EA Today Assignment Notes
Ok our second assignment for Understanding Creative Media Industry section, we had to do this as a presentation so regretably mine taken 40+ minutes because I didn't have a clue on what to include and what to get rid of.
Here are my notes:
Electronic Arts, also known as EA, is one of the biggest
gaming companies in the world today and is spilt into four different categories
that in turn have various international studios. These groups are known to be:
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EA Maxis
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EA Bioware
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EA Sports
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EA Games
EA Games
EA Games holds the biggest number of studio and development
teams; reason being is this group sole concentrates on creating action
adventure, role-playing, racing, MMORPG and combat genre type games. Studios accountable for this are:
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EA Interactive which includes EA's Pogo.com,
Playfish and EA Mobile whose led by Barry Cottle and based in London (UK), Sao
Paulo (Brazil) and Redwood (California, USA)
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Criterion Games (Guildford, England)
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Danger Close Games (formerly EA Los Angeles,
California)
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EA Black Box (formerly Black Box Games in
Burnaby, British Columbia)
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EA Digital Illusions CE (formerly Digital
Illusions Creative Entertainment, Stockholm, Sweden)
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EA Montreal (Quebec, Canada)
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EA Partners (Redwood, California)
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EA Phenomic (Ingleheim, Germany)
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Visceral Games (formerly EA Redwood Shores,
Redwood, California)
EA Maxis
Creates and publishes casual games which include The Sims
series and development/ marketing life-simulation games and online communities.
The label is headquartered at EA's campus in Redwood Shores, although the
original studio is located in Emeryville.
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Maxis Emeryville (Emeryville, California)
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The Sims Studio ( Redwood, California)
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EA Salt Lake ( Salt Lake City, Utah)
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EA Hasbro ( Rhode Island, USA)
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MySims (Unknown)
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Casual Studios (Unknown)
EA Sports
EA Sports publishes the realistic, casual, and freestyle
sports-based games including FIFA Football, Madden NFL, Fight Night, NBA Live,
NCAA Football, Cricket, NCAA March Madness, Tiger Woods PGA Tour, NHL Hockey,
NASCAR and Rugby.
EA Tiburon (Florida)
EA Canada (Burnaby)
EA North Carolina
(Morrisville)
EA Bioware
EA acquired Bioware in 2007 from Elevation Partners which
includes the integrated Bioware Victory founded nearly about a year ago. These
studios focuse on creating multiplatform, role-playing, MMO and strategy games-
much like the other studio EA Games
BioWare Edmonton (Alberta, Canada)
BioWare Austin
(Texas, USA)
BioWare Montreal (Quebeck, Canada)
Mythic Entertainment
(also known as BioWare Mythic based in Virginia)
BioWare Victory
(formerly Victory Games based in Los Angeles, California)
Electronic Arts
Executives
John Riccitiello(Chief Executive Officer)
John Riccitiello is
Chief Executive Officer of Electronic Arts and is the world's primary developer
and publisher of interactive entertainment.
John initially joined EA in October 1997 as President and
Chief Operating Officer. He was President during a period of dynamic growth -
with his help EA grew a better market share, diversified product portfolios and
strengthened business across the globe. In 2004 he left to become a founding
partner and managing director of Elevation Partners who was a private equity
partnership that focused heavily on the media and entertainment sector. In
addition to his responsibilities as a Managing Director at Elevation, he also
served as the Chairman and CEO of VG Holdings which consisted of BioWare and
Pandemic Studios and also served on the Board of Directors of Forbes Media LLC.
He returned in April 2007 as a CEO for EA.
Peter Moore (Chief Operating Officer)
Peter Moore is the
Chief Operating Officer of EA who provides strategic leadership for all global
operations that enable the company to bring products to market .He has more
than 25 years of experience in gaming, entertainment and consumer products. Since
September 2007 to August 2011, he held the position of President of EA Sports
and during his time, EA SPORTS delivered some of the top-selling sports video
games of the current console generation with franchises FIFA, Madden NFL, NCAA
Football and NHL, John was also able to expand EA Sports gaming to social
Medias and mobiles devices.
Before joining EA he was Corporate Vice President of the
Interactive Entertainment Business of Microsoft Corp giving him responsibility
for leading both the Xbox and Games for Windows businesses, driving games
development at Microsoft Game Studios, as well as gaining buisness
relationships with third-party game publishers and developers around the world.
