Friday, September 7, 2012
Longtail Studios: A Great Place To Work
A Great Place To Work from Dale Furutani on Vimeo.
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.
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!
Thursday, January 12, 2012
Sunday, November 6, 2011
My First Two Retail Levels
Thursday, October 27, 2011
Motion Sports Adrenaline - Launch Trailer
Sunday, October 2, 2011
By Design
This month a lifelong dream of mine came true. After years of hard work and dedication, two moves taking me across most of Canada, countless hardships but also great memories, overcoming many self-doubts along the way, I was officially promoted to Game Designer. Accomplishing something you've wanted your whole life makes you take stock of everything that led up to it...
I wish I could say I remember the very first time I played a video game. I find it hard to picture any version of myself having difficulty understanding controls, not intrinsically knowing to go right in a side-scroller, knowing falling off the screen usually means death or that enemies are almost always killed by jumping on them. But I imagine it must have been the case. I do remember the era I got into gaming though. I was exposed to it through my cousins, Bill and Rick. Bill was especially into gaming. I remember we'd go over and play Mario 1 & 2 for a while, and then our moms would play some NES spelling game together. I even have a memory of going over to their place the night Mario 3 came out for the NES. We were all so excited. I remember finding a secret in level 3 and being so proud. It wasn't long after that I got my own NES for Xmas.
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From then on I was hooked. And even from an early age I loved the idea of being able to design levels for the games I loved. I'd see the game's levels and get ideas of my own I wanted to implement, but obviously this wasn't possible to an 8 year old kid in a time before internet offered all kinds of hacky solutions. So instead I started drawing elaborate Mario levels in pencil in giant note pads. I'd have entire games drawn, split into worlds and sub-levels. Whenever my friend Tim would spend the night my Mom would drive to pick him up, and as soon as he got in the car I'd hand him the notepad and he's start playing through my "levels" right there.
As I grew up some games started coming out with level editors. I remember finding an old NES game with Mario in it called Wrecking Crew, and I used to make levels for my brother to play. Then I found a PC game called Jetpack, and again designed levels for Tim and my brother to play. It was shareware and only let you save one custom level at a time unless you bought it, but I quickly learned I could move the level files to a backup folder and just put whatever level I wanted to play/work on in the proper folder with the right filename.
When I was entering my teen years Duke Nukem 3D came out for pc. And with it came the Build engine. This was before the days of youtube training videos and online guides, the internet was still in its infancy. But somehow I managed to teach myself the Build engine through trial and error. I must have designed dozens of levels for that game. By then Tim lived in Saskatchewan so once I'd finish a level we'd play it over the modem. At first it was all deathmatch levels, but I started to find coop levels with NPC enemies really fun to build.
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Eventually I decided to design an entire Duke Nukem 3D campaign. 12 maps that could be played either single player or coop with an over-arching story/theme etc. It took 6 months but when I was done I played it with Tim and we had a blast. I then submitted it online to several Duke Nukem 3D custom maps communities. It quickly became one of the highest rated campaigns.
For a few years after that my level design hobby, and even gaming in general, took a back seat to teenage drama, girls, drugs, booze and music. This lifestyle left me lost and directionless. I was getting older and had no idea what to do with myself. I knew I wanted to make something of myself, but I was also afraid of failure. I tried once or twice to get back into Level Design as a hobby, but the tech had come so far I felt left behind and gave up. For a while I tried to convince myself I was happy where I was, but it was a lie anyone could see through. Then I found joy in photography and for a while tried to make a career out of that. As I was beginning to see success I quickly realized I preferred it as a hobby. Still, my sense of adventure and ambition was growing, with nothing in sight to spend it on.
I still didn't know what I wanted out of life, but I knew I wanted much, much more than I was getting out of it at the time. I was in my early 20's now and hadn't made much tangible progress since I was a teenager. I decided to take an epic road trip to try to find myself, and get some answers to these questions. I went by myself, something that terrified me. I'd been a pretty sheltered, dependent person my whole life so to do something this big by myself was scary. And that was the point.
