Saturday, 23 January 2016

BA1b Industry Roles and Practices

Square-Enix:


Reviews from past employees:


“Pros
great working environment, good benefits, nice people, you can make an impact which will be noticed by the management (but do not expect financial reward)
Cons
unless working in sales or in a studio do not expect a bonus, the exit package is below market rates, the CEO of Europe has too many direct reports and micromanages too, decisions sometimes seem based on optimistic view and gut feeling rather than financial prospects, there is no representation of the Finance community in the decision making meetings”

“Pros
It can be an entry point in the videogame industry. Young and fun colleagues. Nice area, located in central london. Girls will have a much easier time in securing longer contracts. Males are expendable.
Cons
If you dream of working in the videogame industry, working in Square Enix's London office will crush your dreams. No real career opportunities unless you are a personal friend of the management. A few people have to work harder because of some "friends" who are just on holiday. Some localisation QA testers are handpicked because their managers want to offer a holiday to their close relatives. Some localisation QA managers have a job at SE simply because their are a personal friend of some higher level manager. Highly talented people has to leave to progress. The skillset required to get a job without being friend of a manager still corresponds to a minimum wage.”

  1. Less about financial results and more about achieving vision
  2. You have to know people, make connections




Management Guidelines (what they look for in employees and what they hope to achieve as a company)

http://www.jp.square-enix.com/company/en/philosophy/

To spread happiness across the globe by providing unforgettable experiences

This philosophy represents our company’s mission and the beliefs for which we stand. Each of our customers has his or her own definition of happiness. Square Enix provides high-quality content, services, and products to help those customers create their own wonderful, unforgettable experiences, thereby allowing them to discover a happiness all their own.

1. Professionalism

 We shall exhibit a high degree of professionalism, ensuring optimum results in the workplace. We shall display initiative, make continued efforts to further develop our expertise, and remain sincere and steadfast in the pursuit of our goals, while ultimately aspiring to forge a corporate culture disciplined by the pride we hold in our work.

2. Creativity and Innovation

 To attain and maintain new standards of value, there are questions we must ask ourselves: Is this creative? Is this innovative?
 Mediocre dedication can only result in mediocre achievements. Simply being content with the status quo can only lead to a collapse into oblivion. To prevent this from occurring and to avoid complacency, we must continue asking ourselves the aforementioned questions.

3. Harmony

 Everything in the world interacts to form a massive system. Nothing can stand alone.
 Everything functions with an inevitable accord to reason. It is vital to gain a proper understanding of the constantly changing tides, and to take advantage of these variations instead of struggling against them. We shall continue to work towards harmony and serve as an integral part of this ever-fluctuating system.

Corporate Profile
Company Name
SQUARE ENIX CO., LTD.
Established
October 1, 2008
Headquarters
SHINJUKU EASTSIDE SQUARE 6-27-30 Shinjuku, Shinjuku-ku, Tokyo 160-8430, Japan  [MAP]
TEL: 03-5292-8100(Main)
Branch office
Osaka
Representative Director
Yosuke Matsuda, President and Representative Director
Common Stock
1,500 million yen
(As of March 31, 2015)
Principal Shareholders


Jobs

https://www.square-enix-montreal.com/en/jobs

JOB TITLE : Special visual Effects Artist                  

SUPERVISOR : Lead artist

PERSONNAL AND INTERPERSONAL SKILL:

INNOVATION / CREATIVITY: Work demonstrating initiative and creative spirit while using efficient work methods.
ACCOUNTABILITY: Demonstrate sense of responsibility and autonomy in achieving project results and individual objectives.
HONESTY / RESPECT: Act in honest and respectful manner while respecting commitments.
COLLABORATION / TEAMWORK: Collaborate with other team, share expertise and be good team player.

MAIN RESPONSIBILITIES:
  • Create all the aspects of 2D and 3D game effects. This includes the particles systems, animated textures, Mesh effects, as well as properties that can be used by programmers;
  • Can contribute to the design and/or conceptualization efforts as needed;
  • Help create the foundations of particle systems for the game engines by using the appropriate tools;
  • Create the polygonal effects and the properties of the texture effects which will be used by programmers;
  • By using 3D effects, simulate and use the animations effects during the game as concept proof for actual and future material;
  • Create realistic effects such as fire, smoke, and explosions by using the available resources.

EXPERIENCE AND TECHNICAL SKILLS REQUIRED

  • University or college diploma in 3D Art, or equivalent training;
  • 3-5 years experiences as a special effects (VFX) Artist;
  • At least 1 title published, ideally on Mobile platform;
  • Knowledge of Maya and Photoshop;
  • Working experience with « multi-pass shader effect »;
  • Knowledge of 3DS Max;
  • Knowledge of Unity Engine;
  • Knowledge of Script languages;
  • Bilingual (French and English).