Prior to that he was President and COO of SEGA where he was responsible for
overseeing SEGA’s videogame business in North America.
Blake Jorgensen (Chief Financial Officer)
At EA Blake Jorgensen is Chief Financial Officer and is the
world’s leading developer and publisher of interactive entertainment. He joined
EA in September 2012 with over 20 years of experience in finance spanning
across different industries, with a deep understanding of technology, consumer
products, online commerce and entertainment.
Rajat Taneja (Chief Technology Officer)
Rajatis Chief
Technology Officer of Electronic Arts and joined EA in October 2011 as CTO to
drive critical technology decisions and investments for EA on a global basis,
before joining EA he spent 15 years at Microsoft where he most recently lead
the division responsible for development and deployment of all commerce and
transaction technologies across Microsoft’s connected services, including Xbox
Live, Windows Phone, Windows Azure, Microsoft Office 365, Microsoft
adCenter and MSN.
Frank Gibeau (President, EA Labels)
In 2011, Frank was chosen President of EA Labels where he
leads the transformation of the company into a digital entertainment powerhouse
by bringing world-class properties to all gaming. He is responsible for product
development, worldwide product management and marketing for all packaged goods
and online offerings within the four EA Labels.
The intellectual properties under Frank’s sponsorships
include Battlefield, Command & Conquer, Dead Space, Dragon Age, FIFA,
Madden NFL, Mass Effect, Medal of Honor, Need for Speed, NBA Jam, NCAA Football
NHL, SimCity, Star Wars: The Old Republic, The Sims, Spore, Tiger Woods PGA
Tour, Warhammer Online and much more.
Before serving as President
of the EA Games Label, he acted as Executive Vice President and General Manager
of The Americas where he was responsible for a publishing operation that
accounted for more than $1.5B of EA’s annual revenue. Frank directly oversaw
product marketing, branding, public relations, marketing communications, sales,
operations, and finance. Previously Gibeau aided as Senior Vice President of North
American marketing and has held a variety of senior publishing posts at EA. At
that moment of time he was answerable for driving the go-to-market strategy for
the EA and EA SPORTS brands as well as the launch of hundreds of game
franchises across multiple platforms that have shipped since 1991.
Patrick Söderlund
(Executive Vice President, EA Games Label)
Patrick is the
executive vice president of the EA Games Label having responsibilities for
product development and marketing of packaged goods and digital releases
across multi-platinum action, racing and
shooter games like: Battlefield, Medal of Honor, Need for Speed and Dead Space.
At the same time he oversees studios around the globe from Redwood Shores to
Montreal, Guildford, Stockholm and Gothenburg.
Andrew Wilson (Executive Vice President, EA SPORTS)
The executive vice president of EA SPORTS is Andrew Wilson
who provides tatic leadership over one of the most recognized brands in sports
and entertainment. Mr. Wilson presumed his position in August 2011 after
leading worldwide development for the company, having more than 11 years of
experience at Electronic Arts. His responsibilities include management for product
development and global marketing and planning for all packaged goods and
digital services. Previously he served as vice president and executive producer
of the EA Sports FIFA Soccer Division and was in charge of the strategic,
creative and business direction of all EA Sports football games, including
FIFA, FIFA World Cup, Euro, FIFA Manager and FIFA Street.
Gabrielle Toledano (Executive Vice President and Chief
Talent Officer)
Gabrielle Toledano is
the Executive Vice President and Chief Talent Officer and is responsible for
EA's global staffing and resourcing, benefits and compensation, organization
and leadership capability development, rewards and recognition, Facilities and
Corporate Social Responsibility.
Joel Linzner (Executive Vice President, Business and
Legal Affairs)
Joel has served as
Senior Vice President of Legal and Business Affairs since April 2004, before
joining Electronic Arts in July 1999, he
served as outside litigation counsel to Electronic Arts and several
others in the videogame industry.
Kristian Segerstrale (Executive Vice President, Digital)
Kristian is the
Executive Vice President, Digital of Electronic Arts. At one point he was Co-founder and Chief
Executive Officer of Playfish Limited from 2007 until November 2009 when the
company was acquired by EA. Thereafter he took the role of General Manager of
EA’s Playfish business unit.