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The road trip was a huge success, though I didn't realize it immediately. When I got back I knew I'd grown, changed in some fundamental way. I just couldn't quite define it yet. But as the months went on I realized how claustrophobic I was feeling in Winnipeg. I didn't fit in my old life anymore, and needed to get out. I decided to move to Edmonton, for a change of scenery and a new experience. I made some calls and my cousin Bill, who now lived in Edmonton, said I could stay with him. This was the same cousin who'd let me come over and play his NES when we were kids, and now he was living in Edmonton working in the video game industry for a studio named BioWare. He then told me he could probably get me an interview for a term tester position. I still didn't quite know what I was looking for in life, or what exactly I had to offer, so I didn't recognize the opportunity I was being presented, it just sounded like a cool job for a few months.
I had a going away party with all my friends, had a dinner with my extended family, and prepared to leave. At the time I assumed it would only be for a few months, but that would still be the longest I'd ever been away for. When the night of my departure came, I packed as much of my belongings that would fit into my car and headed off. I'll never forget that moment, walking down to my car with my friends, hugging them all goodbye as I got into my car, fighting back tears. And as I drove off I watched them waving at me in the rearview mirror. I think on some level I knew I'd never be coming back... One of the hardest, most emotional moments of my life.
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I arrived in Edmonton and got settled in, and started at BioWare. Within a few weeks of working there I started to suspect this was what I was meant to be doing, and that I wanted to make a career out of it. The first game I worked on was Dragon Age: Origins and I knew it was one I'd be proud of the rest of my life.
At the time I figured QA was good enough. I'd gotten this far, and I shouldn't get "greedy". I knew I wanted to be a Designer, but even after everything I'd been through recently and all the growing I'd done I still wasn't ready to believe in myself that much yet. And maybe I was right not to, I had a lot to learn. I had no idea how office politics worked, how industry in general worked, let alone this industry. But I didn't believe I ever would, and that was a mistake, but one I would soon begin to remedy.
After a few months I knew this was something I had to do, and made the hard to decision that I would not be moving back home to Winnipeg. I fought hard for a contract extension and then immediately set my goals to taking on more responsibility to prove myself for an eventual permanent full-time QA position. By constantly volunteering for extra tasks, and making it known I was interested in QA Design (where your feedback is more about design elements than technical glitches) I was eventually moved to the PRC team. PRC stands for Post-Release Content. In this case I would now be working on Dragon Age: Awakening, an expansion pack for the original Dragon Age. My role was now QA Design, and once the acting QA Lead moved on to another position I took on a lot her responsibilities, and was essentially doing the job of a full timer. I was giving design feedback that was incorporated into the game, running my own meetings, training and assigned new QA Term Testers, etc. I loved the new responsibility and the professional growth it afforded, and I really loved getting to give Design feedback. I still wasn't quite ready to see what should have been obvious though, that what I really wanted was to be a Designer.
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I was told several times they were looking to get me a full-time position, but honestly, BioWare was somewhat bloated, and the economy was in tough times. EA instituted a hiring freeze, and I knew things were going to be tough. That meant for me to get hired, someone else had to be let go. I just kept on working hard knowing sooner or later, in some way or another, it'd pay off. But then I also found out an EA policy stated that anyone on contract couldn't stay on contract for more than 1 year without 3 months off in between. It was a policy instated to prevent the abuse of contract workers... As Dragon Age Awakening was finishing up, so was I. I'd managed to get my contract extended 3 months past my 1 year mark, the only term who managed to do so, but even then, my time came and I was let go for 3 months, though I was promised I'd have a job waiting for me once those 3 months passed.
I decided to go on EI for those 3 months since I knew I'd have a job waiting for me in 3 months, and looked at this as an opportunity. I decided to spend my 3 months off learning the Unreal Engine. As I mentioned, I'd tried it a few times before, but this time my cousin pointed me to some excellent free training videos (3DBuzz). I forced myself to follow a strict routine of waking up by 10:00 AM, and spending most of the day learning the engine. Within 2 months I was designing professional grade levels, and documenting my progress on Facebook, my blog, and other mediums, and got feedback from many people at BioWare.
