Talk: “Team Bondi, L.A. Noire and The Truth: The Perils of Online News”, October 2011
This is the transcript of a presentation I gave at the Brisbane Emerging Writers Festival on Saturday 15 October 2011, as part of a panel discussion around the topic of “Writing online – How different is writing for an online audience, how can you do it creatively, and what are the challenges and opportunities for writers working in this field?”
Footage of my presentation is embedded below.
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Team Bondi, L.A. Noire and The Truth: The Perils of Online News
by Andrew McMillen
This is a cautionary tale about online journalism. It’s about learning first-hand how the internet can be a beautiful and terrible place to break news. It’s about choosing what kind of writer you want to be.
In June, the biggest story of my career was published. It was the result of four months of investigation, based on my interviews with 11 former employees of a company named Team Bondi, who made the biggest, most expensive video game ever made in Australia, called L.A. Noire. These 11 sources all spoke to me on the condition of anonymity. Between them, they’d spent a combined 24 years at Team Bondi. They each alleged that their experiences working there were uniformly terrible: long hours, no overtime pay, a praise-free workplace led by a guy who treated them like crap. As a result of these factors and high staff turnover, the game took seven years to make, which is an incredibly long time in the games industry. I put these allegations to the Team Bondi founder, who did not deny what his former employees had told me, and made no apologies for his style of management.
My story encapsulated all of this, and was published on the gaming website IGN. Within 24 hours it received over 120,000 hits, and was being reported and analysed by the gaming media around the world. My four months of patient work – including building trust with my sources, and many conversations with IGN’s editors about the story’s final shape – were reduced to a handful of quotes and rushed summaries rewritten by other gaming journalists. To my knowledge, nobody tried to track down my 11 sources and verify what they were saying, nor did anyone seek additional comment from Team Bondi.
Soon after the story was published, two other former employees emailed me, and provided some more information, including company emails they’d saved from their time at Team Bondi. This new information shed more light on the fact that the company had been stringing their employees along for years, consistently saying that the game was close to being finished, even though it clearly wasn’t. I combined this new information into a supplementary feature that was published on the gaming website, GamesIndustry.biz.
One of the more interesting comments made by one of my sources in this second story related to the breakdown of the relationship between Team Bondi and Rockstar Games, who published L.A. Noire. You might know them as the guys behind games like Grand Theft Auto and Red Dead Redemption. My source said, and I quote:
“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.”
Now, keep in mind that these are informed comments made by a person who worked at this company for a few years. Still, these are some pretty strong allegations to make, about some high-profile businesses. My source has inside knowledge, for sure, but it’s very easy to start these kinds of rumours – namely, that one of the world’s best-known videogame companies has decided to cut ties with the Australian studio that they’d sunk millions of dollars into. In the eyes of every sane and rational person in the world, though, allegations and rumours stay just that until they’re either confirmed or denied by those in the know.
Over the next couple of days, I was surprised to find that many websites were not exercising caution when publishing these additional rumours. Some sites didn’t even acknowledge the source of these allegations, instead simply saying that, quote “Rockstar have decided not to publish Team Bondi’s next game”. Full stop. It was alarming and disappointing to see my work skewed beyond its original form, purely because other writers didn’t care enough to provide full context.
To complicate the situation, neither Rockstar nor Team Bondi made any public comments on any of these matters. I learned during this process that their silence bred a kind of quiet acceptance of ‘the facts’ of my stories – which is a really shitty thing. To this day neither company has publicly commented on what I reported.
This whole experience was simultaneously exhilarating and depressing for me. Exhilarating because it was the first real newsworthy story I’d worked on, and I got a kick out of watching it being passed around the world. Depressing because I also watched commenters misinterpret my findings, and fellow journalists misrepresent my work in their editorials. It made me wonder what would’ve happened if I was less restrained with my own analysis and storytelling. Arguably, my stories would never have been published if they didn’t meet editorial standards, but the manner in which other online publications were loose with the facts made me wonder how far I could’ve stretched the truth and gotten away with it.
