Monday, August 10, 2009

Comments

So in the name of openness and transparency I've decided to let through all of the comments I've been holding back the last few days. I certainly don't want to censor anyone.

That said I do not want this blog to become an extension of any flame wars taking place on the official POP forums (or other). This is a one time thing - I'm letting everything through in order to get it all out into the open, but if the bickering and subtle personal attacks continue, they'll sit unposted.

That said this whole experience (read through the comments of this post to get caught up) has inspired me to write my next blog post on the whole subject of 'availability to the community'. I think it is a very interesting subject and one I think could spark some interesting debate.

This post will contain some apologies (because in retrospect I can admit I did some things wrong in terms of my presence on POP) and some steadfast stubbornness (because while it could have been better, we had very good reasons for the type of presence we - the developers - had). Hopefully it will encourage structured debate from the POP fans/haters and others alike.

Hope to have it up in the next few days.

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Thursday, August 06, 2009

We interupt this program...

to bring you this very important announcement. I've finally joined the 21st century and gotten an iPhone.

Anyone have any suggestions for must have apps?

I've got Twitter and Facebook covered.

Thanks!

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Monday, July 13, 2009

Life as a Videogame Producer - Part I

I want to start this post with an important disclaimer - in no way do I mean to suggest that the route I followed to get into game production is the route. I know many game producers and almost all of them arrived in their current position via a different path. Given that there seems to be a small amount of interest in it, I'm going to detail mine and then in a future post extract some of the key lessons I learned at the various stages in my career and compare these to the skills and competancies I see in the most succesfull producers around me. For those of you interested in getting work as a game producer, you may find a few nuggest to extract from these posts that help you along the way.

In addition I'm going to cater these posts towards getting a Producer job at a major developer/publisher on a large console title since, for many (not all, of course) that is the holy grail. I, in no way, mean to suggest that people who serve as Producers on "smaller" projects are any less accomplished (in fact, I've found from experience its often the opposite).

The first inkling I had that I might actually be able to build a career in videgames was when I founded and led an online MMO guild called 'OSC'. In the summer of 1996 I created this group in order to ensure I had people to play Diablo with, and the guild grew in size and organization through Ultima Online, Everquest, Dark Age Of Camelot, and basically every MMO of significance to come out since. Much has been written about people learning leadership and management skills from running an online guild and I second all of these findings - through running OSC for 5 years I learned organizational skills, how to mediate, how to motivate and how to keep a large diverse group of people with often diverging interests and priorities focused on a single goal. I never necessarily focused on these learnings when applying for jobs after school but I also never hesitated to list this achievement on my resume. If you play (or played) an MMO and ever assumed a leadership role (on raids, etc) you'll know this first hand.

Around the same time I began to become increasingly interested in computers and programming and pursued a degree in computer science thinking my path into the game industry would be as a programmer. While in University I took advantage of a few 'project' courses (3 credits to do a programming project of your choice, assuming you can find a supervisor to monitor and approve of your workload) to work on some game projects that further cemented my interest. I was going to be a game programmer...except for one small detail: I was a horrible programmer, and no one ever bothered to tell me.

Both the MMO experience as well as the game projects I developed in and out of school combine for my first 'lesson' for would-be game producers: find extracurricular activities that allow you to practise and hone relevant skills.

Around the spring of 2000 I got my big break. I had just returned from a 4 month trip to South America (my "travelling days") and was looking for work in the height of the dot-com bubble bust. My limited programming skills meant I only felt comfortable applying for web development jobs and the market was crashing all around me. On a whim I contacted a casual aquaintance who I knew was in the gaming industry and asked if he knew of anyone looking to hire. As it happens he had, just that morning, had a meeting with a wireless entertainment company called Airborne Entertainment who were looking to increase their gaming presence. They were looking for someone young (read: willing to work cheaply), hungry (read: willing to work a lot) and who knew games. I applied, got the job, and suddenly found myself in the unpredictable position of having to program videogames (for cellphones grant you) much sooner then I ever thought possible.

When I had imagined myself working in the gaming industry I always imagined I would design the next Ultima Online or help program the next Diablo. Making a 'Rock Paper Scissors' clone for cell phones with no color graphics and screens hardly an inch tall was hardly the most glamorous introduction to the industry. In fact when I told all of my friends and guildmates about my glorious introduction into gaming, few of them were impressed. They would never play the games I made and had certainly never heard of the company I worked for.