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When I returned to BioWare after my 3 months off I was put on the Content Team of Dragon Age 2. I had several people comment that they'd been following my Unreal Engine progress and were quite impressed at how quickly I picked it up, and the initiative to do so during my 3 months off. Chad moved out to work at BioWare as a term tester like I head, hoping to get into the Art Department, and life was going great.
Then, within a few months into my second contract another EA mandate reared its ugly head. I, along with all the other QA Terms I'd been hired with now on their second terms, found out EA had a strict mandate that states no contract workers could be used more than twice on contract. Again, a rule in place to try to prevent the exploitation of contract workers. The idea was that if they were good enough to use twice, they should be hired. Of course the hiring freeze was also still in effect... So things weren't looking good. But then 3 QA positions within BioWare opened up. Two in Edmonton and one in Montreal. I of course applied for all three.
The application process was pretty intense, mainly because so many people were applying. I have to imagine close to a hundred people applied for the positions across all of BioWare's studios. They made a short list of candidates after taking a preliminary test. I was ecstatic to learn I'd made it to the short list for two of the three positions, the only person to do so. The positions I was considered for was either the Edmonton Dragon Age position, or the Montreal Mass Effect 2 position.
Around this time I was also contacted by an old work acquaintance about a job possibility as a QA Lead at a smaller studio in Halifax called Longtail Studios. While my goal was to get one of the BioWare positions, I wasn't about to turn down opportunity in an industry that presents it so rarely.
When the results came back from the BioWare hiring committee I hadn't been selected for either position. I was told it'd been a very close call on both counts, but that didn't change the fact. My options then were to either stay at BioWare as a term tester hoping for another position to open up, which I knew was incredibly unlikely, or pursue the Longtail Studios offer. I obviously did the latter. And after being flown out for an interview, seeing the studio and the city, the idea started to grow on me. It admittedly felt like a consolation prize at the time, but a consolation prize was more than many of my fellow term testers at BioWare were getting, so I couldn't pity myself too much. By then I was just beginning to believe MAYBE I had what it took to get into Design. During my interview with Longtail I was asked what my long-term goals would be and I said eventually I'd like to try my hand at Design (I also said maybe Production, which I think I could be good at but would probably find much less rewarding personally, though certainly not financially).
Once I got the call telling me I was accepted, it was a whirlwind of change. My start date was in 2 weeks... I gave me notice to BioWare, started packing and making moving arrangements with Longtail (they paid for moving expenses), and getting everything in order.
I decided to stay in Winnipeg for a week before moving on to Halifax, so I left Edmonton early. After a nightmare fiasco with the movers, Chad and said our goodbyes and I drove off, leaving Edmonton behind me. This time I knew I'd probably never be back, and it was heart breaking, no easier than leaving Winnipeg. I'd grown so much in Edmonton. When I'd arrived I had no idea what I was looking for, or really even who I was. Now I was leaving with a clear vision of myself and my goals. Edmonton will forever be the city I found myself in, and I miss it to this day.
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After a great week in Winnipeg it was off to Halifax. I won't lie, I was terrified. This was even scarier than moving to Edmonton. This time I had no one I knew in the city to make me feel at home or show me around, and it wasn't for some low responsibility entry level job, this was a full-time salary position with some high expectations. I was nervous! The city felt much different than the prairie cities I was used to. In fact working on a peninsula meant driving really didn't make sense, so I was forced to start taking the bus and eventually sell my car. But as the months went on I began to realize I was not only capable at my job, but that it was really beginning to foster confidence in myself. I'd implemented and rolled out a new bug database for the studio, handled relations with our off-site QA team in India, interviewed and hired new QA Term Testers, begun researching and implement ion new Agile Scrum software for sprint planning, and more. And I was getting great feedback.
After my first project with Longtail Studios shipped, a PS3 Move dancing game Dance On Broadway, we had a wrap party. During this party it was made clear to me by some higher-ups that I was definitely being eyed for Design after I'd volunteered to help the Design Department a few times in my down time. I was excited, but also nervous. After all these years and successes, I was still afraid I'd fail when it came to what really mattered, my lifelong dream of being a Game Designer. But I didn't let it show, and expressed full enthusiasm for the chance.
