Interviewed by Bianca Valentino about freelance journalism, October 2011

October 31st, 2011

Brisbane-based music journalist and zine maker Bianca Valentino has posted a long interview with me on her blog, Conversations With Bianca.  Here we speak about freelance journalism, interviewing, and goal-setting. Excerpt below.

Interview: Andrew McMillen on Freelance Journalism In Australia, Writing & Interviewing

To me Australian journalist Andrew McMillen is without a doubt a success. His work has been published in/for Rolling Stone Australia, The Weekend Australian, QWeekend, Mess + Noise, The Vine, Triple J Mag, The Courier-Mail, Australian Penthouse, Gamespot, BrisbaneTimes.com.au and Junior. Andrew has managed to make freelance journalism in Australia pay the bills, not an easy task! Here Andrew and I discuss interviewing, challenges facing freelance journalists in Australia, his career goals and aspirations as well an insight into how he’s made writing a full-time gig. I give you a chat with two writers that deeply care about their craft…

I get a little nervous before my interviews, just a little. Good nerves though I think.
ANDREW MCMILLEN: Ha, you know Neil Strauss told me the same thing which I think is fascinating because he’s pretty much at the top of his game yet he still feels that way. He told me it is because of the expectations that he puts on himself to do the best interview that that person has ever done. Obviously if you are talking to some of the most famous people in the world then that is a pretty tough ask most of the time.

Do you get that way yourself?
AM: Yeah, in the moments leading up to an interview. On the phone it’s usually worse because of that anticipation – you’re walking around in the morning or whenever it is and you know it’s coming up ’cause it’s in your schedule and you know you’ll be fine once you start doing it but it’s just the planning and waiting that increases my anticipation for it. Once you’re actually in the moment I find that you’re fine.

There have been moments in my interviewing career where I have had almost a constant anxiety attack throughout the whole interview and then because I wasn’t in the moment when I got off the phone I was like, damn! I wish I hadn’t been so worked up I didn’t see the opportunity to ask an awesome question.
AM: Do you think that came down to a lack of preparation on your part?

No – I was suffering from panic attacks and anxiety at the time – I do more research than anyone else that I know for my interviews and with a lot of people I interview I have long-standing relationships and friendships I’ve built up with them over our careers, sometimes a decade or more. At times when I’ve done interviews I get an almost out of body experience or it’s almost a trance like state. I can’t quite explain it. I’ve had some amazing experiences and connections interviewing. I really, really care about what I do.
AM: Yeah, wow! For me a big part of it for me is being present in the moment. You’ve got your list of questions in front of you that you want to get through but you should be willing to go with what they want to say and change in direction if need be. I’ve done interviews where I have lots of stuff prepared but then I only get to ask three or four questions and the rest of it is made up on the spot because they go off on some tangent which interests me and then I push them on that and go down an entirely different path. Some of those interviews have been some of the most enjoyable interviews I think, the ones which don’t go how you planned at all. I think that comes down to being versatile and being able to change it up on the spot.

I’ve had some interviews where I’ve had a list of 50 questions and pretty much not even asked one of them. I also have notes on hand as well as questions. I did an interview with Dr Know from the Bad Brains – I’d loved that band for so long – once and when I started talking to him I felt it kind of fell apart. It was a really interesting interview for me where I learnt a lot from.
AM: It turned out good in the end though didn’t it?

Yeah in the end it did but at the time when I got off the phone to him I burst into tears – it’s the first and only interview that’s ever happened with. I thought I’d really failed. It meant so much to me because they were one of the first overtly spiritual hardcore punk bands and those two things mean the world to me. Reading the interview back though I realised it was awesome!
AM: I love that reflection of how you might not realise it in the moment but then you type it up afterwards and awesome stuff comes out, it speaks a lot about the person, it speaks a lot about your talent to get that kind of thing out of them. I like when people say ‘I’ve never told anyone else before but…’ and then they tell you.

That makes your heart stop a little and you’re like ‘hell yeah!’
AM: [laughs].

I wanted to clarify, is writing your sole work that you do?
AM: Yeah I’ve done it full-time since June 2009. Up until October 2010 I was doing a bunch of copywriting and web project management, client management stuff for a small business called Native Digital. I was doing that as well as journalism so I wasn’t fully concentrating on journalism. Since October last year my full energy has gone into pitching, researching, interviewing and writing – it was a real shift in my mindset because it wasn’t just me plugging away trying to get my name out someone else [Nick Crocker] was investing time, energy and to a certain extent their reputation in introducing me to other people. We’d have weekly updates and they’d really just push me with each passing day to make sure that I was getting better—more connecting, pitching harder and pushing harder. That was the real shift for me in 2009.

Since the start of last year Nick and I started this pitching spreadsheet where every time I pitched any kind of article to anyone – it could be an album review or a feature story – I’d track it in a Google Docs spread sheet so we could both see what was going on and what the response was and what stories were worth to me in a money sense. That was a business management strategy that Nick employed to get me to be more accountable for my actions so that I could see on a daily basis what I have on, what I’ve earned and I can see how it’s changed between now and six months ago. If I look back from now to Feb 2010 the changes are just ridiculous. I was totally green back then in terms of the stories I was pitching and the relationship I had with editors. Now it’s at a much more advanced level because I have those systems in place and I’m accountable and keep pushing harder. That relationship with Nick has been a massive part of why I am where I am.

I’ve had a few conversations with Nick where he has encouraged me. I remember our first chat he asked me why I hadn’t started a blog yet. I told him I was waiting for this or for that and he told me there will never be a perfect time and to just start doing it.
AM: He is incredible in that way. He’s started several businesses, he has that entrepreneurial spirit in him obviously but he even applies all that stuff to non-business things. He had this blog called Way Cool Jnr for a couple of years that he used to push his ideas about the music industry just for the hell of it. He wasn’t getting paid for it, it was for free. It became one of the most popular music blogs in Australia for some time. I took over editing it last year and I did it for a while but I stopped that recently because I can’t give it the time it needs which is a shame. That brand, that blog called Way Cool Jnr had a good name for itself and it just shows you can start a blog and it can have an impact even if it’s not for a business purpose. I have my own blog which I’ve had for a couple of years and it was cool to have that inbuilt audience from Way Cool Jnr.

For the full interview, visit Bianca’s blog. You can find her on Twitter at @BiancaValentino, too. Thanks for the interview, Bianca.

GameSpy story: ‘The Health of the PC Gaming Industry’, October 2011

October 24th, 2011

A story for GameSpy.com; my first for them. It’s a feature split into two parts: one to discuss the retail side of PC gaming, and one for digital.

Excerpts from both halves included below.


The Health of the PC Gaming Industry Part 1: Retail

Dying or developing – just how is the PC doing?

If you want to make a hardcore gamer roll their eyes in exasperation, tell them that the PC gaming industry is dead and/or dying. Variations on this well-worn statement have been circulating for years, and it’s never been particularly true. In 2011, it’s less true than ever: thanks to digital distribution, more people are buying and playing PC games, so it’s no surprise that developers and publishers continue to invest heavily in the space. Their efforts don’t necessarily have the goal of extracting gamers’ wallets from pockets, either: the burgeoning ‘free to play’ model is being taken seriously by publishers like EA and Activision. And though the hardcore among you might be loath to admit it, those who choose to while away their hours playing Facebook games are technically PC gamers, too.

All told, PC game sales accounted for $16 billion in revenue worldwide last year, according to research conducted by DFC Intelligence on behalf of Nvidia. If DFC’s forecasts are to be believed, PC games will eclipse console game sales in 2014, and incur a sense of deja vu among those gamers old enough to remember a pre-console period where the PC ruled the emerging market for home video games.

In this two-part feature, GameSpy will examine the health of the PC gaming industry across two fronts – retail and digital – in an effort to dispel those pesky death rumours once and for all.

Bricks and Mortar
When compared to the reams of laudatory material that have been dedicated to praising the virtues of digital distribution platforms, it’s easy to overlook the roots of PC gaming: the humble bricks-and-mortar retailer, a place where chunky, colourful cardboard boxes containing CD-ROMs once received pride of place on shelves a few short years ago. Though the cardboard boxes have been downsized and the CD-ROM technologically superseded, Steve Nix counters that there’s still a significant market for over-the-counter sales of PC titles.

As general manager of digital distribution at GameStop, the world’s largest video game retailer – who employ some 17,000 full-time staff, and whose annual earnings in 2010 were $9.47 billion – Nix is well-placed to survey the PC gaming landscape. It also helps that he spent four and a half years at id Software, as director of business development and later, director of digital platforms. He’s been with GameStop since February 2011. “Many years ago, PC games were the largest category for GameStop,” he says. “But PC retail sales didn’t look good over the last ten years. There’s been a steady decline. As a PC gamer first and foremost, that always was very concerning. In the early 2000s, I was wondering, ‘What’s going to happen to the PC? Is it going to become completely extinct at some point, as a gaming platform?’”