Stephen G. Bene (Senior Vice President, General Counsel
and Corporate Secretary)
Stephen Bene
has served as Senior Vice President, General Counsel and Corporate Secretary
since October 2004. Since then he’s held the position of Vice President, Acting
General Counsel and Corporate Secretary and during June 2003- April 2004 he’s
also held the position of Vice President and Associate General Counsel.
Ken Barker (Senior Vice President, Chief Accounting
Officer)
He joined EA in June of 2003 as Vice President and Chief
Accounting Officer. Prior to EA, he
served as Vice President, Corporate Controller and Principal Accounting Officer
at Sun Microsystems.
Job Roles In
Gaming Industry
Games Design
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Lead Designer
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Games Designer
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Script Writer
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Map Builder
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Level Editor
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Object Planner
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GUI Designer
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Storyboard Artist
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Illustrator
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Graphic Designer
Art and Animation
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Creative Manager
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Lead Artist
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Art Director
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Concept Artist
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Environment Artist
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PreVis Artist
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Technical Artist
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Artist
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Animator
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3D Modellor
Audio
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Musician
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Audio Engineer
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Sound Effects Designer
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Composer
Programming
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Lead Programmer
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Software Engineer
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Programmer
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A.I.Programmer
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Middleware/ Tools Programmer
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Graphics Programmer
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Gameplay Programmer
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Action Scripter
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Platform Designer
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Information Architect
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Systems Analyst
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Database Designer
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Engine Programmer
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Server Architect
Product Management
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Head of Development
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Executive Producer
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Project Manager/ Producer
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QA Director
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Art Director
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Programming Manager
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Assistant Project Manager
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Production Accountant
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Production Scheduler
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Production Assistant
QA
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QA Manager
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Quality Assurance Technician/ Tester
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Lead Tester
Localisation
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Localisation Tester
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Localisation Manager
Project Management
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Executive/ Senior Producer (Publishing)
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Producer/ Project Manager (Publishing)
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Account Director
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Consultant
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Associate/ Junior Producer (Publishing)
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Project Co-ordinator (Publishing)
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External Relations
Business Management
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Chief Executive
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Managing Director
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Creative Director
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Technical Director
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Financial Planning Manager
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Supply Chain Manager
Business Development
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Business Development Manager
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Sales Manager
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Licensing/ IPR Manager
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Product/ Brand Manager
Support
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Operations Manager
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Customer Support
More Structure
In gaming companies it takes a hundreds of people to create
one game that will take over a period of possibly two or more years, for indie
gamers whose teams may only consist of around two members it could take a
longer time to make their end product. With all the different roles that people
have to train in and produce, the company then has to be set in a certain
structure.
At the moment EA’s team structure would look like this. For
most beginners who wish to pursue a career/ spot in the gaming industry they
usually start off as game testers detecting bugs from the development team and
telling them how to improve the game. We also have at the bottom outsources
where the companies like EA will pay a certain amount of money in order for animation,
voice actors, localisation and other services from companies in partnership
with Electronic Arts.
Meanwhile the Electronic Arts co-publishing arm is used for
publishing/ distributing games developed by third party developers, these
include:
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APB – Realtime Worlds
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Brütal Legend – Double Fine Productions
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Bulletstorm – Epic Games
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Crysis series – Crytek
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DeathSpank – Hothead Games
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Fuse – Insomniac Games
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Hellgate: London – Flagship Studios
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Kingdoms of Amalur: Reckoning – 38 Studios, Big
Huge Games
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Left 4 Dead series, The Orange Box, Portal 2 –
Valve
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Rock Band series – Harmonix and MTV Games
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The Secret World – Funcom
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Shadows of the Damned – Grasshopper Manufacture
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Shank – Klei Entertainment
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Warp – Trapdoor
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Unconfirmed project – Respawn Entertainment –
founded in April 2010, formed a partnership with ex Infinity Ward bosses Jason
West and Vince Zampella
Animator
Animators are responsible for breathing life into 3D gaming
models allowing them to move fluently. An animator is responsible for learning
and completing motion cycles that allow various animate objects and beings to
move, this can include humans, animals background pieces such as vegetation or
no doubt cars. In some cases animators have to create special attacks using
certain tool brushes in order to aid their creation.
During the game it’s animation that allows the characters to
move in the first place and lets people view cut-scenes which gives the player
and incentive of what to do next. However it’s not all about just making the
object move by walking for example, they also have a responsibility to show
emotions and lip synchronisation clearly which can be quite demanding as well
as time consuming. On the other hand it gives the player interactivity with
their gaming character making it worthwhile especially when profits are
possibly reaching a high.