I was put in the Design Department for our next project, the one I'm on now, an extreme sports game for Xbox Kinect and PS3 Move, Motion Sports Adrenaline. I was eventually made the Acting Level Designer on the Extreme Ski tracks. I spent the past five to six months designing some awesome tracks I can't wait for people to play. All this was in a Junior position however. My title within Longtail was still officially QA Lead, and I was still making QA Lead salary. I helped hire and train more QA to replace me in my absence, but for the most part I was no longer in QA. But this was an amazing opportunity to learn what exactly being a Game Designer meant, and to then prove that I had what it took, not just to the studio but to myself.
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Our acting Lead Designer, Nick, mentored me, and I owe so much to him for doing so. He really took a chance for me, and I think saw something in me before I fully saw it in myself. As the project was coming to a close it was time for my probation review. I don't want to get into specifics, but it was very positive. I was told I'd done great work, given advice and direction on how to continue to grow as a Designer, a never-ending process, and then, at long last, officially promoted. The kid who drew Mario levels in notepads, hacked Shareware games to make levels, and taught himself 2 game engines to design levels, was now officially a Game Designer. Three years climbing within the industry paying off. The countless pitfalls, self-doubts and legitimate reasons to quit along the way weren't enough to keep me from achieving this.
Not many people get to say they grew up to do the thing they always wanted to. Not many people can say they truly love going in to work in the morning. I don't know many people who wouldn't love to get paid to be creative. And even though I worked my ass off to get here, and made countless sacrifices along the way, I still feel incredibly lucky.

Updating my LinkedIN profile I realized I think this is the first time I finally feel like I "made it". I have a well-respected job-title in the industry I love, the work is extremely rewarding, and I get paid a handsome salary that I can live quite comfortably at. This is the first time I don't feel like I'm just trying to get in, to prove myself. For the first time I truly feel like I'm in, I'm here. It's also the first time I've ever really felt like a grown up, a man. A man covered in tattoos who makes video games for a living...
Sometimes I wish I could go back and tell previous versions of myself it was all leading here. I could tell the kid who thought of Level Design as a hobby that someday he'd get paid to do it, the teen who was anti-establishment that he'd some day work at one of the few industries that accepts you for who you are. Or maybe I wouldn't tell them at all. because all that uncertainty and confusion is what drove me to search for more out of life. It's what led me here.
I turn 28 this week and I'm a Game Designer. This entry was written on a plane on my way to Winnipeg for a vacation. Returning to where it all started. To recharge between projects, and celebrate with friends and family. And when I get back to Halifax, I will begin a new chapter. One that starts with me as a Game Designer, and takes me to new places, presents new challenges, and new adventures. I have plans for my career, and it's only just now beginning.
Monday, September 12, 2011
Halifax: Year 1 Video
Just a collection of videos I’ve taken over the past year in Halifax with my phone.
Sunday, September 11, 2011
Winnipeg Trip
Sorry for the lack of entries, I’m still alive. In fact I have a vacation coming up! On Saturday I’m flying to Winnipeg for a week! Will be good to see friends and family and unwind a bit after the crazy hours I’d been putting in on the last project. It’s also to celebrate some good news, though I can’t quite announce it yet, but soon.
I plan on going to the lake with family on this trip. Haven’t been to my Mom’s lake in years, and last time I was at my Dad’s lot was the week I spent in Winnipeg before I moved to Halifax! It’ll also be nice to be in my hometown for my Birthday, first time since I moved back in 2008! Can’t wait!
Monday, August 29, 2011
One Year At Longtail Studios
I remember stepping out of the Halifax Airport with my luggage. I remember it being a foggy night in a city I didn’t know. I remember the extreme discomfort that came with knowing I wasn’t coming back to this airport in a few days or a week to depart. I was in this unknown city, shrouded in fog, to stay. I remember wondering if I’d made a mistake.