We now know that the answer to this question is a firm ‘no’. At the time, Nix reflects, “my strong belief was that we were seeing a user experience problem with PC games in a retail box, versus console games. Really, if you think about the fastest, easiest way for people to get a game and start enjoying it, it’s the consoles. They offer a really nice experience: you get your game disc, you pop it in, and you’re playing in under a minute. Whereas, by the mid-2000s, for PC gamers, games had gotten quite a bit larger. Before the DVD, you’d have nine CDs for some games. And then you might have to search the web for the latest patches. If you’d done everything correctly, maybe a couple of hours later, you’d actually be playing the game after all this work. Really, I think that a lot of customers who were PC gamers started transferring to the consoles just because the user experience on the PC was poorer at that point,” he reflects.

According to Nix, all GameStop saw at that point was “the decline of the physical PC box sales, so they decided to focus on the console business. But fortunately, in the last few years, some of the leaders in the PC digital space have been more public about going out with their numbers. They’re seeing amazing growth. That information started to get back to GameStop, who did some extensive research and said, ‘the PC market is thriving, but it’s just shifted online. It makes sense for us to be a major player in the PC digital space’.” The company will invest $100 million in digital initiatives in 2011, according to a report in March. We’ll return to Nix and GameStop’s recent forays into the online marketplace in the second part of this feature, which focuses on the digital market.

To read the rest of part 1, visit GameSpy. An excerpt from part 2 follows.

The Health Of The PC Gaming Industry Part 2: Digital
There’s money to be made in them thar online hills.

In part one of this feature, we examined the boxed-retail past that many gamers have abandoned. Now we take a microscope to the digital-driven future of PC game distribution, which many gamers have already embraced. Like downloading music, downloading games for your PC makes a shitload of sense: it’s fast, convenient, better for the environment, and you can do it in your underwear and no-one will ever know. Sneaky and classy.

Where did all the money go?
Half to 70% of the $4 billion market for downloaded PC games are purchased through a platform named Steam [pictured below right], according to an article published by Forbes earlier in 2011. (Steam operator Valve refused to comment on the accuracy of this claim.) Though Steam was a right royal pain in the ass when it launched in 2002 during the beta period of Counter-Strike 1.6 – any gamer who recalls that frustrating time will no doubt concur – using the software is now as akin to the average PC gamer as breathing and circle-strafing. It’s the gaming equivalent of iTunes. Both are clear market leaders; both maintain an enormous brand loyalty worldwide.

That same Forbes article quotes North American market research firm NPD Group as stating that, in 2010, “sales of PC games via download outstripped sales of boxed games in stores for the first time”. When I question Valve VP of marketing Doug Lombardi on the significance of this outcome – was this always a goal on the agenda, or happy coincidence? – he cryptically replies, “Our goal has always been to deliver a higher quality of service to the customer, regardless of where or how they purchase the product.” Perhaps enormous consumer uptake and financial success was always going to be a consequence of aiming to develop the market’s best digital distribution platform.

Lombardi makes it clear that Valve still values traditional retail and healthy competition in the digital distribution market. “We don’t advise folks to skip retail, or other digital outlets,” he says. “Every publisher and developer should consider the widest possible distribution possible.” I’m curious as to how he pitches the service to prospective Steam clients – from indie developers, to the world’s biggest publishers. “We start with the 30 million-plus gamers connected to the service, the instant access to data on their Steam sales, and the increasing number of Steamworks features we offer free of charge such as matchmaking, anti-piracy, support for in-game DLC, and more.” Also of note is Lombardi’s eyebrow-raising claim that “Steam has grown over 100% year-over-year for the past six years.” A userbase of 30 million is a fairly compelling reasoning for both developers and publishers to do a deal with Steam, I’d imagine.

Game developers such as Tripwire Interactive are among the legions of Steam supporters. The Roswell, Georgia-based studio – creators of Red Orchestra 2 and Killing Floor – have been fans since they signed up in 2005. “And we still are”, says vice president Alan Wilson. “They still have that Valve sense for what the people buying the games actually want, will give it to them at a good price, good customer service – and they treat the developers/publishers right as well. They’re always easy to work with. There are other good services out there – D2D, GamersGate and so on. But until Steam either starts getting it all wrong, or the others find some miracle formula, Steam will stay king of the pile.”

To read the rest of part 2, visit GameSpy.

GameSpot story: ‘The State of the Aussie Game Development Industry in 2012′, September 2011

September 4th, 2011

A feature story for GameSpot. Excerpt below.

The State of the Aussie Game Development Industry in 2012

In the wake of THQ’s studio closures in Brisbane and Melbourne, GameSpot AU investigates the path forward for the Australian game development industry.


The State of the Industry

Fortitude Valley, Queensland. Four years ago, this suburb functioned as the central nervous system of the tight-knit Australian game development industry. Employees of the five big studios–THQ, Krome, Pandemic, Auran, and The Creative Assembly–all worked within walking distance of one another. It was an extraordinary period of growth, wherein contracts to build licensed games for overseas publishers were relatively easy for development houses to secure, and to profit from. Studio executives, developers, and the Queensland government’s “Smart State” flag wavers toasted each other’s success.

One by one, these companies were faced with insurmountable difficulties: new IP failing to attract adequate market attention; cost reductions by overseas headquarters; and licensed game contracts drying up, due to a rising Australian dollar. In early August 2011, another death knell sounded across the community: THQ’s sudden “right-sizing” saw the shuttering of its Brisbane and Melbourne studios, resulting in the loss of around 200 jobs. Less than a year ago, Krome Studios–once the country’s largest independent game development company, home to more than 400 employees across three cities–ground to a halt.

Around 40 of Krome’s best talent were kept on and quietly folded under the banner of KMM Brisbane, a local arm of Kennedy Miller Mitchell’s Sydney-based animation and development studio. Yet, recent online rumours suggest that once KMM Brisbane’s current project, Happy Feet 2, is completed, the studio’s lights will be switched off. (GameSpot AU contacted a KMM Brisbane producer for comment, but they would not respond; an anonymous source said that four artists were laid off in the first week of August, that “most” would be laid off at the end of the month, and that “a core few” would stay until October, when the game ships.) Once again, some of this country’s most experienced and talented developers will return to an ever-contracting job market.

On the first floor of an unremarkable office building, on Warner Street in Fortitude Valley, sits Sega Studios Australia, an 80-strong outfit that was known as The Creative Assembly until June 2011. They’re deep into the development of London 2012, an Olympic Games tie-in for the Xbox 360, PlayStation 3, and PC. The walls are adorned with interesting artwork and materials that can’t be described, due to the nondisclosure agreement signed upon entry.

“We’re now the biggest developer in Brisbane, and probably Australia,” says Gareth Gower, director of studio marketing. “We’ve got a bit of a responsibility to nurture as much talent as possible, and help the industry that way.” They’ve got only two vacancies at the moment, both high-level positions: studio art director and senior engine programmer.

“It’s brutal. Absolutely brutal,” says studio director Marcus Fielding of the job market. He held the same role at Krome at the time of its closure in late 2010. “I’m seeing people at the local gym who can’t believe it’s happened again. They’re asking the question of me, ‘Is Sega secure?’ All I can do is work really hard to ensure that we are secure.”

Of the studio’s 80 employees, 60 are full time; the other 20 are contractors, mostly animators. Fielding introduced GameSpot AU to several staff from a range of disciplines. Senior environment artist Chris Conte began his career with online gambling developer Eyecon in 2004 and then spent nearly five years with Krome and, later, KMM Brisbane. Senior animator Adam Dowley started with Ratbag Games, an Adelaide-based outfit that was acquired by Midway Games in 2005. After being closed by Midway, Krome rehired many of Ratbag’s staff and established Krome Studios Adelaide before eventually closing the doors in August 2010.

“It throws your entire life into disarray,” recalls Dowley of the closure. “When Krome went down, I’d just bought a house in Adelaide.”

“I’d just bought a house here in Brisbane, too,” says Conte. “It’s scary. It puts you in a mind-set where you don’t know what’s going to happen. I think we’re pretty good here at Sega, but there’s always that thought at the back of my mind now: ‘What happens at the end of this game?’ It’ll be there probably for the rest of my career, now; once we get to wrap-up time, what’s going to happen? Are we going to be able to do another project?”

“It’s a fear that’s in the back of every developer’s mind,” says technical director Mark Rowley. “As an industry, it’s far more fragile than most.”

“The problem is that people are very specialised in this industry,” adds Dowley. “They don’t have skill sets that are applicable to other industries. Game designers; where can they go? I can animate; how do I use that outside of games or film?”

“You’ve specialised yourself for the love of the job,” replies Rowley.