This is an interesting thought to entertain. And I should point out that my two published stories on this topic did not stretch the truth in any way. But hypothetically, let’s say that I’d fabricated a few quotes that were supposedly made by my anonymous sources. The reader wouldn’t know any better, and it’s doubtful that I’d even get found out. The story was re-reported with such breathless enthusiasm, often containing only the most inflammatory and controversial quotes, that it would barely have mattered. The success of the stories, and the additional opportunities that have since been offered to me, might have led me down an entirely different path. I might have become addicted to seeking easy controversy in my journalism, had I made that choice.
I didn’t, and I haven’t. I’m glad I was thorough and responsible in my reporting, but the alternative is still fun to think about occasionally.
This experience taught me a valuable lesson, about how quickly people tend to believe what they read online as the truth, especially in the absence of denial from the parties in question. The more the story was reported around the internet, the more true these allegations became to most readers. This is reflected in the comments sections of these articles. I watched the tide turn from acute doubt, to utter contempt for Team Bondi and Rockstar, in a very short period.
This experience taught me that no matter how thorough and careful I am with my own work, once a story is published online, it’s completely out of my hands. I think that, in the rush to ‘first’, some web publishers are a little loose with their words. This is troublesome, because whoever reads their articles may not have the time or inclination to read the initial source material, and if a website has their facts wrong when re-reporting a story, then the reader’s understanding of a situation may be compromised. It’s hard to shift facts in people’s minds once they’ve come to a conclusion, and I think web journalists, editors and publishers have a more pronounced responsibility than their print counterparts to check the facts and exercise caution before hitting ‘publish’.
It’s tough, though, because on the internet, there is little incentive for this kind of cautionary, responsible journalism. Inflammatory and controversial stories spread much faster than their circumspect alternatives. This has always been the case, with any kind of news, but the trouble with the web is that the publishers of these kinds of stories are rewarded with traffic, which in turn directly benefits them, as advertisers are more willing to pay them to run ads on their sites.
A few thoughts to close. Writing for the web, it’s very easy to become swept up in instantaneous, inflammatory, controversial reporting. But I urge you not to go down this road. To do so is to toss away your integrity, to swallow your pride and sense of self-worth in favour of short-term gratification. It is a fucking shame that online journalism appears to be built on this principle, and that it is so ingrained in our day-to-day web browsing that you probably don’t even notice.
Like I said, there’s little consequence for following the path of ‘publish first, fact-check second’. But if you have even a shred of integrity, again I urge you: do not take the path of least resistance. Always err on the side of caution before pressing ‘publish’. You owe it to your readers, your sources, your fellow journalists and yourself.
Andrew McMillen (@NiteShok) is a freelance journalist based in Brisbane, Australia. http://andrewmcmillen.com/
GameSpot story: ‘Game Developers’ Quality of Life: Why Should Gamers Care?’, August 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
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: ‘Blockbuster or Bust: The New Face of Development?’, 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.
Interviewed: ’5 Minutes With’ for ITJourno.com.au, 2011
After being named as a finalist for ‘Best New Journalist’ in the 2010 Microsoft IT Journalism Awards last week, I was interviewed about my (limited) experience as a tech journalist for ITjourno.com.au.
The interview isn’t public – ITjourno is for IT journalists only, as you might have guessed – so I’ve republished the Q+A below, with permission.
5 minutes with Andrew McMillen
by Allie Coyne, Tuesday 29th March 2011Where do you work and what do you do?
I am a Brisbane-based freelance journalist. The majority of my writing is for the arts and entertainment space, for publications like Rolling Stone, The Weekend Australian, The Courier-Mail, TheVine.com.au and Mess+Noise. Tech journalism is a relatively new field for me; since October 2010, I’ve written about the video game industry for IGN Australia.
Why did you decide to become a tech journalist?
In mid-October 2010, there were rumours floating around that a video game development company named Krome Studios had fired all of its staff at both the Brisbane and Melbourne offices. At the time, they employed around 200 staff and were the largest game development company in Australia, so it was kind of a big deal. Yet it appeared that in the aftermath, no media outlets were investigating whether these rumours were true; and if so, why did the company collapse? So since I couldn’t find the answers elsewhere, I pitched the story idea to the editors at IGN Australia. It was the first time we’d been in contact, and they were immediately supportive of the story. I reached out to several former employees of the company, who anonymously provided their thoughts on why Krome collapsed. After speaking with those contacts, I got in touch with Krome Studios’ CEO, Robert Walsh, who agreed to provide his first media interview on the subject.