My first day at Longtail Studios was one year ago today. When I stop and think about it I still can’t believe it’s been that long. And then when I think about it again, I can’t believe it hasn’t been longer!
I remember that first day walking to the lobby and calling from the outside phone to get someone to let me in. John, the Producer, set me up and my desk and told me what my first tasks would be, setting up a bug database and rolling it out to the team. I was so intimidated.
I remember my first few months in Halifax I was crazy homesick for Winnipeg, which was weird since I hadn’t lived in Winnipeg in 2 years. I remember there was a hotel ad in the elevator that listed all its locations, and one of them was Winnipeg, and just seeing the written word would always give me a pang of longing.
I remember waiting for my car and belongings to ship from Edmonton, staying in the corporate hotel in the meantime with a few coworkers I didn’t know yet. I felt so overwhelmed I just hid out in my room the first few days watching tv on my iPad.
I remember first seeing the apartment I’d foolishly lined up without doing much research and quickly realizing it’d been unwise.
I remember my first real crunch during the final stretch of our last project. I’d done crunch at BioWare, but nothing like this. I didn’t need to go so intense on the hours, but I wanted to prove myself. Not just to others but to myself.
Thankfully as the year went on things got better, and as I gained momentum a lot of good started to show itself. I moved in to a nicer place, I caught up on my bills and suddenly got to enjoy the salary I was now making, I started making friends at work, etc.
I can’t believe it’s been a year. One year ago I was excited to be starting at Longtail Studios as QA Lead, finally having a fulltime salary position. And in only 1 year I’ve begun to make the transition to the Design department. I haven’t actually done any QA work in months, it’s been passed off to someone else. Getting an official promotion to Design would be a pretty big accomplishment for me, especially considering just over a year ago my goal was just to get a fulltime position, period. And I can’t announce anything until it’s officially official, but let’s just say a pretty big blog entry will be coming very soon…
It’s been a big year, with some major ups and downs. But I’m proud of myself. Back in Edmonton, as Longtail began to look like a reality, I was overcome with fears and doubts. I had those doubts echoed to me in the doubts of others, but I had to believe in myself and follow through. This ended up being the biggest challenge of my life. I moved to Edmonton on a whim, and stumbled into working at BioWare. I was never given much responsibility there, despite fighting for it pretty hard by the end. Moving to Halifax, on the other hand, was deliberate; there was no room for stumbling. And after the initial intimidation that came with the responsibility, I flourished.
Longtail has constantly challenged me. Every time I begin to get comfortable with where I am, I’m given more opportunity and encouragement to progress. I’m constantly taking on new responsibilities, and learning new things. I’m growing accustomed to the pace. Change used to scare me, but that held me back. Longtail has been pure opportunity for me, and I’ve learned to seize it.
It took some dedication and time to see it, but I realize now moving here for this job was the best investment I’ve ever made. It was an investment in myself. And it’s paying off. I’ve come so far in just a year, both professionally and personally. I love my job, and I’m incredibly thankful to Longtail for all the opportunities it’s lavished me with. I’m extremely excited for my future with the studio, and the continued growth it offers me.
I can now say with absolute certainty, just over a year ago, when I stepped out of that airport into the fog, it was not a mistake. It may have been hard to see through the mist, but there was a promising future ahead of me, and it’s still only beginning.
Saturday, August 27, 2011
Supporters
Monday, July 18, 2011
Techsploration
So about 2 weeks after the film crew who shot the video in my previous post were in, another film crew came to Longtail Studios to shoot a different video. This one focused on a co-worker of mine, Tina, who encouraged women to work in the video game industry. That video just went up too! More cool footage of my workplace, and I have a couple cool cameos in this one too! Check it out!
Sunday, July 17, 2011
Nova Scotia–Your Studio Belongs Here!
A few months ago we had a film crew come in and shoot some footage at Longtail as part of an initiative to show the advantages Nova Scotia offers the video game industry. It features Silverback Studios and ourselves, Longtail Studios! The video finally went up. It’s filled with great shots of Halifax, and Longtail Studios and all the cool people I work with, and I made it in a few scenes too! Check it out!