“You love it so much that you’ve kind of doomed yourself!” concludes the senior animator. He and his colleagues laugh knowingly.

For the full story, visit GameSpot.

Further reading: A Matter Of Size: The State of Triple-A Game Development in Australia

GameSpot story: ‘Game Developers’ Quality of Life: Why Should Gamers Care?’, August 2011

August 28th, 2011

A feature story for GameSpot; my first for the site. Excerpt below.

Game Developers’ Quality of Life: Why Should Gamers Care?

In this feature, we ask if quality of life at development studios should affect how gamers think about the industry.


Blowing the Whistle on Working Conditions

A video game is composed of millions of tiny achievements made by hundreds of people. When combined, their work results in innovative, genre-defining artistic statements like World of Warcraft, Half-Life, Super Mario 64, or Tetris. The fruits of their collective labour are savoured around the world by gamers, a once-exclusive tag that is now, thanks to the burgeoning market of Web-based casual games, embraced by more people than ever before.

Despite the impact that generations of video game developers have had on the medium of interactive entertainment, though, it’s easy to forget those millions of tiny achievements when you’re embedded deep within virtual worlds like Azeroth, the Black Mesa Research Facility, the Mushroom Kingdom, or a 10-block-wide screen of endlessly descending shapes. Logically, our brains know that none of these worlds can exist without the imagination, artistry, and programming skills of human beings. Yet for many gamers, those who work in the gaming industry are, essentially, faceless purveyors of joy. There are a handful of household names like Shigeru Miyamoto, John Romero, Hideo Kojima, and Will Wright; as for the rest of the names listed in the closing credits and the instruction manual…well, who?

This apparent cognitive failure of gamers to acknowledge the contribution of game developers to our overall well-being is only brought to the fore on rare occasions, when the people behind our gaming pleasure see no option but to go public with their sentiment of systemic discontent. The enduring example of the entire discussion surrounding game developers’ quality of life arose in November 2004, when an anonymous blog post by the partner of an EA Games developer working on The Lord of the Rings, The Battle for Middle-earth detailed a studio-wide, 85-hour work week.

“The stress is taking its toll,” the blogger wrote. “After a certain number of hours spent working, the eyes start to lose focus; after a certain number of weeks with only one day off, fatigue starts to accrue and accumulate exponentially. There is a reason why there are two days in a weekend–bad things happen to one’s physical, emotional, and mental health if these days are cut short. The team is rapidly beginning to introduce as many flaws as they are removing.”

The blog post gained widespread media attention and, later, saw EA settle over US$30 million in overtime to staff at its California studio following three class-action lawsuits. The “EA Spouse” saga, led by blogger Erin Hoffman, shone a spotlight into the dark corners of game development. For the first time, it seemed, gamers were made aware that making video games for a living isn’t necessarily as fun as it sounds.

A similar incident in early 2010, ahead of the release of Red Dead Redemption, saw the “Determined Devoted Wives of Rockstar San Diego employees” publish a scathing attack against that studio’s management on industry website Gamasutra and threaten legal action if their partners’ working conditions were not improved. It is unclear whether that situation was resolved, although it appears that no lawsuits were filed against Rockstar Games. More recently, Team Bondi, the Sydney-based developer of the Rockstar Games-published L.A. Noire, was revealed to have dictated what former employees referred to as an “ominous crunch” (the intensive period before a deadline) that lasted for years, and a revolving-door staff policy that saw over a hundred employees leaving throughout the game’s seven-year development.

Those three games–Battle for Middle-earth, Red Dead Redemption, and L.A. Noire–achieved Metacritic ratings of 82, 95, and 89, respectively. Collectively, they were enjoyed by an audience of millions across the PC, Xbox 360, and PlayStation 3 platforms. In the grand scheme of things, it’s all too easy to sweep a few months–or, in the case of L.A. Noire, years–of long working hours under the rug and bask in the shining glory of the final products. But to do so would be a mistake, argues Kenneth Yeast, who was the engineering development director at Electronic Arts during the Battle for Middle-earth project.

For the full story, visit GameSpot.

Further reading: Why Did L.A. Noire Take Seven Years To Make?

GamesIndustry.biz story: ‘Revealed: The emails behind the whistle blowing at Team Bondi’, July 2011

July 5th, 2011

A feature story for GamesIndustry.biz; excerpt below.

This a follow-up to my feature on the development of the videogame L.A. Noire for IGN, published last month.

Revealed: The emails behind the whistle blowing at Team Bondi


Last month a story on IGN called “Why Did L.A. Noire Take Seven Years To Make?” detailed the lengthy process wherein Sydney-based developer Team Bondi worked on the biggest, most expensive video game ever made in Australia. Published by Rockstar Games, L.A. Noire - released worldwide in May – was expansive in scope and revolutionary in concept.

At the story heart’s were eleven testimonials – delivered by former Team Bondi employees interviewed under the condition of anonymity – which detailed the oppressive work conditions that hundreds of staff endured throughout those seven years. Among their complaints were an “ominous crunch” period of development which continually shifted year to year; a studio-wide expectation that staff would work overtime and weekends; a praise-free working environment; and a boss named Brendan McNamara, who one of the sources called “the angriest person I’ve ever met”.

In the last few weeks, the story has been read and reported around the globe. Both fans and the game development community have reacted with contempt for Team Bondi, and for Rockstar Games, who seemingly condoned the Sydney-based studio’s incessant whip-cracking. The International Game Developer’s Association (IGDA) has declared that they are seeking comments from former Bondi staff as they investigate what they deem to be “absolutely unacceptable” working conditions.

As the original author of the report I’ve been contacted by developers who have worked under Brendan McNamara at other studios over the years. All have concurred with the assertions made by the Bondi Eleven. “When Brendan came on board, it became clear that he was a huge bully with no talent, vision or management skill. But he really knew how to intimidate,” wrote one. “Fits with my experience of McNamara,” tweeted another.

Several more ex-Team Bondi employees have also contacted me to express their gratitude. “On the day the article was posted, I had been linked it by a dozen or so other Team Bondi ex-employees in the first few hours, and then it was re-linked on Facebook for the rest of the day,” one source told me. “Everyone I’ve spoken to is really grateful that it’s ‘out there’, and completely shocked that Brendan agreed to the interview.”

Two former Bondi staffers, in particular, have supplied evidence which refutes comments made by Brendan McNamara in my original story, and strengthens the validity of claims made by the Bondi Eleven. Between them, this pair spent several years labouring under the Team Bondi banner. As with the original Bondi Eleven, the pair have supplied information under the condition of anonymity. Their rebuttals to their former boss follow; their evidence includes time-stamped internal emails and staff employment contracts.

Deterioration of relationship with Rockstar

Source: “It’s pretty well reported now that the working conditions were bad. What hasn’t been discussed yet (from what I’ve seen) is the relationship between Team Bondi and Rockstar. I’ve heard a lot about Rockstar’s disdain for Team Bondi, and it has been made quite clear that they will not publish Team Bondi’s next game. Team Bondi are trying to find another publisher for their next title, but the relationship with Rockstar has been badly damaged – Brendan treats L.A. Noire like a success due to his vision but I think Rockstar are the ones who saved the project. They continued to sink money into LA Noire, and their marketing was fantastic. Without their continued support, Team Bondi would have gone under several years ago.”

“Rockstar also made a huge contribution to the development; their producers were increasingly influential over the last two years of the game’s development, and overruled many of the insane decisions made by Team Bondi management. At a lower level, Rockstar also pitched in with programmers, animators, artists, QA, etc. Part of the conflict between Team Bondi and Rockstar was due to Rockstar’s frustration with Team Bondi’s direction, and eventually Team Bondi’s management in turn resented Rockstar for taking lots of creative control. It’s also worth pointing out that Rockstar used to be very keen on making Team Bondi something like ‘Rockstar Sydney’ – the more they worked with Team Bondi management, the more they came to understand that this was a terrible idea. I have a few logs that show the relationship souring – see below.”

Date: Tuesday, April 06, 2010.

From: Brendan McNamara [Team Bondi founder]

To: Everybody List [everyone who worked for Team Bondi]

Hi Everyone

I found out this morning that Rockstar have pulled out of the E3 show. I’m trying to find out more information as to why. I don’t agree with this decision as I think the case we were going to show is looking great and that we could do some real damage there. Jeronimo [Barrera, Rockstar VP] is talking to the Marketing Team to ascertain what the Marketing Plan is going forward. Once I know what is happening and why I will get back to you.

Brendan

Source: “The context on this second one is that our Production Designer (Simon Wood) posted an email with links to a new L.A. Noire logo designed by Rockstar (which Brendan hated). The announcement apparently had a Rockstar logo, but no Team Bondi logo alongside it. Brendan’s reply was only supposed to be to Simon, but he replied to everybody at Team Bondi by mistake. He claimed he was only talking about commenters on news articles, but it was pretty clear to everyone that this wasn’t true.”