Animators usually work for development studios, both publisher-owned
and independent and also for specialist outsourcing companies like Electronic
Arts. Unlike other sectors, where work is often on a project-by-project basis,
Animators in the games industry are usually permanently employed.
So What Do They Do?
Using objects, models, and characters created by 3D Artists,
animators must define their movements and behaviours and apply them using the
animation tools and techniques provided by the selected 3D animation software
package like Maya, Mudbox and 3D Max. Even though game animation can be a
complex combination of many different types of movement cycles they have to
make extensive libraries of re-usable animations for each character.
At the same time they are also responsible for the technical
processes of rigging and skinning of the characters, which lies heavily on
understanding a creature’s anatomy being able piece to be one bone with the
next in a correct sequence. It requires also working in a technically efficient
manner, taking into account the constraints of the game engine, for example
it’s sometimes necessary to restrict the number of key frames used or the
number of characters that can appear on the screen at a time which can be a
pain. Animators must need to work closely with programmers and artists in order
to create the best balance between smooth seamless movement and enhanced
performance on the target platform, keeping in mind how the animations will appear
in the context of the game.
How Do They Get Into The Gaming Society?
When looking for an animation career in gaming, people
usually contain some knowledge in animation using certain software packages
during a degree or some other course. What also helps is use of being able to
draw free handed and have experience in traditional and digital Medias of art
possibly during childhood or the GCSE period. Another way people get these jobs
is having experience with animation from different media sectors like film and television.
Any animator thing about having a career in the game production should comprehend
the interactive nature of games understanding all aspects of their discipline,
which includes character modelling, rigging, skinning, kinematics, and basic
cinematography.
Essential knowledge and skills
They must be able to work as part a team and also on their
own initiative, taking responsibility for organising their work within the
production schedule, managing files and meeting deadlines. Have an
understanding of the production process and the ability to communicate
effectively with other disciplines is essential. Some knowledge of programming
is desirable.
Game animation must be simple and expressive. The Animator
should know how to reveal attitude, emotions and mood through a character’s
movement and behaviour, creating memorable characters that will appeal to
players, whilst knowledge of the timing and appearance of human and animal
movement and facial expressions is essential along with the ability to lip sync.
Concept Artist
Concept Artists produce the illustrations that help 3D
modellers create the characters. Their job involves creating initial and final
designs of characters, backdrops and props giving full reference and detail as
to what it is and what it will play in the game later, this can be shown
through a portfolio of sketches that show how the character has developed, as
the creator thought more in-depth about how the project should be represented.
In the end after creating different styles and designs of that object, they’ll
all be presented in colour on a huge scale board so other artists, developers
and modellers can choose the correct design.
Another piece they’re responsible for his designing the gaming levels
and backdrops, concept artist must be able to work as a team member but use
their own imagination to create these pieces, which is why their role is highly
specialised, and there is a limited demand for this work.
Typical career
routes
Unfortunately there’s no set career route to becoming a Concept Artist. Some may start their careers as Graphic Artists, Illustrators or Graphic Novelists; others have worked in Special or Visual Effects or in Animation, and make the transition to Concept Artist via storyboarding.
Essential knowledge and skills
Concept Artists must have knowledge of computer illustration software like Adobe Photoshop/ Illustrator, SAI, Art Range or Paint.
Unfortunately there’s no set career route to becoming a Concept Artist. Some may start their careers as Graphic Artists, Illustrators or Graphic Novelists; others have worked in Special or Visual Effects or in Animation, and make the transition to Concept Artist via storyboarding.
Essential knowledge and skills
Concept Artists must have knowledge of computer illustration software like Adobe Photoshop/ Illustrator, SAI, Art Range or Paint.
A.I.Programmer
An artificial intelligence programmer gives the game a
brain, constructing a set of parameters by which the characters not controlled
by the player operate and make decisions creating a system of action and
reaction. This is a deep field in game programming that requires a technically
skilled team of highly specialized programmers to create dynamic and intuitive
gameplay that is functionally flawless.