Tuesday, July 12, 2011
More
I remember seeing this short film as a teenager, and it had a profound impact on me at the time. Fortunately I don’t think I ever lost sight of the lessons I learnt from it.
Sunday, July 10, 2011
Empires & Allies
A Facebook game finally sucked me in. A bunch of people at work started playing it, and they practically forced me to join. But it’s actually quite fun! It’s like Starcraft meets Cityville. And in an office environment, it’s exactly what it was meant to be, a social game. Sort of like having an ongoing board game you play whenever you have a minute. Never thought the day would come I played a Facebook game…
Saturday, July 9, 2011
Labour Of Love
Let me preface this entry with a simple fact. I love my job. I love the industry I work in, and I couldn’t imagine myself doing anything else.
Often when I tell people I work in the video game industry I’m met with the same response. They think it must be the easiest job on the planet and that it’s nothing but fun. They imagine my life as one without the challenges that come with a “real” job. The truth is, the video game industry is one of the biggest economical juggernauts out there. It brings in more than Hollywood, or the music industry. This year it was worth almost 75 BILLION dollars. With those kind of numbers involved, you better believe it’s not just a bunch of kids dicking around on computers, this a high stakes industry, this is as real as it gets.
But it’s also a young industry. As the cost to make a single game spirals deep into the millions and production times begin to exceed 5 years in some cases, the industry is consolidating and going through a phase of vertical integration. At this point, almost all studios are under a handful of major publishers like EA, Activision, Ubisoft, etc. Independent mainstream developers are vanishing as they’re absorbed by the big players. All this change as the industry matures with its audience means it’s still a very volatile industry.
Third-party studios pop-up every day, and just as easily they get shut down. With the overhead for a single game digging deep into the coffers, even if it’s successful, one miscalculation on the projections for that game can lead to a studio closure, and 100s of people out of work, falling back into the job market, competing with each other, and new members to the workforce fresh out of university, for a new job. Or if the publisher decides to cancel your game mid-project, this can lead to mass layoffs, not to mention a major drop in morale. The video game industry is easily one of the most competitive fields out there, even more so now during the recession, which is another way of saying it offers some of the lowest job-security around. And with the relatively small amount of studios (compared to to the amount of job applicants) being clustered across the globe, be prepared to relocate for work, and often.
The video game industry, unsurprisingly, attracts people who are passionate about making games. And there’s no short supply. As the industry consolidates under a handful of major publishers who invest millions in single SKUs, more and more is demanded of employees. Overtime to meet a deadline is not unique to this industry, but stories of year long crunches with mandatory 80 hour work weeks (in some cases with no paid overtime or comp time) are becoming more and more common. And individual employees can’t do much about it, because there’s a long line of people either out of work or just out of school dying to take their place. As a young industry, and one that’s grown with immense speed, it’s largely unregulated. You hear stories of shady practices all over. Sham-contracts seemingly being the big one right now.
All of these factors take a toll on employees, and their families. There have been a few high-profile instances of this coming to a head. This industry, if you want to get in and stay in, has to come first. It’s not for someone looking for a balanced life. You will spend years trying to get in, you will never feel totally comfortable that your job is secure, you will have to go through periods of crunch where you only go home to sleep and if you have family you won’t see much of them during these periods; you will have to move often either due to studio closures or downsizing or to climb due to limitations at the current studio, and in some cases you may even need to deal with shady practices, etc. It’s not the easy lifestyle many imagine when I tell them I make games for a living.
Many talented workers decide the big publisher model just doesn’t work for them. They want to retain creative control, they don’t want to compromise quality for a release date, etc. So they decide to start their own studio, and go at it independently. And fortunately for them the blockbuster game trend has left the market wide open for indie games to make a large impact. And while the indie game market is experiencing its golden days, it’s still the wild west. With no publisher to back you with marketing, or give you what often ends up being valid criticism, combined with the inherent niche market these games tend to skew towards, for every successful indie game with a new vision, there’s hundreds of confused messes that flop miserably, if they ever even see the light of day… And without publisher backing, the development costs are out of pocket. If the game doesn’t turn a profit you default on your mortgage. It’s hardly a high-security alternative to mainstream game development.