Date: Monday, October 11, 2010

From: Brendan McNamara [Team Bondi founder]

To: Everybody List [everyone who worked for Team Bondi]

Every dog has its day and there’s going to be hell to pay for this one. I’ll never forget being treated like an absolute c**t by these people.

To read the full story, visit GamesIndustry.biz. You’ll have to register a free account with them to do so.

UPDATE July 7: This story has been syndicated to GI.biz’s sister site, Eurogamer, where you can read the full story without registering an account. Click here to read it on Eurogamer.

IGN Australia story: ‘Why Did L.A. Noire Take Seven Years To Make?’, June 2011

June 27th, 2011

A feature story for IGN Australia. Excerpt below.

Why Did L.A. Noire Take Seven Years to Make?

Examining the troubled development of Team Bondi’s opus.

by Andrew McMillen


Team Bondi’s film noir-inspired detective thriller L.A. Noire was released last month to critical and commercial success. Set in a lavish recreation of 1947 Los Angeles, the game eschewed a familiar open-world design for case-by-case detective gameplay that revolved around examining crime scenes and interrogating suspects. Featuring a vast city, cases that adjusted depending on the player’s actions and choices, and sophisticated motion capture technology that had never been used in a video game before, it was a mammoth project.

So mammoth, in fact, that it took over seven years to complete, with a publisher switch – from Sony to Rockstar – midway through. That’s not the whole story, however. The development of L.A. Noire was anything but smooth.

Much has been written about the long development cycles on games such as Duke Nukem Forever, Too Human, or Prey, but the story behind L.A. Noire’s rocky road to release stands out within Australia’s small, tightly-knit development community. Team Bondi’s crime drama is not just the biggest game development project ever undertaken in Australia, it also served as the first-ever project for many of the creative forces behind L.A. Noire. It’s perhaps the combination of all these factors that has resulted in surprisingly open testimonials from former Team Bondi members about their experience working on the game.

Recently, a group of former Team Bondi employees launched a public website with an amended staff roll for L.A. Noire that includes 100 developers omitted from the official game credits. But the look behind the curtain started much earlier. On January 23 2010, an anonymous source on Twitter began leaking stories heard through the grapevine regarding the Sydney-based studio. The account wasn’t run by an ex-employee; it was anonymously dishing the dirt on Bondi as heard through unnamed sources, Wikileaks-style.

The tweets alleged that studio founder Brendan McNamara had mismanaged Team Bondi and development of L.A. Noire, and had spent “tens of millions” on proprietary technology in just a year. Despite then-publisher Sony Computer Entertainment America’s faith in McNamara based on his PS2 hit The Getaway, Sony dropped the project in 2005, when the studio “had far exceeded SCEA’s expected price tag for the game.”

According to the tweets, this situation “threw the studio into disarray. Strangely, McNamara quickly found hospice in his former rivals–the Houser brothers–and L.A. Noire was picked up by Rockstar [Games] in spring 2006… Since then, the game has been revamped, ported, and delayed four times. Rockstar spent more [than] Sony in their efforts to make it not suck.”

Locally, when the tweets were reported by the Australian gaming industry hub Tsumea, several anonymous commenters stepped in to back up the reports: “I can certainly attest to the appalling working conditions, the angry and abusive boss and the ineffective leads who were completely unwilling to do anything to protect their team members,” wrote one. “It’s abhorrent that these young kids are being thrown into a 24/7 corpse grinder with perpetual crunch and weekend overtime,” wrote another.

The comments on Tsumea recall events that took place in 2004, when an anonymous LiveJournal post by a user named ‘EA_spouse‘ expressed frustration at the fact that she rarely saw her fiancé, an employee of Electronic Arts, due to the long hours he was forced to work while attempting to meet deadlines for the title The Lord of the Rings: The Battle For Middle-Earth. The blog received wide press attention and eventually led to three class action lawsuits against EA for unpaid overtime.

After the initial tweets and short-lived online discussions that followed, the situation returned to all-quiet-on-the-Bondi-front. In the meantime, there was finally light at the end of the tunnel: L.A. Noire’s worldwide release date had been set for mid-May 2011. The game would finally see the light of day, but many questions remained. Are the allegations true? Why did it take seven years to bring L.A. Noire to market?

IGN Australia reached out to dozens of former Team Bondi employees to help get a deeper look and tell the story. Eleven agreed to speak on the record, under the condition of anonymity; many feared reprisal from current and future employers if they were to be tagged as whistleblowers. The combined experience of these former staff is extensive: between them, they represent 24 years of service. Their individual tenures range from a few months, to four years, and they include artists, programmers, animators, and software engineers. We also spoke extensively with Team Bondi studio head Brendan McNamara for his perspective.

For the full story, visit IGN Australia.

This story runs to 4,500 words. It’s the biggest story of my career thus far, in terms of length, readership, and impact. As is hopefully apparent, a lot of work went into this story.

I first pitched it to my editor at IGN on February 14, 2011. My initial email, entitled ‘Story pitch: What was it like to work on L.A. Noire?‘, is below.

Hi mate,

Just catching up on some industry news via Tsumea and elsewhere. Am loving the allegations by (seemingly) dozens of anonymous ex-Team Bondi employees about the horrible working conditions behind L.A. Noire.

Favourite comment? “It’s abhorrent that these young kids are being thrown into a 24/7 corpse grinder with their perpetual crunch and weekend overtime.”

I’d like to investigate these allegations and find out how much truth there is to it. Like my Krome story, could be the case of ex-employees agreeing to speak anonymously. As long as we can verify that they were employed by the company and they know what they’re talking about, we should be good to go. Right?

Interested?

Andrew

It wasn’t until I got the nod from my editor and began reaching out to former Team Bondi employees that I realised the Tsumea story was published in 2010, not this year. Those allegations had existed for over a year, and no-one had checked them out. Curious.

As mentioned in the story, I contacted dozens of former Bondi employees. Some were silent; some told me to leave the story alone, as they didn’t want their former colleagues to suffer in the event of the allegations being found to be true. Over the months, I rounded up eleven ex-Bondi workers who were happy to speak to me, anonymously, about their experiences working for the studio.

Rockstar Games found out quite early on that I was investigating this story – via an overzealous source contacting an existing Rockstar employee, I think. They weren’t particularly happy. In an attempt to ensure balanced coverage, they eventually offered me access to Team Bondi CEO Brendan McNamara – though speaking with him was necessary if the story was ever going to be published, as it would be rather slanderous to publish the ex-employees’ comments without juxtaposing them against the responses of their former boss. Yet, as picked up by many of those who commented on IGN and the article’s resultant media coverage, McNamara did little to deny what I’d been told by his former staff.

With a gestation time of over four months, this is by far the longest amount of time I’ve spent pursuing a single story. It was worth it, though, because I feel that it’s a story that needed to be told. I hope you agree.

A final note: I’m interested in pursuing this story – and stories like it – on an ongoing basis. If you’d like to share your experience of working for Team Bondi and/or Rockstar Games, you can email me here.

Qweekend story: ‘The Long Dry Spell’; Chris Raine and Hello Sunday Morning, June 2011

June 6th, 2011

This is my first story for Qweekend, The Courier-Mail’s Saturday magazine. It appeared on the cover of the June 4-5 2011 issue.

Click the below image to read the story as a PDF in a new window, or scroll down to read the article text underneath.

The Long Dry Spell

Story: Andrew McMillen. Photography: Russell Shakespeare.

When Chris Raine gave up drinking for 12 months just to see if he could, he started a Gen Y revolution.

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At just after nine on a Saturday night, Chris Raine greets me at the door of his Fortitude Valley apartment in Brisbane’s inner city and leads me upstairs where he fixes a couple of French martinis (vodka, raspberry liqueur and pineapple juice). It’s my first alcoholic beverage of the night; it’s his sixth. Or seventh. He’s not really sure. On the couch, his friend Tamara, 26, sits in front of an Apple TV streaming photographs, mostly of people and nature scenes. Dance music is playing on the stereo.

Raine’s two housemates – an engaged couple – are downstairs in the jacuzzi, requesting top-ups for their martinis. Plans for the rest of the evening are discussed. Raine and Tamara intend to head to a dance club in the CBD. I have plans to meet friends at a British pub at midnight to watch live soccer games. Some of Raine’s friends arrive at the apartment, already liberally soused and keen to continue drinking.

None of these momentary decisions will have much bearing on any of our wider lives. It’s just another Saturday night in Brisbane and a handful of young people are deciding how they will spend the next few hours. The only difference is that one man in the room – 24-year old Raine – is actively turning the tide of his generation’s unhealthy obsession with binge-drinking. Although he’s wearing a loud shirt and a new haircut, nothing about him screams “revolutionary”. Yet his idea – Hello Sunday Morning (HSM) – could be seen as such, at least by a growing army of Gen Y binge-drinkers.