I worked all of the above into a 2,800 word feature story which gave a comprehensive overview of the situation surrounding Krome Studios’ demise. This was the first time I’d written anything related to the games industry. As mentioned earlier, it only came about because I was curious to know the facts, and because no-one else was reporting on it. It wasn’t so much a decision – “that’s it, time to become a tech journalist!” – as it was a natural instinct to investigate an interesting and mysterious business development. It just so happened that the business was a video game developer. This led to further stories with IGN.
What are you most proud of?
In tech journalism terms, I’m most proud of securing the Krome story within a couple of weeks. It was an international exclusive, and judging by the response and coverage my article received afterwards, a lot of people wanted to know what went wrong with Krome Studios. That story immediately set the bar quite high for my ensuing feature stories for IGN. Since then, I’ve looked at Australian video games education and Australian big-budget game development. While neither were Krome-scale scoops, I’m proud of all three. But the Krome story was my favourite, because I was going where no-one else had gone before.
Outside of tech journalism, I’m proud of making the most of the five minutes I had to interview hip-hop artist Big Boi – best known as half of the American duo Outkast – backstage in Sydney last November, for TheVine.com.au. It was tough to get something new out of Boi, since he’d been doing interviews – while playing video games – all day, but I eventually broke through with a few well-chosen questions.
What are some top tips you can give PR pros for working with you most effectively?
Get to the point. Don’t waste my time, and I won’t waste yours. If you’re emailing or calling me, you should be reasonably sure that I’ll be interested in hearing what you have to say because you’re representing a client who works within an industry that I write about. If this is not the case, don’t email or call. Find someone else who specialises in that particular area. There’s a lot to be said for tailoring your pitches to the right audience, rather than carpet-bombing as many journalists as you can find.
What did you want to be growing up/ what would you be if not a tech journalist?
One of my first career aspirations was to write about video games for Hyper Magazine, which I loved dearly throughout my childhood and adolescence. As it turned out, my senior editor at IGN Australia is Cam Shea, who edited Hyper between 2005 and 2007. So in a way I’ve ticked that box, though I tend to write about the business side of games rather than the beautiful graphics and totally sweet gameplay. Which is fine by me.
Secret hobbies/ talents?
I’m a passable bassist and competent guitarist. (There’s some evidence on YouTube, but it’s all pretty old footage.) I’m also decent at both IRL soccer and FIFA 11.
What inspires you?
Curiosity is my biggest inspiration. I can’t think of anything worse than sitting around, passively reading and accepting information. I want to be out there asking questions and challenging assumptions. That is the role of a journalist.
Top 5 albums of all time.
Led Zeppelin – Houses of the Holy
At The Drive-In – Relationship Of Command
Minus The Bear – Highly Refined Pirates
The Drones – Wait Long By The River And The Bodies Of Your Enemies Will Float By
The Knife – Deep CutsTop-anything lists are ridiculously tough to answer, especially for a music critic. So these are five albums that I love dearly, whose place in the top five feels justified at the time of writing. (Whether I’d still feel that way tomorrow is another question.)
What magazines/ publications do you subscribe to?
Rolling Stone is the only magazine I subscribe to. I read The Weekend Australian and The Courier-Mail‘s Saturday magazine, Qweekend, religiously. Pretty much everything else is consumed online.
What is the most important lesson you’ve learned about journalism?
You can’t substitute curiosity, nor fake it. Remove curiosity from any journalistic equation, and it all comes crumbling down. If you’re not genuinely curious and enthused about a particular interview subject, industry, or topic, it’s going to reflect in your writing – in the worst possible way.
What would your epitaph say?
“I’ll leave it there.” I tend to say this at the end of every interview. It seems apt.
IGN Australia story: ‘A Matter Of Size’: The State of Triple-A Game Development in Australia
A feature story for IGN Australia. Excerpt below.
A Matter Of Size: The State of Triple-A Game Development in Australia
IGN AU looks at whether the Aussie scene can still support big studios… and whether it should even want to.
