Friday, November 16, 2012
Friday, September 7, 2012
Longtail Studios: A Great Place To Work
A Great Place To Work from Dale Furutani on Vimeo.
Tuesday, April 3, 2012
Tuesday, March 27, 2012
Career Driven
I’ve been having a really productive week at work so far, and it made me reflect on why I love what I do…
When I was younger, I worked a minimum wage job at a pita shop. I felt, at the time, that my life was decent. I had some good friends, I had a decent apartment, life was stable. That’s all I wanted. I used to tell people I was ok staying where I was for the rest of my life. I’d reached a minimum level of comfort, now all I wanted to do was maintain. My friends and family, rightly, called me on my bullshit. They said it was a cop-out. I was too afraid of failing to even try. So instead I was trying to get comfortable at bare minimum. Thankfully I eventually outgrew that outlook on life.
By the time I was working QA at BioWare I knew I was ready for more. Throughout my time in QA, first at BioWare, then at Longtail, I always sought out more responsibility. Ironically my favourite days were the weeks before sending a game off to Certification. This is the last phase of a game’s development, and for QA it’s the last chance to get every fix in, every bug addressed, etc. And when a bug shows up at the last second, as they tend to do, you pull some late nights getting it sorted out, because if the game fails certification, it doesn’t look great for the QA team. Those late nights were the most rewarding times of my time in QA.Now that I’m in Design I find my job even more rewarding more often. Even the bad days.
At first I wasn’t sure exactly what it was I loved. I figured it was just “I make video games, that’s objectively awesome!” But I knew that wasn’t it. Sometimes games get cancelled, sometimes you work on games that aren’t a game you’d play on your own time, sometimes you have to work a lot of overtime, etc.
Then I figured it must be the creativity. When I was at BioWare, I worked on games I felt were striving to be art. I know a lot of the Designers there, and know they find immense creative satisfaction with their jobs. Even when I was in QA Design there, when my feedback would lead to a design change it was incredibly rewarding to have an impact on something I considered a step forward for gaming. I don’t work on AAA hard-core games anymore though. I’m a Game Designer at a studio that makes casual games. Don’t get me wrong, I think casual games can be fun, high quality and satisfying. But generally speaking they don’t strive to be art. I get to be creative on these projects, but the limitations are often strict. So I was left with the conclusion it wasn’t creative satisfaction that was the main driving force behind the love of my job.
Today I was working with a Programmer on a game mechanic. The number of Designer Variables was intimidatingly high. This meant to get the mechanic feeling right I would have to tune over 30 variables, and each variable could potentially affect the others. This fragility also made iteration much more costly. Instead, the programmer and I spent an hour thinking about what the design of the mechanic asked for, and how it could be accomplished with less complexity. After studying the common relationships between all the variables, and clarifying the design intentions of how the mechanic would work in conjunction with other mechanics in the game, we were able to reduce the number of variables from 36 to 7. This will save us countless hours of iteration work later in the project, and didn’t impact the design negatively at all. Problem solved.And that was the eureka moment. “Problem solved!” This is why I love my job. Every day, every single day, presents a brand new problem to solve. I’ve always sought out mental challenges, things to devote my mental faculties to. Now I get paid to do it.
In my short career I’ve had the pleasure of meeting many people much more experienced than I, some with experience dating back to the “beginning” of the industry itself. And the one thing I’ve been able to gather is that the challenge never fades. Nothing is ever a given. Like most jobs dealing with technology, the advancing tech means new challenges. And Design is a fuzzy, subjective field. Yesterday’s “right” answer, may be “wrong” tomorrow, depending on trends in gaming. And if you’re ahead of the curve, you may even have a part in starting that next trend.
No two days are ever the same. One day you’re trying to implement branching paths in a level, the next you’re learning a new scripting language for the new game engine, another day you’re working with Programmers to find a low-cost solution to a Design request, then the day after that you’re working with the Art Department trying to decide how to convey danger zones in the level. And the answers are never the same.
The younger me, the kid working at a pita shop, was afraid of change. Afraid to try in case he failed. He preferred a safe routine. Thankfully eventually change did come. Now every day brings a new challenge, new limitations, and new solutions. Every day I get to apply my mind to a new puzzle. I get to work with intelligent, creative, passionate problem solvers. I get to watch something eventually rise from nothing. I get to have a growing body of work, evidence of countless problems solved.