Raine has spent two years developing, nurturing and disseminating the HSM philosophy. The project began humbly, but is now chipping away at Australia’s imbibing culture, one young drinker at a time. Raine’s idea acknowledges that Australia has a drinking problem, one that is both unhealthy and unsustainable. But it’s here that any resemblance to government-funded, multimillion-dollar anti-bingeing public health campaigns ends.

HSM is not about guilt or scare tactics. While federal taskforces and marketing teams execute plans that admonish and demonise young Australians who drink to excess, HSM prefers to start conversations around alcohol use by challenging those people to give up booze for three, six or 12 months at a time.

Built into this process – known as “doing a HSM” among self-dubbed “HSMers” – is a request that participants publish blog entries on the project’s website (hellosundaymorning.com.au). Many HSMers prefer to write their own blogs; some film and upload video versions. Most choose to share these confessional entries with friends and followers on Facebook and Twitter. You could call it abstinence by social network.

Blogging is a request, not a demand. Some HSMers choose not to blog, in the same way that some partygoers refuse to stop drinking. Instead, they work through their HSM by keeping their cards close to their chests, and telling only their close friends. But those who do blog add to an online resource that – with each additional webpage visit, comment, Facebook “like” and retweet – infiltrates the culture.

As Raine mixes my second cocktail, I ask him if he’s had many doors shut in his face over the past few years. “Constantly. Of course,” he replies. “Even the idea of being abstinent for a short period is confronting [to some people]“.

Then it hits me – isn’t the founder and CEO of Hello Sunday Morning “binge-drinking”, according to the National Health and Medical Research Council definition of the term? He’s had more than four standard drinks in a night.

“All that kind of public policy is important, but it’s not really my cup of tea,” he shrugs. “I’m more interested in individuals working out what works for them. And tonight, having French martinis is working for me.”

Raine’s a realist. And besides, he’s just completed a three-month break from the booze. In fact, since he began waving the HSM flag in January 2009, he has spent 15 of those 29 months stone-cold sober. If anyone deserves a few casual martinis, it’s him.

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Christopher Keith Raine was born at the Royal Brisbane and Women’s Hospital on November 28, 1986. He has a younger sister, Jess, 22. Their parents, Ellen and David – both GPs – split when Chris was eight years old.

As a child, his first love was tennis. In primary school he would spend his lunch breaks with a ball, a racquet and a brick wall. Nothing else mattered. His father recalls that Chris “had a bit of McEnroe in him at one stage”. He routinely threw tantrums and launched his racquet over fences if he lost even a single game. Like his older half-brothers, Chris later boarded at Brisbane Grammar School in inner-city Spring Hill. Early on, a teacher’s offhand remark earned him the nickname “Nugget”, owing to his adolescent chubbiness.

The first time Chris got drunk was at his father’s third wedding. He was ten years old. “As a parent you hear about these things later on,” David laughs. “It’s amazing what goes on at the time.”

Chris Raine’s next formative experience with alcohol was when he was 13 and in Year 8. It was at a farewell party for his half-brother Andrew, who was leaving for Cambodia where he lived for a year as a junior diplomat. Chris “got written off” and embarrassed himself. He slept it off, then returned to boarding school.

His parents were vehemently opposed to excessive drinking. “Chris wasn’t allowed to drink [without our approval] until he was 18,” Ellen confirms. David was also very much against what he saw as the schoolies tradition “where they try to stuff as much alcohol into their systems as they possibly can”.

For a time, drinking and partying became Raine’s tennis; his obsession. There was no history of alcohol abuse in his immediate family, nor did he consider himself a problem drinker.

Raine’s entrepreneurial flair became apparent in Year 10 when he would smuggle $10 bottles of alcohol into his dorm and sold them for $20 each. This went on for six months, until he and most of his friends in their senior years progressed to obtaining fake IDs so they could drink in pubs. While Raine was never caught drinking on the school campus, his teachers might have been grudgingly impressed by the lengths to which he and his mates would go to sneak out of the dorm at night to attend boozy parties. Raine still relishes the chance to “push the social envelope” to see how far he can take things.

His academic results at school were never exceptional. “He spent 12 years not really knowing why he was at school,” mother Ellen says. “He thought it didn’t relate to his life [beyond school].” It was her idea for Raine to travel through South America for a year as an exchange student when he was 17. He recalls it was a time of “lots of drinking, lots of partying”.

On his return he began a Bachelor of Communication at the University of the Sunshine Coast (USC), also at his mother’s suggestion, and lived in his parents’ Caloundra apartment. He had no career plans, though he knew his talents lay in marketing because he’d always been a good communicator.

Raine hit what he calls “rock bottom” halfway through his degree after he broke up with a girlfriend. His parents were worried about him – he was depressed and drinking heavily, and often. He says he was stuck in a rut where his life had “no real purpose or vision”. Yet getting his heart broken was the impetus for him to climb out of the hole he’d dug for himself.

Simon Maher – a marketing and management student at USC – was Raine’s flatmate at the time. Maher had just gone through a difficult relationship break-up of his own when he first moved in with Raine. He says the pair of them shared a lot of thoughts, experiences and feelings at the time – unusual for two young men. Although there were times when Maher would arrive home and find his flatmate halfway through a bottle of tequila, he’d just as often be woken by a 5am knock on the door by Raine inviting him out on a morning jog.

“I developed a lot as a person, living with Chris. He challenges people in positive ways,” says Maher, who now works as a HR and marketing manager for Telstra and retains a strong friendship with Raine. “Sometimes he doesn’t even know he’s doing it.”

As a budding entrepreneur, Raine booked Mooloolaba’s Wharf Tavern for regular Thursday night alcohol-fuelled events for his fellow students. At 21 he became the venue’s marketing manager but says he found it unconscionable to participate in the exploitation of young drinkers.

Later, he hustled an internship at a Brisbane-based youth advertising agency called Fresh, his first job on graduating. It was here that he made his first pitch to a government client whose brief was to reduce alcohol-related violence among teens. “[But] none of what we were coming up with was going to change the way I drank,” he recalls. At the time Raine was drinking “quite a lot”, which led to another crisis of conscience.

His colleagues challenged him to come up with something better, so he decided to make it personal. Raine swore off alcohol for a year on New Year’s Day, 2009, just a couple of hours after midnight. He decided his findings should be made public, because he’d never heard of anyone sharing such an experience socially.

Naming his blog Hello Sunday Morning, he wanted it to be “something positive, fun, lighthearted, and focused on individuals”. “It was like ’carpe diem‘, you know?” he says. “Hello Sunday Morning, for me, was a call to action. It’s about making the most of every day, not just Sunday. You only have one opportunity to make the most of your life. And it all starts with ’hello’.”

++

Raine was a barely competent blogger at first. His web entries were brief, shallow and gave the impression he wasn’t too keen on teetotalling. But he was just too proud to back down in front of his mates or, more importantly, to reveal the truth about himself.

His first entry, grandly titled “The Odyssey Begins”, reads: “[It's] Sunday morning and I am actually sitting at my desk, typing in a mildly coherent fashion on my laptop … as apposed [sic] to being completely hungover, bedridden and dreading doing absolutely anything except lay [sic] in my bed and eat KFC. This is a blog about what crazy things can happen to a normal, social, 22-year-old when they don’t drink alcohol for an entire year. It is a real-time look into the wonderful Australian pastime of drinking through the eyes of someone who isn’t.” – January 11, 2009

Unexpected challenges soon cropped up. Just a week into his year of sobriety, Raine was dumped by another girlfriend.

“There would be nothing more I would like to do right now than go straight to [a bar] and write myself off on tequila shots,” he wrote. “But I can’t, so I type. It’s a strange place, having to sit in your own emotions.” – January 18, 2009

In the same blog entry, he confessed he had been dependent on the relationship with his ex-girlfriend because it meant he didn’t have to deal with the awkwardness of chatting up other women without the aid of liquid courage…

“I don’t think I ever actually learnt how to socialise with girls, sober. I mean, I’m good at talking to women. I have lots and lots of women friends, but when it comes to putting the moves on – horrible. What I don’t understand is: why aren’t young men taught how to communicate with women? 1. There would be less violence. 2. People would drink less, and 3. Kebab sales would plummet.” – July 28, 2009

Rather than suffering in lonely silence, during his HSM abstinence adventure Raine chose to put himself in social environments on a regular basis. He was going out on most weekends, taking notes and blogging all the while. By April, his new role as a sober observer led to an epiphany – while he was watching his hero Michael Franti, an outspoken 45-year-old American musician and social justice activist, perform at a festival in Byron Bay, northern NSW.