While going for a walk with the Design team at work the other day, we started talking about the phenomenon called “Smoke-Bombing”. Due to all these trials and tribulations that come with working in this industry, every other day you hear about someone who decided they’d had enough and just vanish, poof, to a new career. We shared a few stories. I’d once heard of a guy who’d been in the industry for over a decade and one day just quit to give bike tours in Europe.
This past week Chad smoke-bombed. After nearly 3 years fighting to get into the industry, and knowing full well he was in all likelihood less than a year away from a fulltime salary position at a studio, he took stock of his priorities, looked ahead at the kinds of sacrifices it would require, and said no. He is now in the midst of completely re-planning his life, no easy task. But I totally get it, and in his case, I believe it was the right decision.
Personally, I don’t see myself ever leaving. Sure, this industry takes a lot from you. Sometimes almost everything. But having a job you’re passionate about is a hard thing to walk away from. Even if that passion can be used against you. And the money ain’t bad either. It’s an extremely volatile industry, and it requires hard work. That’s just what it is. Whether or not it’s worth it is something each individual must ask themselves.
I spent years fighting for a fulltime salary position. Now I fight for a designer position. I’ve already moved to 2 cities in 3 years, leaving behind 2 great lives in the process to start over. I’ve been laid off. I’ve had a project I was passionate about get cancelled. I’ve worked a few 80 hour weeks, and many more 60 hour weeks. But I do it all willingly. I love this industry; I love the work, I love the community, I love the product. I can’t see myself doing anything else. And Longtail has done nothing but right by me. They’ve given me recognition, fair pay and steady opportunity. All crunch has been voluntary, and making the transition into Design is not something I was expecting to be available to me so soon. In a lot of ways this industry saved my life. I was lost until I found it. Despite its taxing requirements, it’s an exciting time for me in this industry and I can’t wait to see what my career has in store for me, and the places the industry is heading.
As Chad drifts away from the gaming industry into some new career, I will miss sharing this adventure with a friend who was with me before it all started. I will miss hoping for the day we once again worked together at the same studio, living in the same city. But this industry isn’t for everyone, and he needs to do what he needs to do to find a life that suits him. And I wish him all the best in it. We’ll always have the DA2 credits!
Friday, July 8, 2011
Dragon Age II: Legacy
DLC for Dragon Age 2 is coming. Chad did a lot of art assets for Dragon Age 2 DLC, and in fact the sword that is prominent through the entire trailer, and even gets its own scene basked in light, was done by him! Here’s the asset he made in its own image:
Pretty cool!
Thursday, July 7, 2011
Indie Game: The Movie
Pre-ordered this a while ago, take a look and if you like it you should pre-order too. You don’t actually pay until it comes out. God bless Kick Starter. Watching this trailer, I can tell I will connect with this movie deeply. A proper documentary on game development has been a long time coming!
P.S. I just realized the startup making this movie, Blinkworks, is based in Winnipeg!
Wednesday, July 6, 2011
Crunch!
It’s that time again. Crunch has arrived. Working 60 hours weeks for almost a month now.
Crunch is a bizarre time. 13 hour days mean tempers can run high, and diminishing returns are an industry fact. But it’s also like being in the trenches. It’s when a studio bonds, and you get to know the programmer to your left and the artist to your right. It’s when bright minds work together to creatively solve major problems. Everyone pulls together to meet a sometimes seemingly impossible goal. The studio buys dinner for you every night, and everyone laughs and jokes around for a bit. You get home, pass out in your clothes, wake up and do it all again. And eventually that title ships, and you have tangible proof it was all for something.
I’m finding crunch a lot easier to handle now that I’m in a junior design position. Designing levels until 11:00 PM is a much more rewarding task than staying until 11:00 PM waiting to test the latest changes. For me at least, no offense to my QA brethren.
Things seem to be going well though, so fingers crossed and knock on wood, crunch SHOULD end soon and I can have a life again!