Technical Artist

Duties:

Develop new techniques and processes to solve visual effect production challenges;

Innovate and solve artistic technical issues for tool development used in game production, in order to improve work processes;

Work efficiently with programming staff while representing the art;

Research an innovative visual and technical point of view in dealing with process and pipeline creation;

Document processes and procedures thoroughly;

Push and/or define hardware and art limitations for the project;

Work closely with the technical director, debug and evaluate new tools;

Interact and communicate effectively with management on both a project and studio level.


Experience and qualifications:

3 to 5 years experience as a real time 3D Artist (Level Artist, Model Artist, Texturer, Assistant Art Technical Director)


Technical Skills:

Support and troubleshoot in the gaming development for : Max (Max Script); Engine (Unity) & Game GUI (Engine GUI)

Strong knowledge of positions related to game production

Working knowledge of hardware platform limitations

Knowledge of design softwares in 2D and 3D

Knowledge of a database system (ex : Perforce, VSS, Alienbrain)

Knowledge of a Script language


Interpersonal Qualities:

Strong sense of responsibility

Ability to clearly communicate ideas

Thrive on achieving superior results

Team Player

Ability to work under pressure and to respect deadlines


Motivation:
Must understand what makes good games so special, and have the ability to pick games apart, pointing out what works and what doesn’t
Always works to the best of ability



Gearbox
Associate Art Producer:

Responsibilities:
  • Manage art creation cycle from concept to completion while maintaining the teams / art directors creative vision
  • Drive art production cycle via GBX production tools / software
  • Responsible for the on-time delivery of art related milestones and tasks
  • Assist Project Producers with overall project milestone, scheduling, and strategy
  • Collaborate with other departments and team members to determine art production scope
  • Manage personnel issues, foster team morale, and ensure collaboration with other teams
  • Will organize and help ensure that the art team and production runs smoothly, producing high quality assets and environments on time and to specification both internally and externally.
  • The Art Producer should be familiar with art tools and pipelines as well as being an excellent communicator both written and verbal.
  • Will interact with internal/external art resources, programming, design, QA and publishing groups to manage multiple departments communication.
  • Will also foster team morale while guiding the art team to project or company goals.
Qualifications:
Required Skills:
  • Bachelor’s degree and/or 1-2 years’ experience in the industry
  • Strong and enthusiastic communication skills
  • Organized and good time management skills
  • Strong understanding of video game content pipeline from concept to shipping
  • Self-motivated and able to work on own initiative
  • Strong understanding of project management
  • Working knowledge of Microsoft Suite programs
  • Experience with Photoshop
Desired Skills:
  • 3D Studio Max / Mudbox / Zbrush experience a plus
  • Unreal 3/UDK experience a plus
Art Director:
Responsibilities:
  • Establish game vision working alongside the Creative Director and other project leads, collaborating in all aspects of the creative process
  • Maintain high aesthetic standards while crafting flow, visual storytelling, and progression
  • Provide concepts, style guides, paint overs, and supporting documentation as required for clear high level visual direction & vision
  • Motivate, mentor, supervise and support our team of artists with clear and consistent direction
  • Assist in maintaining milestone and general art schedules with art production team
  • Responsible for quality of all milestone & deliverables as they relate to the art department
Qualifications:
  • Demonstrate a high level of creativity and originality while being comfortable in adapting to a wide range of styles
  • Able to balance being holder of the vision while supporting consensus from a talented team of artists and game makers
  • Come equipped with an understanding of bleeding edge art techniques
  • Excellent communicator and team player -- here at Gearbox we thrive on collaboration and working together to meet our project artistic goals
  • Should have firm understanding of necessary art creation tools (3D Studio Max / Photoshop / Mudbox / Zbrush  / etc)
  • Unreal 3/UDK experience a plus
  • Have 5+ years game industry experience with shipped games
  • Be able to relocate to Dallas, Texas area to join the Gearbox team
  • A proven and seasoned ability to express your ideas and vision visually in an inspirational and exciting fashion
  • Strong background in visual arts, with a solid understanding of 2D and 3D design principles
  • Must have leadership experience
  • Must provide tangible proof of your tremendous capabilities



All information obtained from respective employers websites

Thursday, 12 November 2015

Contextal Studies Christopher Booker

‎Thursday, ‎29 ‎October ‎2015
Contextual Studies
Stories and Charactes: what are they? and where do they come from?
- Stories were originally told through image
These images were often only available in places of worship
Giotto chapel
- There are seven basic plots
Seven basic plots - Christopher Booker
Hero or heroine
Other characters are there to help resolve issues
Examples - Expand on these in your blog:
I. Voyage and return (Final Fantasy XIII, Pokemon, The Longest Journey)
II. Comedy (The Stanley Parable, Octodad)
III. Overcoming evil (Mario)
IV. Rags to riches (Settlers, AdVenture Capitalist, Katamari Demacy)
V. The quest (Skyrim)
VI. Tragedy (Persona 4, Sonic 06)
VII. Rebirth (Far Cry 3)
Actions taken throughout the story can change the given genre


The Longest Journey

Arguably one of the best games I have ever played. The player begins in a world not unlike ours, aptly names "Stark"; and is before long thrust into the magical world of  Arcadia. Though the player is thrown back and forth throughout the game, there are large portions where the player is trapped in one world. the  This story fits perfectly into the 'Voyage and Return' model defined by Booker.

