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Kevin Chan, Blue Tongue Entertainment Games are made in Australia? - PowerPoint PPT Presentation

Kevin Chan, Blue Tongue Entertainment Games are made in Australia? Who is this guy? Who are THQ and Blue Tongue Entertainment? How is a game made? Careers in the games company Long history of game development Beam


  1. Kevin Chan, Blue Tongue Entertainment

  2. � Games are made in Australia? � Who is this guy? � Who are THQ and Blue Tongue Entertainment? � How is a game made? � Careers in the games company

  3. � Long history of game development � Beam Software developed The Hobbit for Sinclair Spectrum in 1982 � Large number of studios � Over 50 companies of varying sizes, working on various platforms � Concentrated in Melbourne and Brisbane � Working with largest publishers in the world � Many successful titles

  4. � Some data from 2008 (from the GDAA web ‐ site): � The video games industry is now double the size of the box office, and more than 40% larger than the movie disc industry in Australia. � Video game industry has shown growth with sales increasing 47% to $1.96 billion over 2008 � In 2008, 88% of Australian households have a device for playing computer games. � The average age of computer and video game players in Australia is 30 years old. � Females make up 46% of the player population in 2008.

  5. � Finished software engineering in 1996 � Ericsson � Medseed � Some post ‐ grad / teaching at Melbourne Uni � Blue Tongue Entertainment, THQ

  6. • A leading global video game developer and publisher • Wide portfolio of games • Has a big presence in Australia • Asia ‐ Pacific Publishing Office • Two development studios • Works with various local independent developers

  7. � One of the largest and longest ‐ standing game studios in Australia � Founded in 1995 as an independent developer � 15 Year Anniversary later this month! � Acquired by THQ in 2004 � 100+ employees (and still growing slowly) � Developing titles for Wii, Xbox 360 and PS3

  8. � Continue to create fun and rewarding games � Finish ‘de Blob 2’ � Continuing to grow ‘de Blob’ as a brand � An new, unannounced licensed property on Xbox 360 and PS3 � A new, original IP for next year! � Exploring other opportunities

  9. � Development time – typically 9 to 18+ months � People – development teams from 30 to 200+ people � Investment ‐ US$1m to US$40+m development costs

  10. Approval Code Candidate Master Code Submitted Code Submitted Gold Beta Beta Build Beta Alpha Alpha Alpha Build Production Milestone X Milestone X . . . Milestone 3 Milestone 3 Milestone 2 Milestone 2 Scope Defined Milestone 1 Milestone 1 Green-lit Pre ‐ production Pre ‐ production Pre ‐ Production Prototype Prototype Concept Concept Project Start

  11. � Requirements can’t be locked up front. � Need to satisfy ourselves, marketing, licensors, and end users. � Technical and artistic constraints. � Schedules are very strict. � R&D elements are involved, so risks need to be monitored and managed. � On consoles, there are strict technical requirements and there is usually no patching (although that’s changing) � Strict hardware constraints ‐ like embedded systems.

  12. � Game projects are big, serious, software development endeavours � Involve technology R&D, and creative innovation � Tightly managed to meet schedule and budget � Game teams need a wide range of skill sets � Roles getting more specialised � New roles appearing as teams grow, and tool chains get more sophisticated � We need talented people like you!

  13. Project Director Project Manager Programming Lead Team Programmer Project Lead Coordinator Art Team Artist Lead Design Team Designer Outsourcing Manager Lead Level Design Team Level Designer Lead Audio Team Audio Designer Studio QA QA Lead

  14. Programmers � Develop game and engine code � R&D new techniques and effects � Write clean, efficient code � Testing code � Fix bugs Skills Required � � Strong C and C++ skills � Solid 3D math skills � Excellent communication and interpersonal skills � Bachelor degree in computer science or equivalent

  15. Artists � Create 3D models and textures for environments, characters and props � Producing 2D art assets including concept art, textures and illustrations � Pre ‐ visualization using Flash, After Effects or similar Skills Required � � Demonstrable illustration or design background � Proven 3D skills for both high ‐ end and low resolution modeling a plus. � Familiarity with Photoshop and a leading 3D package � Love of games and multiple genres appreciated

  16. Animators � Character rigging and modeling � Character texturing when necessary � Constructing bone rigs and painting skins for existing models � Lip synching and facial animation for scripted sequences Skills Required � � Proven animation skills (2 and 4 legged characters) � Proven modeling skills and texturing skills � An ability to create natural motion, quickly and with ease � Knowledge of Max/Maya animation system

  17. Designers � Design systems including combat, puzzle design, and interface flow � Create level and system design documents � Place game objects throughout a world � Tune and balance levels, puzzles, triggers and effects � Skills Required � Comprehensive knowledge of game genres and platforms � Creative writing skills a distinct advantage � Ability to rapidly conceptualize and solve problems in 3D space � Knowledge of 3D art tools advantageous � Highly motivated and organized � Excellent communication and interpersonal skills

  18. QA Testers � Defect testing on all game products � Bug reporting for each product tested � Performance testing on all game products � Assisting the facilitation of focus testing sessions � Skills Required � Knowledge of a wide variety of video games � Meticulous attention to detail � Programming / Scripting experience desired � University Education desired

  19. Production � Planning milestones � Task assignment and workload balancing � Work prioritization � Task tracking � Team management � Skills Required � Meticulous attention to detail � Familiarity with Project Management tools and processes (incl. agile methodologies) � Knowledge of a wide variety of video games

  20. � Work with amazing people � Within the studio � And outside � Making products that will you can see in stores, in magazines, on websites, on TV � Working on something that you are passionate about � Work on projects where a key requirement is fun � Casual, fun work environment � Finally a justification for all those hours spent playing video games

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