camera around with me everywhere in case something catches my eye when I’m out about town. I also send messages to myself on my cell phone when ideas or thoughts pop into my head. I draw inspiration from friends, co-workers, things I like or more often dislike in the games I play, films I watch, things I read, sites I see. I leave the news on a lot when I’m puttering around the crib, white noise mostly, though some knowledge seeps in and sticks, I’m sure. I listen to a wide variety of music; and adore all sorts of geeky pursuits like painterly comics, designer toys, goofy t-shirts, big shoes, etc. though mostly I just like to hike around and browse this kind of stuff, rather than collect anything as I might have when I was a lot younger. I have a deep seated distrust of mainstream culture, by the time something hits mainstream seems like all the sharp edges have been worn off, the sharp bit blunted by too many invested interests. So to that point, I get a kick out of anything clever, fresh, or new from any medium. Inversely, though, when something truly majestic happens, regardless of means of origin, I pay attention. I won’t limit myself or occlude anything without at least having a peek to decide for myself if there is anything to learn from it. Inspiration can come from anywhere, anything. A mood, a gut feeling, an urge to make something better, or not to repeat a mistake, or as easily be something non sequitur, like seeing nuns and having an epiphany on how to make the best trucker game ever. So far though I’ve only addressed saturation as a muse. Processing what explodes, or doesn’t, upon your senses is equally important. Coders often take up hobbies that allow them to process their impressions, congeal them into thoughts, or simply to mull through existing problems that they might arrive upon some brilliant, or at least practical and feasible, solution. Hobbies like hiking, sports, playing mind numbing games laden with repetition or games heavy on twitch reflexes rather than mental exertion. I’ve known a few coders, though, that try to engage hobbies that exercise the other sides of their brains, like painting or writing or meditation. Guess all these hobbies are forms of meditation, means to process information and notions and impressions into practical product of some sort. So in short, there is inspiration, and that can come from anywhere. Then there is what you do with it, and that is what truly matters. 4. How hard do you have to work to get recognized by game industry professionals? What about the amount of work when you're in the industry? Think I’m still working to be recognized. If you mean towards getting a job, initially the job pretty much fell in my lap. Well, not exactly. I wanted more out of college than I was getting, so I set up some independent studies classes with the dean of the art college, where I had enrolled for visual design. My work learning PhotoShop for digital illustration must’ve impressed him, he referred me to his buddy, the cat that I mentioned often compared working in games to hauling rocks for professional perspective. I got an email, arranged for an interview, not knowing how to represent myself and of course over compensating like mad. I had a huge portfolio of illustrations, a deck of tarot cards I’d made for one of my studio classes. So much stuff, wearing an ugly as genocide tie and a tweed sport coat clearly three sizes to big for me. I get there, trying as best I could not to sweat, a bit slack jawed to be inside a game studio, let alone about to interview for a gig that would mean I’d get paid to make art. The interview lasted less than 5 minutes. I walked in, shook hands with that huge Texan, sat down wondering what to do with my portfolio and such. Do I thrust it at him? I didn’t know the protocol at all. He sat down across the desk and asked what my favorite film was. I replied, “Blade Runner.” He raised one bushy eyebrow and asked why. “Immersion,” I said, trying to impress him with one of the words I’d learned just a week earlier in a functional design mid-term jury. He laughed and asked if I could start work the following Monday. I said sure, of course, then remembered I was still in school. Fortunately the studio and the campus were adjacent. He said they’d work around my class schedule, and I finished my BFA while working there some sixty to eighty hours a week. Sleep became the most precious commodity in the universe during those years, for sure. Because the projects were mismanaged nightmares, the dates insane, and all in all, because I loved every bit of it, though I’d be resonate to do that kind of mad schedule ever again. He did eventually look at my portfolio, though at that point to see which team he’d end up sending me too. Years later I learned that I’d been offered the gig to work on a fishing game, something I hadn’t even thought to ask about at the time, too happy about getting the a gig, I guess. After seeing my goofy robots and amateur photoshop cyborg atrocities, he changed his mind and set me up doing textures for