“In the past three months I have gone through a lot of realisations and I feel that Hello Sunday Morning is my life’s purpose. Even if it is small now, I feel like we are making a bit of a difference. I feel so good when people tell me that it makes them think about their own actions around drinking. It makes me believe.” – April 15, 2009

Over the next few months, Raine’s passive observations of drinking culture metamorphosed into deep, detailed essays – on drinking, social interaction, sobriety – which showed how seriously he now took his role. He left Fresh in September that year to give HSM his full attention and by November, five of his close friends had agreed to undertake their own HSMs. Their support strengthened his resolve.

“I’m humbled by the willingness of young people to stand up and make a choice not because they have to, but just because they believe in a better way,” he wrote. “They believe they can challenge those belief systems around alcohol which have been handed to them from one generation to the next. More importantly, they believe they can change it for the generations that will follow them. We are not many. But we have conviction and purpose, which is stronger than any number.”

Against the odds – and in defiance of his peers’ initial disbelief – Raine completed the year-long dry spell, and then decided to postpone that first drink a little longer, despite being out at a bar surrounded by friends…

“I didn’t end up drinking at 2am because I didn’t think it would add any value to the experience I was having. I look forward to giving it a ’yes’ sometime soon, but it will have to be for the right reasons. Wow. One year. One year of change, evolution and freedom. I’m 23 years old and my life has never been more full.” – January 1, 2010

++

Our martinis drained, Raine, Tamara and I catch a taxi to Rosie’s, a club on Edward St in Brisbane’s CBD. We head downstairs where dozens of young adults are dancing to dubstep (a sub-genre of electronic dance music) beneath strobe lights. We sip mixed drinks and take in a few songs. I leave them at the club and meet friends nearby at Brit-themed pub the Pig ‘N’ Whistle. After watching two full games of live English soccer, I walk home to New Farm. It is 4am.

Over the course of the night I’ve consumed two French martinis, a vodka raspberry, a gin and tonic, two pints of full-strength beer, a Coca-Cola, and two pints of water – about eight standard drinks, all up. By government definition, it’s a binge; by mine, an anomaly. I’m usually in bed, sober, by 1am.

On the walk home, my low-level booze buzz has been replaced by overwhelming exhaustion. I think of the parallels between Raine’s experiences with alcohol and my own. Though he’s a year older than me, we’ve both made poor decisions under the influence. He’s lost his licence for drink-driving. I was once taken home in the back of a police car as an underager. But as Raine points out, we’re no better or worse people for having made these decisions.

Since starting Hello Sunday Morning, Raine’s persistent networking – hustling, as he calls it – means he has positively influenced hundreds of young lives while also building a business around his idea. HSM is now primarily funded by The Australian Centre for Social Innovation which, in turn, is funded by the South Australian Government. TACSI’s $200,000 contribution to HSM last year allowed Raine to hire a full-time operations manager, plus a handful of part-timers specialising in research, web creative (programming, design and branding), membership coordination, and university relations. Raine halved his own salary so he could afford those five part-timers, although he says they’re still not paid half what they deserve.

Michael Thorn, CEO of the Canberra-based Alcohol Education & Rehabilitation Foundation (AERF) – who recently awarded HSM $20,000 in funding for a web documentary series – describes HSM as a logical step. “It’s dealing with a demographic where we know there are serious causes for concern,” he says. AERF research published in April this year found that most Generation Y survey respondents drink specifically to get drunk. “Over one-third (35 per cent) of all drinkers consume alcohol for this purpose,” the survey said, “but [it particularly] applies to the majority of Gen Y drinkers (61 per cent).”

HSMer Anthea Flint, 22, fell firmly into that category. She got drunk for the first time at 14 after raiding the liquor cabinet at a mate’s house. After that she drank every weekend until one too many public mistakes under the influence led her to HSM at age 21. During her seven months of sobriety, she saved money, travelled to India, regained her physical fitness and is finishing a degree in PR and advertising at Queensland University of Technology.

Flint remains a strong advocate of HSM. “It’s exciting to be a part of this as it gains momentum and as you see the reactions of other people to what you’ve achieved through not drinking,” she says. “It makes you feel like you’ve achieved something, and you’re a part of something really special.”

More than 800 Australians like Flint have publicly committed to taking a break from drinking through HSM. One of them, Jill Stark, a 35-year-old health reporter for The Age in Melbourne, condensed her blog posts into a feature story run by the newspaper in April. It summarised her own HSM experience, an initial three months without alcohol.

“Politicians, drug and alcohol sector workers, teachers, mental health experts – they’re all wringing their hands about this booze-soaked culture that we have in this country,” she says. ”Everyone talks about changing that culture, but no-one really knows how to do that.

“HSM is about changing a culture. You do that by engaging the people that you’re trying to reach with the problem. I’m not sure why it works, but it does. Possibly because young people can see someone like Chris, who looks like them, is the same age as them, and came from the same background. Even those who haven’t taken up HSM are looking at their own drinking habits and saying, ’Hold on, maybe I could do this a better way’.”

++

Footnote: As of June 4 2011, I’ve undertaken a three-month HSM of my own. You can read about that on my HSM blog.

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This story in Qweekend was accompanied by a smaller, summarising story inside the main section of The Courier-Mail, on page 18. Article text below.

Social group leaving hangovers behind

ALL across Queensland on New Year’s Day, the words “not drinking again” escape the lips of innumerable hangover sufferers.

Most of them soon back down in the face of both social pressures and a desire to regularly imbibe alcohol that seems practically etched upon the DNA of our national identity.

A beacon of hope in dark, drunken nights is named Chris Raine. He uttered that commitment on January 1, 2009, and kept his word for an entire year.

Then 22 years old, Raine adhered to the straight and narrow through what could be called abstinence by social network. Rather than carry it close to his chest, he opted to create a blog and document his experience online.

Raine’s curiosity toward Australia’s cultural obsession with alcohol – and his desire to subvert that culture – was dubbed ‘Hello Sunday Morning’. Now, two and-a-half years later, Raine’s “HSM” community now numbers more than 800.

Not all of them blog about their experiences on the HSM website, but many do. In turn, its word-of-mouth marketing approach propels Raine’s message deeper into Australian culture with every subsequent blog comment and pageview.

Raine, now 24, and living in Fortitude Valley calls HSM “an opportunity for anyone who is ready to take a three-month break from our drinking culture and find out what life is like without a hangover”.

It’s not a life-long abstinence movement. Many who undertake an HSM a nominal period of three, six or 12 months without alcohol find that, once they return to the drinking scene, their relationship with alcohol has significantly changed … for the better.

Ask 32-year-old Shane Yearbury, who is midway through a six-month break from booze.

Previously, Yearbury business manager at a Motorama car dealership in Moorooka had subscribed to the “weekend warrior” mentality for over half his life.

Since signing on to HSM in March, his perspective has shifted and already the benefits are apparent in his work.

“I noticed an increase in productivity as soon as I stopped (drinking). I wanted to be involved in every process that we have here,” he said.

Raine’s long-term goal is to halve Australia’s cultural dependency on alcohol. If that seems a tall order, consider that, just over two years ago, the concept of HSM was real for just one person: him.

Now, it’s a part of daily life for hundreds of former binge drinkers.

For more on Hello Sunday Morning, visit hellosundaymorning.com.au.

triple j mag story: ‘How To Throw A Warehouse Party’, June 2011

June 5th, 2011

A short feature for triple j mag’s 50th issue. Click the below image for a closer look, or read the article text underneath.

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How to: Throw a warehouse party

Think it’s just a matter of finding a space and asking some bands? Here’s how two different operators went about it

Phil Laidlaw is a co-founder of the Brisbane independent venue Lofly Hangar, which opened in 2007 in the residential suburb of Red Hill and held 100 events before closing in late 2010. Built on the warehouse model of booking cool bands and inviting friends to come party (BYO alcohol), the Hangar attracted more than 300 paying guests a month at its peak.

Did you rent the space legally?

The venue was rented as a recording and rehearsal space, and we had public liability coverage for those two elements of the business. We did look at getting public liability for events, but it was prohibitively expensive. There were a lot of requirements, like having security present at every event. So from the beginning we were operating as a private party at a residence, and we never had any problems.

What worked for Hangar?

Our sound gear. People will come if it’s an awesome warehouse, but they won’t keep coming back if it sounds shit. Having said that, you don’t have to start with the most awesome gear. You can build it up over time. It’s also important to keep some control over who you invite at the start, and try and establish a culture in the space that’s made up of your friends and associates before it gets too big.

What did you learn?

The earliest wake-up call was how loud it was for the neighbourhood. After a few shows, we realised we needed to do quite a bit more soundproofing.

Hangar’s door fee was always $10. Why?