That’s why I love my job.
New Room
Rearranged my room a bit to make room for a new dresser, and bought a moon chair for 20$! Best purchase ever, so comfy!
The Return
One of the mains reasons I slowed to a halt in writing these entries was that I've become rather career driven, so much of what is going on in my life is related to my career. But the nature of what I work on, the fact that this blog can come up as one of the first sites when my workplace is googled, and the fact that the people I work with may read this site means I have to censor myself more than I like.
That being said, I still like getting my thoughts down in writing, and like the feedback I sometimes get from readers. So while I can't write the vast majority of specifics, I can still write my more conceptual thoughts here, and the more trivial stuff as well, as well as pics and the like. So you should start seeing semi-regular updates again!
Friday, January 13, 2012
Thursday, January 12, 2012
Friday, December 16, 2011
Thursday, December 15, 2011
The Motion Capture Suit
Had to do some motion-capture at work today. That suit is worth a lot of money!
Wednesday, November 30, 2011
Free Copy!
Got my free copy of Motion Sports Adrenaline, my first game as a Designer! It's a Kinect title, and I don't own a Kinect yet, so it'll be a bit till I can play it, but when I visit Winnipeg next month for Xmas my friends have one so I'll get to have some beers with old friends and play a game I made with them! Can't wait!
Tuesday, November 8, 2011
Playlist - Life Fantastic: Part I
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| Check out that sexy clip art! |
First of a 2 part playlist! Enjoy!
- Jon Hopkins - The Wider Sun
- We Are Augustines - Chapel Song
- Coldplay - Paradise
- Florence & The Machine - Shake It Out
- Pain of Salvation - To The Shoreline
- Minus The Bear - My Time
- Active Child - See Thru Eyes
- Metric - Hustle Rose
- Blink 182 - Ghost On The Dance Floor
- Coldplay - Hurts Like Heaven
- Florence & The Machine - Heartlines
- M83 - Midnight City
- Active Child - High Priestess
- M83 - Soon, My Friend
- The Mountain Goats - The House That Dripped Blood
- Pain of Salvation - 1979
- Pain of Salvation - Healing Now
- Wilco - Art of Almost
- Man Man - Life Fantastic
- VHS or BETA - Eyes
- Penguin Prison - Someone Got Everything
- Coldplay - Every Teardrop Is A Waterfall
- Florence & The Machine - No Light, No Light
- Low - Especially Me
- Woodkid - Someone Like You (Adele Cover)
Sunday, November 6, 2011
My First Two Retail Levels
Thursday, October 27, 2011
Motion Sports Adrenaline - Launch Trailer
Find Kylen!
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| Kylen Groeneveld |
Foggy Morning in Halifax
Wednesday, October 26, 2011
Trip Home
Recently, well like a month ago, I took a trip to Winnipeg. It was my vacation time between projects, and a way for me to celebrate getting the Designer promotion. It was a great trip and just what I needed. My first night I went straight to the lake with my bro and his girlfriend and we met up with my Mom and uncle. My brother picked me up from the airport and we drove out. It was a good chance to catch up with him. I’d kinda dropped the ball on keeping in touch with him the past few years but we’ve both been making more of an effort to keep up with one another lately.
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| Quad! |
I caught up with friends as usual. Had many late night conversations with Brett. Tim was back in town so hung out with him. Finally caught up with Andi, hadn’t seen her in years! She’s a really busy person, and life got a little crazy for her, so I don’t hold it against her, just glad to see her again. We even ran into Lauren, who I haven’t seen since my first visit back from Edmonton, back in 2008/09. Had our traditional brunch with Ashley, went clothing shopping with Kristina, caught up with Nikki and Scott and their adorable daughter Zola! Nancy bought me lunch for my Birthday too!
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| Old Friends |
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| Traditional brunch! |
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| KD Photobooth at the Apple store |
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| Nancy bought my lunch for my Bday! |
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| Italian sodas with Nikki |
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| Planet Of The Apes with Dad, Step-Mom, Bro and his GF |
I had a bunch of video of the trip, but sadly my phone glitched out and I had to restore it to factory default and lost all the video… If only iOS5 had been out, it would have been backed up to iCloud. This glitch happened THE NIGHT BEFORE iOS5 came out! Grrrr.
It was a great visit, and a good recharge after a long Crunch at work. I’m already looking forward to my visit for Xmas!