But did I ever learn a lot! I had to design the games, program them, work with the artists to create the (limited) artwork for them, work with the writers to get the scripts done, test them, debug them, help marketing try to pitch them to carriers, etc. One time I even got to help promote them.

Simply put - I would not have become a game producer in the time that I did had I not taken that job at Airborne. In the two and a half years there I was forced to wear many hats and cut my teeth in some crucial areas that it might have taken me many more years to be allowed to explore at a larger company. Airborne was small enough and agile enough that a young, hungry (and ambitous) gamer was able to attract the right kind of positive attention rather then fade into the background.

So my second lesson for this post is this: if you are trying to break into the industry, seek out the backdoors. If you are fresh out of school (or in another industry, etc) you are not going to be hired as a AAA producer at EA (or Ubisoft, or Activision, etc). The stakes are too high for any hiring manager in their right mind to put that much money and control in your hands. But there are many opprotunities to get that requisite leadership/management experience in the industry in other ways. Indie games, iPhone/Downloadable games, Mods, Flash games, etc. Many of these 'smaller' games are still extremely complex to bring together and require the collaboration of multiple contributers. Someone needs to lead the charge, bring people together and keep them on task and a few Producer credits on these titles will definitely add up.

Next time - my days at Gameloft and Ubisoft and the lessons learned there.

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Friday, July 10, 2009

Still Alive

*...that was a joke, ha ha, fat chance...*

So I've decided that I want to start blogging again. A lot has happened in the last year (shipped POP, had a baby girl, started a new project) that has kept me distracted and away from the blog, but things seem to be settling into a rhythm again that should allow me to spend a little more time thinking and a little less time jumping from fire to fire - a prerequisite to writing anything worth reading, in my opinion.

Likely the most interesting news for the majority of people who visit here is that my new project is not in the Prince Of Persia universe. After four years and four POP games (The Two Thrones, Rival Swords Wii, Rival Swords PSP, and the latest POP) I've decided its time for new challenges and new themes. Myself and a small core team (made up almost entirely of my favorite guys from POP) have started work on a new IP.

Of course I can't say anything about it yet (and won't be able to do so for a long time) but I can say that I love the new challenge so far. Ubisoft is a company that embraces and rewards innovation within its production team and they are encouraging us (and all teams really) to really try and push the limits of what people have seen in games from a combined technical/creative standpoint - to literally do something that no one has seen before and that competitors will find themselves scrambling to copy once we set the new trend. Its a pretty exciting mandate and one my team is embracing with arms wide open.

In thinking about what subject (of substance) I should blog about next I'm currently leaning towards a question I'm asked often: how does one go about getting a job as a game producer. I've got a few points on this matter that I've repeated often enough at conferences etc that I figure it might be worth noting it all down here. Anyone out there have any specific questions on the subject? I could try and answer them in my post.

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Sunday, January 20, 2008

XO Laptop - Part II

Some more news from the XO front:

A friend from the US who has had an XO for some time now recently wrote me to see if I knew of any interesting 'tips'. I'm not much (read: not at all) of a linux hacker, so I had only managed a few pretty basic modifications, but they happened to be exactly what he was looking for (which made me feel good). I guess these two 'issues' are things people are pretty routinely frustrated by, at least in the North American market.

So in case you have an XO and haven't already figured these out, here are a couple of tips:
  • The XO has a feature whereby the 'desktop' will automatically be partially displayed whenever the cursor is at any extreme of the active window. I guess the rational behind this is to allow users to quickly tab between windows, but the effect is that it greatly minimizes the 'safe' screen real-estate on an already wonky touchpad (see point below). The solution for this is simply to comment out the two lines in the source that control this feature. Detailed instructions can be here: How To Disable The Auto Frame.
  • As mentioned above I also had problems with the touchpad being really finicky. Every time I lifted my finger from it the cursor position would reset. I fixed that with the 'Four Finger Salute'.
Als0, the XO has been in the news a lot lately and I found this story about how much of a difference 50 laptops are making in a remote Peruvian village particularly warming. If I see more such reports I'll definitely give serious thought to a second donation.

