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

kevin chan blue tongue entertainment games are made in
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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


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Kevin Chan, Blue Tongue Entertainment

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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

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Long history of game development

Beam Software developedThe 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

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Some data from 2008 (from the GDAA web‐site): The video games industry is now double the size of the box

  • ffice, 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.

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

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  • 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
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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

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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

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Development time – typically 9 to 18+

months

People – development teams from 30 to 200+

people

Investment ‐ US$1m to US$40+m

development costs

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Pre‐Production Production

Project Start Scope Defined Green-lit Code Approval

Concept Concept Prototype Prototype Pre‐production Pre‐production

Milestone 1 Milestone 1 Milestone 2 Milestone 2 Milestone 3 Milestone 3

. . .

Alpha Alpha Beta Beta Code Submitted Code Submitted Milestone X Milestone X

Alpha Build Beta Build Gold Master Candidate

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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.

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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!

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

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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

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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

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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

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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

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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

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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

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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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