Starsiege. Giant robots, on-line multiplayer; what could be a more fantastic first gig than that for a kid still in college obsessed with toys, monsters, and robots? Since then I’ve interviewed a lot of places, there is always a chance of changing studios after you ship a project, or become disinvested with a troubled one. Having a website portfolio definitely helps, I’ve still never had to show a portfolio to anyone in person, although I might were I a concept artist or animator. No, really, what matters is what projects you’ve done, who you know, and how well you’ll fit into the culture at a given studio. Some productions want people who know a specific program or style right off the bat, others will be willing to train a person on new tools if they think the person’s core skills and personality are a perfect fit. Never lie about knowing things you don’t, and frankly, downplay what you do know about what you do when you can, what I call the Scotty Factor, which is intended to both manage expectations while also affording you opportunity to look like a hero if you come in ahead of schedule, and not look like an ass for not getting something done on time should you run into trouble with it. 5. What were you doing before going into the game business? How did you lead into it? Did a lot of things, but really glad I decided to move to the west coast and return to school, finish my degree, as that dovetailed so well into what has become my career. Still seems strange to even say that, that this is my career. Someday I figure I’ll move on to something else, like retire and write goofy books at teach at some little coastal college or something. Right now I’m just glad to be continually challenged and inspired, a very wonderful thing indeed. 6. What software programs do you use daily in your job? - Word for documentation
- Excel for planning and tracking assets, in game for the Text Bible that is used for on screen display of text and subsequently for localization
- Edit Plus for script editing
- Microsoft Visual C++ for making builds and getting debug info
- Maya 7 for gray blocking and for placing in gameplay items like triggers, spawn points, paths, props, etc.
- Perforce to submit, check in and check out assets to work on for the overall game, a big database sort of library program if you haven’t heard of it.
- Wiki
- PhotoShop 5.5 and CS for the 2D art stuff
- ACDSee
- The usual gambit of proprietary software and plug ins
- IE & Firefox
- iTunes, Divx, BSPlayer, etc.
- And never underestimate the power of the analog side: paper, post-its, pencils and pens, staples, sucktion darts, legos, play-doh. Essentially anything it takes to work through an idea, de- / construct a plan, or communicate an idea or point short of a brick. Or including, depending on your personal preferences.
7. Have you or do you attend regularly any gaming conventions (popular or not) such as E3 or Stretegicon? Does attending them help you connect with the gaming community and what they want to play? I’ve always been a fan of the San Diego Comicon myself, tho probably because games have such a minute presence there, though has been growing. Work has sent me to that a couple times on the well argued rational that the attendees represent a common audience with the cats that play games. Since I am inspired by the flotsam and jetsam of popular (and unpopular) culture, hitting that convention is like a super-soaker dose of geek all under one roof. So this is the one I’d recommend for learning what your audience wants to play, this one and PAX in Seattle by those cats from Penny Arcade. I’ve been sent to E3 to man the closed curtain demo booth for Scarface, found the whole event to be pretty much a marketing thing, lotta noise and parties, a little networking, but didn’t feel to sad when the event folded. Would like to go to PAX, but have yet to make it. GDC has some awesome stuff, and excellent networking opportunities, and some great lectures long as you’re careful which ones you pick, lotta worthless ones too. Siggraph is supposed to be awesome for tech specific seminars, but haven’t been. 8. Have you ever considered not going into the game business for fear of disliking games in the future? Or has it helped you further your love for games? Not really. For every genre or game type worn stale through working in it, I’ve been exposed to several others I’d probably not have really ventured to try out if left on my own. Or might’ve, hard to say, since I have kind of a gamer ADD. Good question. Yeah, I probably do play a lot more games than I might other wise, or at least sample more. The flip side of that is that I have a low tolerance for badly made or implemented games, and get distracted by flaws, bugs, bad balance, or inversely anything technically clever or mechanically insightful. Working in games has definitely made it nearly impossible to get completely immersed in a game, true enough. There’s always a part of my brain analyzing the game from a developer’s perspective. 