Finally one of the 'activities' (the XO equivalent to an application) that I was most excited about is called 'Turtle Art', a simplified version of my first computer love - Logo. While Turtle Art is very limited (only the most basic support for parameters, no incrementation, etc) one really interesting element of it is the graphical interface for the 'programming'. It is all done with a very intuitive 'puzzle piece' interface that limits the sequence of operations to those that (more or less) make sense together. See below for a screenshot.


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Tuesday, January 15, 2008

XO Laptop

I came home today and found my XO laptop waiting for me on my front doorstep. Very exciting. I'm writing this blog post from my XO right now. I plan to post more about this amazing initiative once I've poked around with it a little more, but for now I recommend anyone who isn't already familiar to climb out from under your rock and read up on it! Negroponte and Co. have created a great piece of technology with a truly noble ambition and, in my humble opinion, they deserve all the recognition and support they can get.

In case anyone out there already has an XO, I came across this interesting blog of someone who is exploring their XO's featured and blogging about it. Pretty decent starting resource.

More soon.

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Monday, December 24, 2007

Merry Christmas

Merry Christmas, everybody! If you find yourself close to a computer tonight or tomorrow, do yourself a favor and play The Night Before Christmas as read by Louis Armstrong. I garuntee you you've never heard it read like this before.

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Sunday, December 16, 2007

The Amazing Adventures of Kavalier & Clay

For a few months now I've been slowing picking my way through a book that my wife got for me over the summer called 'The Amazing Adventures of Kavalier & Clay'. The premise caught my attention right away, given that I've always been a big fan of comic books and she, having read it before she gave it to me, was raving about how much she loved it. Of course, the fact that it won the Pulitzer Prize in 2001 was certainly intriguing as well. I started out only reading a few pages each night before going to sleep, but lately it has grabbed a hold of my attention and I can't put it down.

I'm about two thirds of the way through the book now and while I normally would wait until I was done to do any sort of review or recommendation, this one is just too good to hold back. If you're reading this, and you haven't already read the book, please do yourself a favor and pick yourself up a copy. It is one of the most fun books I've ever felt good about reading!

The core premise (from Wikipedia):
The novel follows the lives of the title characters, a Czech artist named Joe Kavalier and a Brooklyn-born writer named Sam Clay—both Jewish—before, during, and after World War II. Kavalier and Clay become major figures in the nascent comics industry during its "Golden Age."

On top of being an excellent yarn with truly fascinating characters who are richly developed - strong and talented, yet fallible and human - one really exciting element of the book is picture it paints of the world of comic books in the 1940s. Originally pulp fare marketed only to children, the story of their evolution into a more popular and artful medium is intricately woven into the pages of this book. There is a chapter about half way through that directly tackles the subject of crass entertainment evolving into art forms and when I finished reading I had to put the book down to write down the names of everyone in the gaming industry who I wanted to read this book.

I've never read anything quite like it so have a hard time drawing comparisons, but there are elements of 'Understanding Comics', some of the whimsical Hero fantasy of 'Soon I Will Be Invincible' and some really interestingly integrated real-world history.

David, Kim, Patrick, Clint - if any of you are reading this, make sure to put Kavalier & Clay on your Christmas wish lists.

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Thursday, November 29, 2007

Raising Smart Children

I just read a fascinating article from Scientific American on how different mind-sets regarding intelligence (innate versus earned) can have a great deal of impact on a child's performance at school.

Reading through this was a real eye-opener for me because it forced me to come to terms with the fact that, as a child, I fell fully into the mindset that intelligence was an innate trait. Once school started to become more challenging for me my drive to excel and learn tapered off. This has been something I've had to struggle with ever since.

Read the article and I'm sure you'll find yourself thinking back to your own formative years and questioning whether your accomplishments were driven by a confidence in your intelligence and or a desire to learn and improve. Perhaps more importantly, though, it may make you question whether or not you have a 'growth' mindset in your adult life.

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Saturday, November 17, 2007

so apparantly i dropped out of university...

it says so here, and we all know that print never lies.

grr...

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Monday, October 29, 2007

Vancouver Bound

I'm heading to Vancouver this week as part of the official Ubisoft 'TooMuchImagination' campaign. During the week I'll be talking at a few schools outlining the production process at Ubisoft and answering students' questions on the gaming industry and the game development process.

Anyone live in Vancouver?

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