You’ve got to decide if you want to be in it for the glory or the money. [laughs] It’s not a great way to make a stack of cash, but it’s a great way to have a really good time. It’s a good aim to keep it sustainable.

Advice for aspiring warehouse party starters?

Collect a group of friends that you can rely on to help you out, because you won’t be able to do it by yourself. It’s best done by a group of like-minded people. You’ll always need someone to run the door, or help clean up.

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Another Brisbane-based crew, Sceneless, threw two warehouse parties on consecutive nights in October 2010. Whitelight was warmly lit and headlined by The Jezabels, while Dappled Cities headlined the UV-lit Blacklight. The events were hosted at a converted warehouse-for-hire and attracted a combined total of 800 people. Although attendees couldn’t BYO alcohol like they could at the Hangar, an arrangement with the nearby X&Y Bar allowed Sceneless to obtain a limited licence for the two nights.

Did you consider anything like public liability, or were the events considered private parties?

Yes, the venue owner had public liability insurance. It was included in the venue rental.

What worked?

The concept – an exclusive boutique, two genre, mini-music festival run over two nights, in an exclusive venue, subtly tailored to each night. We had two respected interstate headliners supported by mainly local acts, from newcomers to breakthrough acts.

What didn’t work?

We had more security than was required… We understood that this was the first official warehouse party in Queensland, and so being an unknown quantity it required some kind of official surveillance. We hope that now a precedent has been set and since the crowd were well behaved, we can continue to put on events without as much of a heavy ‘Big Brother’ presence.

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Boring but essential stuff to think about

  • Security. Just how big could this party get? And what are you going to do if it gets Corey-style out of hand?
  • Talk to the authorities. If you’d rather your first meeting with the police and fire brigade didn’t come when they were shutting you down, think about letting them know what you’re planning. It’s only manners, and they may well have some good advice.
  • Limited liability insurance. Do you have it? Does the venue have it? Who’s gonna be responsible if someone falls down those lethal-looking stairs?
  • ‘Donations’? OK, so this is just a ‘regular’ party, but you’d like your ‘guests’ to kick in a ‘donation’ to cover expenses. Remember, there’s a big difference legally between a donation and a cover charge.
  • Locatio.n So, you’ve found the perfect venue. Except that it’s in a residential area, isn’t adequately soundproofed and is marked for demolition. Hmmm. Think again. Make sure the venue meets all the relevant codes and is well away from angry neighbours. And that you have actually have permission to be there.
  • Local council planning laws. Some of these might apply to your shindig, so do your homework.
  • Drinks. BYO alcohol? A liquor licence? Again, do your research.

Rolling Stone feature story: ‘The Truth About Jebediah’, 2011

May 8th, 2011

My first artist feature for Rolling Stone, which appeared in the May 2011 issue.

You can click the scanned images below for a closer look, or read the article text underneath.

The Truth About Jebediah

After a decade and a half together, the Perth foursome have discovered a new type of success.
By Andrew McMillen / Photograph by Carine Thevenau

It wasn’t meant to be like this. Our interview was scheduled to take place hours ago in less risky confines, yet here we are in Jebediah’s hotel room; well-fed, and on our collective ways to well-drunk. Sitting on the couch are bassist Vanessa Thornton and singer/guitarist Kevin Mitchell, who places a near-full bottle of red wine on the coffee table and unceremoniously removes his shoes. At the table, drummer Brett Mitchell nurses a bourbon and cola. Across from him, lead guitarist Chris Daymond is chopping a nugget of weed into an egg cup. He rolls a joint, and he and Brett step out onto the balcony to smoke it. All the while, the band’s record company representative sits silently within earshot, wondering just how honest the band will be, now that they’re all stoned, or drunk, or both.

Most of their day was spent filming a video for their single “She’s Like A Comet” at a workshop in Sydney’s inner city. To say that the thrill of watching the band run through countless takes to a backing track had lost its lustre would be an understatement. Earlier, over dinner at an organic restaurant in Newtown, Kevin sneaks in a seemingly innocuous question. “Was the video thing boring?” It’s a shit-test. He’s checking whether they’re here to star in a fluff piece, or whether something deeper is being sought.

“Yeah, it got a bit old after a few hours.”

He and his bandmates laugh, agree, and seem relieved by the response. From that point on, honesty flowed as freely as the booze. Hours later, in the hotel room, we begin the interview with a blunt question: why do they play music? Immediately, Thornton retorts: “Why not?”

It’s a fair, if expected, riposte. These four Perth friends have been playing music together since 1994. It’s been a successful vocation. Their seventh gig won them the 1995 Australian National Campus Band Competition; their thirteenth won the national final in Lismore, N.S.W. Their first single, “Jerks Of Attention”, was a monster: backed by Triple J, the fast-paced tale of youthful excess was hastily embraced by a generation. The band signed to Sony imprint Murmur, whose roster included Silverchair and Something For Kate. To celebrate, they hosted a four-day bender at their house, while friends filmed their first music video. Fitting, for a song whose chorus describes the feeling of knowing it all while “wasted”.

Jebediah arrived at a time when the national fascination with alternative rock was peaking. The band’s debut album, Slightly Odway, was released in September 1997, and went on to achieve double-platinum sales (140,000-plus). Thornton recalls Murmur founder John O’Donnell admitting that he’d “really love for this record to go gold”.

“And we were like, ‘good luck to you!’” laughs Thornton.

“It was all just shits and giggles. We honestly thought he was absolutely dreaming,’” says Kevin Mitchell.

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A lot has changed since those heady days. The band’s subsequent releases failed to achieve Odway-like success. The band-label relationship became strained after the release of their self-titled third album in 2002, a subject that arises when I ask them to pinpoint the moments where the band came closest to breaking up.

Kevin Mitchell chooses his words carefully. “There have been a couple of times where maybe my level of enjoyment has been at a low point, where perhaps I’ve questioned it. Everybody goes through periods where they question whether what they’re doing is what they’re supposed to be doing. I think that’s healthy.”

“But that’s as far as it gets,” Thornton adds.

“Is it possible to do anything for 15 years, and enjoy it the whole time?” Brett Mitchell asks. “If you’re a vet, you’re going to have to shove your hand up an animal’s bum every once in a while. But that’s not why you got into veterinary school – it’s just part of the deal.”

It seems fitting to ask: what were some of the hand-up-arse moments of the band’s career?

“My time was after the third record, where things turned to shit,” Thornton says. “I probably made it bigger than I should’ve. But my heart was invested in it, and that’s just the way it turned out. And it was my own reality that I’d created, and that got totally shattered. It fucking broke me.”

What happened?

“Just label shit. Pressures. Everything was second-guessed. Our manager at the time couldn’t be fucked fighting the label for anything that we wanted, and he’d made the decision that we were just going to go with whatever the label reckoned. Near the end, it was fucking soul-destroying for me.”

“It just felt like the technicalities overshadowed everything else,” offers Brett.

“All the things that I enjoyed about playing music were no longer relevant,” Thornton adds.“That’s when I thought, ‘Fuck, is this what I’m going to do for the rest of my life, play this fucking game?’”

That game was the business side of music, the bottom-line crunch that elevates the idea of records that sell far above the idea of records that sounds good. “Yeah – singles, videos, radio, tracklisting,” Thornton continues. “Like I said, I probably took it more to heart than I should’ve, and made too much of it in my own mind, but at the same time, it wasn’t about us four anymore. It was about what everyone thought was going to sell a record, which, to me, was not what we were even about. That was what the label did.”

It was at this point that the band severed ties – the 2003 compilation Gleesides & Sparities was their final release on Murmur – and released their fourth album, 2004’s Braxton Hicks, on their own label, Redline Records. Thornton is in two minds about the wisdom of that decision.

“But if it’d gone down the path that you’re talking about…” Brett begins, before his brother finishes his sentence.

“We wouldn’t be here now.”

“Putting it out on our label was an antidote,” Brett says.

“It saved everything for me,” says Thornton.

As it turns out, Braxton Hicks was Kevin’s hand-up-arse moment, and after the release, the band decided to take a break from writing, recording and performing together. “We always had the intention of getting back together, but if ever there was a time we were going to question it, it was then,” says Kevin. “Because that six months did turn into three years.”

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In the intervening years, Kevin concentrated on his stylistic reinvention as acoustic singer-songwriter Bob Evans, a persona significantly removed from fronting a band like Jebediah. Though they still got together to play a handful of shows per year, the four were living separate lives. With the exception of Kevin, they’re still based in Perth, for the most part: Chris Daymond works at a record store, Brett Mitchell is a manager at a logistics company, and Thornton has just spent four years completing a Bachelor of Science, while still playing bass on the side for Felicity Groom & The Black Black Smoke.