9. Is it important to make networking connections to get a job as it is building the perfect portfolio for the job? Having solid foundation skills and sensibilities is essential. Making network connections, in person or via professional forums or through academic channels is extremely worthwhile, long as the rapport you build is mutually interesting, invested, and beneficial. Social butterflies do well with marketing or sales type jobs were you sell a product through selling yourself. Production type positions look more at your abilities technically, then as a potential contributor to the development culture, and referral definitely helps make either or both of those considerations appear more valid. There is an adage in the industry that it’s more about who you know than what you do. Sort of tongue in cheek, though, because while referrals definitely can open more doors for interviews and the like, getting hired is something else entirely, and is based on the individual versus the ultimately subjective assessments of however many people you have the fine privilege of getting grilled by on the day. And I don’t believe there really is a “perfect portfolio”. A dynamic, clean, efficient and accurately, fully representative website usually does the trick (again except for concept and animation, they need on the day books as well). Coders and Designers might have to do a test before hand or on the day to check style and skills, so portfolio doesn’t matter as much there. An “on the day” or just “day” book is a portfolio, except streamlined. Simply a thin three ring binder with those plastic pages inside that hold standard paper is enough, both sturdy and easy to deal with. You can drop in about 20 to 40 pages of drawings or art, and demonstrate a range of skills from published work to personal. Avoid clichés except to demonstrate standard competencies. For example, for an artist places like ILM and LucasArts want to see life drawing samples in addition to anything else, and a page of compiled sketches would work. For Designers and Writers, places might want to see writing samples, or mission scripts, while for a level designer, they might want to see maps and play through flow charts. It’s obviously contextual to who you’re going to interview with and what the job is, but a Day Book should be a best of best sample of work in a streamlined, non-ornate format, a garnish subset of your website or myspace or blog site, where the true breadth of your skills can bask for anyone wanting to know more to see. For online representation, often best to have 2 sites, one for personal stuff your pals and such see, and one that is lean and mean for prospective employers to see. A casual site is great for networking. A clean, easy to navigate, clearly labeled, all the work is solid gold kind of site is perfect for those first contact occasions where you’re contacting employers, or they you. My site, for example, is a hybrid; but I have several other outlets for more personal or potentially controversial material, like a blog for rants or photo blog for shots of pubs and pals. On that note, be sure to Google yourself, because trust me, any prospective employer most likely will. 10. Do you regular check up on discussion boards and internet forums over games and the reviews/opinions people give them? I’ll just list the regular staples of my game related web diet: · http://www.metacritic.com/games/ for reviews · http://www.penny-arcade.com/ for ire, although maybe only a couple times a month · http://www.gamasutra.com/ the pinnacle resource and loaded with wonderful goodness like post-mortems, a robust job list, biz news, etc. More substance, less hype is always a bonus in my book. · http://www.msxbox-world.com/forums/index.php just discovered this one when looking for Crackdown maps, like the forums, though very unlikely I’d ever post anything · http://live.xbox.com/en-CA/profile/profile.aspx?pp=0&GamerTag=emonxie because I’m working on the 360 achievements for my current project, and in general like most of the live system a lot Depending on your particular interests or discipline, there are lots of solid forum sites. Just again remember that you never know who you’re talking too, and maintain a solid, respectful presence. People remember who flamed them long after they’ve forgotten who said something nice. And some idiot spouting nonsense might be a kid from a juvenile hall somewhere, or might well be a senior coder for one of the big three, you just can never tell. Well, sometimes you can tell, but generally, just an open question. Nothing like finding out the person you’re about to work for is the same person who’s insipid kitten photo you’d mocked derisively on www.stuffonmycat.com or whatever. Ouch. There are some great blogs out there as well, you’ll see posts linking to them from Penny Arcade and Gamasutra regularly, just remember to take anything you read with a grain of salt, since everyone, including me, is speaking from their own perspective, and sometimes those perspectives can be a bit, well, suspect. Hopefully not mine, but you know what I mean. |