Judging by the tropical imagery splashed across QueenslandGames.com – in which a solitary human sits, gazing out across the placid ocean toward distant sand dunes – a naïve game developer intending to work for a Queensland-based company might expect to write code while breathing in salty air and wriggling their toes between the sand. The reality, of course, bears no resemblance to this image, which makes its ongoing usage questionable. Especially considering the rather dismal state of the wider Australian game development industry in 2011.
It used to be that mutually profitable relationships with international publishers saw Australian developers working on console titles that would be marketed across the world. In the past, Australian talent had a hand in working on mega-selling licenses like Star Wars, Transformers and Jurassic Park. This trend continues, in a limited capacity: Canberra-based studio 2K Marin played a significant role in the development of both Bioshock and its sequel, and is the lead studio working on the new XCOM game; Team Bondi is currently putting the finishing touches on the May-due PS3 and Xbox 360 title L.A. Noire, on behalf of Rockstar Games. It will be the first time since 2002′s State Of Emergency that the company is outsourcing development of a Rockstar product to a non-Rockstar studio.
But locally, these contracts are, by and large, drying up. And with the decrease in work comes the decrease in employment, as seen in the recent collapses of Auran, Pandemic, and, late last year, Krome Studios. All three were Brisbane-based. All three are no more.
“The big oak trees have fallen; it’s time for the little seedlings to get stuck in there,” IGDA Brisbane coordinator Jane ‘Truna’ Turner told IGN last year in the wake of Krome’s demise. Indeed; much noise has been made about the success of smaller, independent Australian game devs, with Halfbrick Studios, based in Kelvin Grove, universally showered with praise for the remarkable sales of Fruit Ninja, as has Firemint, with its Flight Control and Real Racing games. But let’s not forget that smaller companies, by nature, employ fewer people. While those 40-odd staff who’re housed comfortably under Halfbrick’s umbrella are likely thanking their lucky stars nightly, what of the hundreds of skilled staff shaken loose from the big oak trees in the past few years?
With few real opportunities to work on big, ‘triple-A’ titles – the kind that sound great on your resume – here in Australia, such talent is left to either shift overseas, or consider alternative careers. Either way, the Australian industry loses out. The dominant mindset – that this country is unable to support triple-A-level development – continues, and everyone involved continues to downgrade their expectations of what Australia is capable of in terms of games.
What, if anything, can be done to stimulate this process? Are we really headed toward a local industry consisting of a mere handful of bigger, publisher-owned studios – like SEGA’s Creative Assembly and THQ’s Studio Oz, both based in Brisbane – and a galaxy of smaller, agile developers concentrating on mobile platforms? Is Australia no longer a viable market for foreign publishers to invest in game development?
For the full story, visit IGN Australia.
IGN Australia story: ‘Advice: Careers in the Games Industry’
A story for IGN Australia, which I compiled as a result of asking members of the Australian game development community for their games careers advice while writing my previous story for the site, about the games education sector. Excerpt below.
IGN Advice: Careers in the Games Industry
How should you go about entering the games industry? IGN talks to the pros.
As a supplement to our feature story about the Australian games education sector, IGN asked 10 members of the game development community for the best advice they could give to those looking to gain employment within the local market. Our thanks to everyone who participated in creating this feature.
Jane ‘Truna’ Turner – coordinator, IGDA Brisbane / co-founder, 48 Hour Game Making Challenge
Play games. Read books. Watch movies. Understand your world, so that when you’ve learned some hands-on, practical skills, you have ideas to make new, exciting forms of games. Generate your own enthusiasm, and your own, new industry. Don’t go and be a little worker; go and make your own world. I think games are just beautiful. Design is powerful. Game design is utterly powerful. You’re playing with culture and philosophy and fun and image and audio; the whole kit and caboodle. Don’t just think about making new forms; think about pushing the boundaries with it.
If you go to uni, you’re in the ideal position, because Duncan Curtis – one of the guys who started 3 Blokes Studios – I think it was him that coined the phrase ‘the uni advantage’, which is: there you are. You’ve got your mates, you’re used to not sleeping, you’re used to living off noodles, you haven’t got a mortgage yet. You can actually afford to set up a little company and see what happens, and explore. You need to do it for a portfolio anyway; why not start making experimental pieces, put them up on Congregate, do some iPhone dev, do some Android dev? Little, fast, experimental work.