What They Do
This person works under the direction of the lead programmer
and is responsible for determining a character’s behaviour which is when
actions are taken by the non-player characters. The AI programmer creates code
and procedures for pathfinding, group movement and cooperation, tactical
strategy, and camera control. They set patterns and parameters for state
mechanics and establishes how a character thinks and solves problems- creating
a framework for artificial emotions and ideas. The job of an AI programmer’s depends
as they move from one studio to the next—in some cases, object collisions fall
to the AI programmer; in others, this task may be assigned to a physics
specialist. During development, the programmer will work closely with designers
to implement the necessary processes to make combat possible, establish
decision trees for opponents, and create neural networks. He or she also
cooperates with game testers to identify bugs and insert the appropriate fixes.
What Skills Are Needed?
The role necessitates a person who enjoys challenging
problem-solving, is both a creative and critical thinker, and has a strong
education in advanced mathematics. A bachelor’s degree in computer science,
engineering, or game development is required for a job as an AI programmer.
Larger game developers may prefer a master’s degree. You will be expected to have a firm
foundation in C++; STL; APIs like OpenGL and PhysX; Perl, Perforce, and
profiling tools. Coursework in physics and technical writing are also helpful.
An AI programmer should be comfortable on multiple game consoles and able to
adapt to existing systems. Strong written and verbal communication skills are
necessary, as is the ability to draft clear, concise technical documentation.
Most importantly, developers look for an individual who is passionate about
making and playing games. The field of AI is constantly evolving, and therefore
offers great opportunity for creativity and innovation.
Level Editor
Level Editors defines and creates interactive architecture
for a segment of a game, including the landscape, buildings, and objects.They
must follow the design specification, using elements like the characters and
story that’re defined by the games designer, but they do have the chance to say
if they feel something isn’t right. The Level Editor also develops the game
play for the level, which includes the challenges that the characters face and
the actions they must take to overcome them. The architecture helps to define
those challenges by presenting obstacles, places to hide, tests of skill, and
other elements to explore and interact with. Settings and atmosphere devised by
the Level Editor can also give the player clues as to different ways of
progressing though the level and the game as a whole.
What is the job?
Working from the overall game design documentation, the
Level Editor designs a portion of the game usually referred to as a ‘level’,
specifying in detail all the possible actions and game play events which take
place within that level; the environment, including locations, general layout
of the spaces within the level, and thoughts about visuals, eg lighting,
textures, and forms; the characters and objects involved, whether they are
player controlled or non-player characters; and any specific behaviours associated
with the characters and objects.
The Level Editor first sketches ideas on paper or using 2D
drawing software. They have to imagine the playing experience, putting
themselves in the position of the player, mapping out all the possibilities.
They need to think about the logic and flow of events and
actions, the conditions that need to be met for certain things to happen, the
challenges the player will encounter, and the game play that occurs as a
result.
The ideas are then worked out in 3D and tested in the game
engine, which produces further ideas. In consultation with the programmers and
artists, the Level Editor draws up a detailed inventory of level ‘assets’ (all
the objects and programming requirements needed to make the level run in the
game in its final form).
Every asset can impact on the game’s performance and the
Level Editor must understand the technical constraints the team is working to,
eg there may be a limit on the number and complexity of objects that can be
displayed on screen at any one time.
Typical career routes
There is no set route into this job, but it is rarely an
entry level role. Industry experience is a definite advantage and candidates
are normally educated to degree standard. Level Editors need an understanding
of the conventions of game playing and also an awareness of the target market.
Many Level Editors are enthusiastic games consumers, and may
well have gained experience through ‘modding’, which involves creating their
own levels of published games using software toolkits provided as part of these
games.
A Level Editor might progress into the role from various
junior positions in the industry, eg working as a tester in a Quality Assurance
department provides useful experience and gives an overview of the development
process, access to software and tools, and insight to the different jobs.
Essential knowledge and skills
Level Editors must have good spatial and layout design
skills, knowledge of 3D modelling, and a firm grasp of game design principles.
They also need to be very well organised. Game development
is a collaborative process and Level Editors work both independently and as
part of a team and they must be able to accept and give direction.
They train the testers to play the game and also work
closely with artists and programmers, for which they need a practical
understanding of programming and preferably some scripting language competence.
This is a multi-skilled role, requiring:
•spatial awareness and the ability to visualise layouts;
imagination and creativity;
•excellent communication skills (both verbal and written);
•IT skills and competence in the use of world editing tools;
•attention to detail and the ability to evaluate quality;
•knowledge of different platforms;
•a passion for games and knowledge of game design theory;
•knowledge of the requirements of the relevant Health and
Safety legislation and procedures.
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