Owing to his success with Bob Evans, Melbourne-based Kevin is the only one able to earn a living from music – “I’ve never had a full-time job in my life,” he reports – but that doesn’t mean team Jebediah aren’t in a good position. There is still enormous goodwill for the band, and having lived through the music business’s attempts to judge their career purely in financial terms, these four old friends have a more balanced understanding of “success” these days.

“My idea of success when the band first started was supporting You Am I or Tumbleweed or Magic Dirt at The Planet Nightclub in Perth,” says Kevin. “If we could support one of favourite bands at one of our favourite venues, that was like, ultimate success. But it changes: now, for me, success is all about longevity. The fact that we’re about to put out our fifth record is a huge source of pride for me. To be able to do it for this long, and still believe in what we’re doing – that to me, is success.”

The desire to make the most of this release is as keen as ever, and some of their intentions with new album Koscuiszko are refreshingly reminiscent of a band just at its beginning. “If I can quit my day job, that’ll mark a success,” replies Brett.

“If we’re still together, that’d be good,” offers Daymond.

“Geez, you’re easy to please!” laughs Thornton, as her bandmate runs around the room high-fiving everyone.

The band recently signed to Brisbane-based indie label Dew Process for Koscuiszko. The label is behind the likes of Sarah Blasko, the Grates and the Living End, and by modern standards it’s a stand-out success in marketing local music. A fact that is apparently lost on Thornton.

“You know what? I don’t care anymore,” says the bass player. “I feel so relaxed about everything. I just want to play songs that I love. I don’t care about the other shit.”

With one eye on the Dew Process rep sitting out on the balcony, Kevin – the most media-experienced of the group, by far – hastily lightens the mood by changing topics. “I think it’s important to note that the way we made this record has been so incredibly different to any other record that we’ve made. For most of it we had no manager, no label – nothing. The first three records were all with Sony, the biggest record label there is. For the fourth record, we were doing it on our own label, but we were still very much part of a process. With this record, absolutely all of that stuff had been completely stripped away.”

“For nearly two years, only five people had heard these songs,” says Thornton, in reference to the band and Dave Parkin, who has worked with Perth groups Sugar Army, Snowman and Karnivool.

“We were only making a record because the four of us wanted to make a record,” Kevin adds. “There wasn’t a single other person involved in the process. We’ve never made a record in those circumstances before. We did it over a long period of time; normally, we go into the studio for a month, bash out the songs, and bang out a record. This one’s easily the most fun I’ve had making a Jebs record since the very first one, and I also think it’s the most playful we’ve been in the studio. It’s the closest thing to the first album, where we made a record without considering anyone except ourselves.”

“We weren’t making a ‘product’,” says Brett.

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Two days later we meet in Brisbane, ahead of a sold-out gig at The Zoo. Last night, Jebediah played to a capacity Annandale Hotel. Over pizza and milkshakes in the Brunswick Street Mall, Kevin reflects on some of the things that came out last time we met. “There were a couple of moments where things were said, where I was like, “ooh”,’ says Kevin. “Not from me, though. As long as it’s clear who said what,” he adds, throwing a glance at Thornton.

“It was probably a surefire way to be excused from doing interviews in the future. Print it all. Whatever,” she shrugs with a smile.

A few prickly moments aside, it’s clear the vibe in the Jebediah camp these days is a positive one, and that atmosphere is reflected in the lyrical themes on Kosciuszko. “A lot of the lyrics are pretty positive, because it was an exciting stage,” explains Kevin, who is the band’s sole lyricist. “Getting new songs together, and making a new record. Even the angrier lyrics are still about changing for the better. There’s not a lot of self-indulgent negativity going on. There’s no angst.”

No angst? “Well, less angst,” he replies. “And so there bloody should be; I’m fuckin’ 33 years old. There’s nothing worse than a married 33 year-old who lives in the suburbs.”

“What have you got to be angsty about?” his brother asks.

“Everybody’s got something to be angsty about,” Kevin quips, recalling a conversation between the songwriters in his other group, Basement Birds – Josh Pyke, Kav Temperley, and Steve Parkin. “We were talking about how, when you first start writing songs as a teenager, you’re writing about break-ups. You’re full of angst, and writing all these negative things. You get older, you find love; you get married, you get settled in a nice house – basically, you’ve got less and less to be angry about. So in order to write angsty lyrics, you start writing political songs. Because the world is always going to have problems!”

There’s a line in the album’s first track, “Lost My Nerve”, about being “fuckin’ sick of listening to some rich kids playing on their guitars”, which would seem to suggest there are still a few things Kevin can be pissed off about.

“If there’s a young dude that lives at home with his parents, and has all the best gear bought for him; if he’s trying to rock out on stage, I can’t get anything from that,” he says. “It’s not about anyone in particular. I’m still attracted to a lot of romantic ideals about rock & roll.”

Thornton helps him out: “Rock and roll’s gotta come from your guts, not from your parents’ hip pocket.”

Before they head off to soundcheck, I ask the band what Australia should know about Jebediah now. “They already know too much, and that’s what I’m concerned about,” says Kevin. “I’m sure that there’s some people out who would be happy if they never heard the word ‘Jebediah’ ever again.”

“Gee, they must have enjoyed their last few years then, mustn’t they?” replies Thornton.

“Yeah. And I’m going to enjoying thinking about those people when the record comes out, and our songs are on the radio. The people that don’t like your music, in some ways it can be more fun, that antagonising aspect of it.”

“It’s an emotional response. Indifference is way more insulting,” says Brett.

“Absolutely,” Kevin agrees. “Indifference is the ultimate insult for anything creative. If people aren’t going to love it, the next best thing is for them to hate it. The whole idea of art is to move. And if you don’t move someone, you’re not doing your job.”

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For more Jebediah, visit their website. The music video for ‘She’s Like A Comet‘ is embedded below.

IGN Australia story: ‘Blockbuster or Bust: The New Face of Development?’, 2011

April 19th, 2011

A feature story for IGN Australia. Excerpt below.

Blockbuster or Bust: The New Face of Development?

Triple A or the highway?

In February, IGN Australia took a magnifying glass to the state of the Australian game development industry. We found that locally, trends pointed toward bigger development studios – whose bread and butter was console game development, often for overseas publishers – closing down. In their absence, smaller businesses – who focus on developing games for mobile and social platforms – are where the real growth is happening. However, one of our interviewees suggested that it’s a “distraction” to talk in terms of geographically-specific industries. “It isn’t helpful to talk in local terms,” he said. “It’s a global industry.”

With that in mind, we substituted our magnifying glass for a telescope, and peered across the Pacific Ocean toward the United States of America, where many of the world’s largest video game publishers reside. With the inferences from Activision’s most recent earnings call – that, increasingly, console game development is becoming “blockbuster or bust” – rattling around our brains, we asked a couple of triple-A-scale publishers for their take on this topic, as well as questions like: is basing your business exclusively around triple-A level development a sustainable approach? Is it riskier than ever to be debuting new IPs [intellectual property; ie, new games] in a crowded marketplace, where a handful of household names earn the lion’s share of revenue? And finally, does it take a huge set of balls to launch new shooters that directly compete with Call of Duty’s current market dominance?

Bethesda Knows Best

We’ll deal with that last question first, since it’s the most provocative. The company best-positioned to answer it is named Bethesda Softworks, whose headquarters – and its in-house game studios – are located in Rockville, Maryland. Bethesda also has offices in London, Paris, Frankfurt, Benelux and Tokyo. We can’t be sure, since they’re a privately held company – “we don’t ever release sales figures, annual reports, or employee numbers,” says Pete Hines, VP PR & Marketing – but we believe they’re among the biggest privately-held publishers in the world. Hines responds cautiously when asked about the size of Bethesda’s balls in relation to its propensity for launching new IPs.

“The size of the balls it takes probably varies from [game to game],” he says “You could do a new IP that isn’t a big $30-50 million project. Look at Tiny Wings on the iPhone; that’s new IP. But if you’re going to try and put out a brand new shooter on the [Xbox] 360 and go head to head with Brink, Rage, CoD, Battlefield and the others, then certainly, it’s a bigger risk, and it takes some guts to say, ‘Yeah, we know what we’re up against, but we believe in this project and feel strongly enough about it that we’re going to do it.’”

As avid IGN readers would know, the first two titles Hines mentioned are Bethesda releases. Brink is being developed by British studio Splash Damage, and will be released in May 2011; while Rage is the new shooter from the legendary id Software, the team behind Doom, Quake and Wolfenstein. It’s due in September. Bethesda is publishing both games, and they also have another IP – a third-person action game for PS3, 360 and PC – called Hunted: The Demon’s Forge due in June. While Hines won’t discuss development budgets – “I wouldn’t want to give you ballpark [figures]; big games and big ideas cost a lot of money to make,” he responds – it’s clear that there’s a lot riding on these three titles.

To read the full story, visit IGN Australia.