The Stanley Parable

This game is sheer comedy gold. I have never laughed so much whilst playing a video game. Every action the player makes is narrated, ignoring the narrator leads to some quite comical conclusions. This game fits the "Comedy" genre as defined by Booker.

Super Mario Sunshine

After the protagonist Mario is framed as a vandal, he must hunt down and capture the character who has framed him to clear his name. The act of overcoming evil is repeatedly apparent in this game.

Settlers Franchise

A simulation game in which the player must build up a settlement into a town or city, using gathered resources and trade to their advantage. This style of game-play fits perfectly into the "Rags to Riches" category.

The Elder Scrolls Franchise

These games are 'questathons', if you're not doing a quest you're doing it wrong. This fits them snugly into Booker's "The Quest" category. They also fit into "Rags to Riches", due to beginning the game as a prisoner and finishing as a hero, and "Overcoming Evil" as there is a great evil that must be defeated to complete the game.


Persona 4

Persona 4 falls into the "Tragedy" category, the player must hunt down a murderer and see some truly awful events unfold as they do so.

Far Cry 3

After crash landing onto a tropical island the player, the definition of a 'first world boy', must come to terms several tragedies. He develops into a powerful warrior throughout the game. This slams the game firmly into the "Rebirth" category.

Sunday, 18 October 2015

Roger Caillois "Man Play and Games" Classificaitons



Caillois provides strict and distinct categories of games which he describes 4 distinct game categories.
  • Agon, or competition. E.g. Chess
  • Alea, or chance. E.g. Playing a slot machine
  • Mimicry, or mimesis, or role playing. E.g. Playing a MMORPG
  • Ilinx (Greek for "whirlpool"), or vertigo, in the sense of altering perception. E.g. taking hallucinogens, riding roller coasters, children spinning until they fall down

Final Fantast IX fits into agon category due to constant battles, chance due to alea encounters and luck based combat and ilinx due to constant uncertainty throughout plot.

Skyrim is in the agon category due to the constant DRAGON ATTACKS. It also fits into the mimicry category as it can be played in first person.

Borderlands fits perfectly into the agon category as there is always insane conflict taking place.

Minesweeper fits into the chance category because one's never quite sure of how accurate ones bombs will be. It also fits into the ilinx category for this same reason.

RollerCoaster Tycoon 3 fits into the mimicry category, as what it is trying to do is replicate life, mimic it.
(https://en.wikipedia.org/wiki/Roger_Caillois#Caillois.27_key_ideas_on_play)

Saturday, 17 October 2015

Evolution of Characters in Video Games


1948: The first video game 'character' was a small blue dot on the extremely well named 'Cathode Ray Tube Amusement Device'. This is more of a tennis ball than a character, but still worth mentioning. This game was fundamentally quite similar to Pong, the player would hit the ball from one end of the court to the other. This game, though, is more closely related to the traditional table tennis or ping-pong.




1980: Jumping ahead to the first humanised video game character. Though in game he was merely a waka-waking cheese wheel, Pac-Man's artwork clearly illustrated a character. The problem was that with such a small amount of pixels to work with the character lacked any sort of relatability. The ghosts, however, Had eyes and notable characteristics.




1981: Donkey Kong, though the enemy of the player 'Jump Man' in his game, was definitely more prominent. The leap in pixel based graphics since Pac-Man are plain to see. The correlation between the improvement of graphics and depth of character begins to become apparent.




1985: In the first Super Mario Bros game, designers were still working with in the limitations of pixel based graphics. It's difficult to see any improvement from Donkey Kong's characters. The scrolling environment, however, was a massive improvement.




1986: Codemasters develop the first animated character, with moving arms and legs. Though the movements were still relatively simple, more depth is added to the character through them. The player begins to feel more as if they are becoming the character through gameplay.




1996: Ten years have passed and the progression into three dimensional gaming is underway. Crash Bandicoot was the protagonist in his self titled game. Crash Bandicoot was a new, fun and slightly insane style of character. His individuality and was only really achievable with three dimensional graphics that just weren't available ten years prior.




1997: Small developments can be seen in Crash's detail.




2007: Moving ahead another ten years... Altair from  Assassin's Creed, the first game in a monstrously successful franchise. I myself was in awe when I first witnessed the level of detail in these games. It was at this point for me that I felt I was truly becoming the character. Altair's body language is strongly based around that of an eagle, which makes him seem assertive or even aggressive in most situations.





2015: Grand Theft Auto V, an expansive sandbox. There are four characters to play as, Trevor (left) being the most interesting. Trevor drives the story forward with his insane antics, being the owner of a meth lab. His reckless behaviour adds an air of uncertainty to the game.