John Passfield – Chief Creative Bloke, 3 Blokes Studios / co-founder and former Design Director, Krome Studios
One of the big things we look for when we’re interviewing people is their portfolio. Whether it be as an artist showing your work, or a programmer and having a playable game; that just puts you so far ahead of other people when you’re applying for a job. And even a designer, if you have a little walkthrough video. One of the guys we hired at Krome for Ty the Tasmanian Tiger 2 – Rob Davis, a graduate, who’s now working at Microsoft Games Studios in Seattle – he had a walkthrough of a Ty The Tasmanian Tiger level that just blew everyone else away. He’d thought about it, and made a level up. He couldn’t program, or really do art, but he did a simple little walkthrough video, and explained his thought processes. That was amazing. It gave him such competitive advantage.
So many people come for an interview, but they don’t really have anything to show. And clearly, if they’re going for a particular job, it’s really important to have something [to show] that applies to that job. If you’re applying for an iPhone developer, even if you can’t program, if you just mocked up an iPhone game on screen in Flash or something, or as an animatic using whatever tools you’ve got, that would definitely put you way ahead of other people – as long as it’s an interesting [game] concept. That simple process of coming prepared with an example of your work, targeted to who you’re applying for. That’s how you put yourself ahead of people. The staff we’ve hired at 3 Blokes are those who’ve had workable demos up on a place like Newgrounds or Kongregate.
When I’m looking to hire, I look for enthusiasm in the medium, the platform that we’re making games for. That’s really important. And also – team fit. Games is a collaborative process. And obviously, if you’ve started a degree program, it’s important to see that you’ve finished a degree. It’s really good to show that you’ve finished something. Degrees are good, because it shows that someone has the wherewithal to stick it out. Holding a degree answers a lot of questions about somebody when they come in.
For the full article, visit IGN Australia.
IGN Australia feature: Krome Studios: Things Fall Apart
My first feature for IGN Australia. Excerpt below.
Krome Studios: Things Fall Apart
It’s the question that’s been reverberating around the corridors of the Australian game industry for three weeks: what causes Australia’s largest video game development studio to close its doors? Andrew McMillen investigates, and discovers that Krome’s current situation isn’t as clear-cut as first reported.
The Precursor
“Too often, game companies can fall into a production line mentality, and I think that hurts the morale of the employees who are naturally creative people – and in turn the creativity of the company, as a whole.” –Ex-Krome Employee
As the annual Game Connect Asia Pacific (GCAP) event drew to a close on Friday, October 15, the local games industry’s mood of inspiration, optimism and enthusiasm was given a brutal reality check via whisperings that Brisbane-based Krome Studios was shutting its doors. Word spread among the industry quickly, and reports began appearing on sites like Tsumea that the developer – established in 1999 – was conducting a round of staff lay-offs.
Such events were not unfamiliar to the Australian gaming industry, as the studio had been through regular rounds of employee redundancy in parallel to a decrease in development contracts. At its peak in July 2009, Krome employed over 400 staff across studios in Brisbane, Melbourne and Adelaide; four months later, 60 staff were let go, followed by another 50 in April 2010, and then an estimated 100 in August, which brought Krome Studios Adelaide to an end. The company was co-founded in 1999 by CEO Robert Walsh, creative director Steve Stamatiadis, and design director John Passfield, who left Krome in 2005.
Read the full story – which runs to three pages, and around 3,000 words – on IGN Australia.
This is the biggest story I’ve written, both in length and in terms of its scope. For three weeks, the Australian gaming industry had been assuming that Krome was dead. I looked closer, and found something different.
Thanks to the editors at IGN AU, Cam Shea and Narayan Pattison, for taking a chance on this story. As a sidenote, working with Cam on this story closed a nice little circle: as a teenager, I was a big fan of Hyper Magazine, which Cam edited between 2005 and 2007. Thanks also to the ex-Krome employees and gaming industry contacts I spoke with for this story, both on and off the record, as well as Krome CEO Robert Walsh.
16 November edit: IGN have also published my full interview with Robert Walsh. Read it here.



What are you most proud of?
Play games. Read books. Watch movies. Understand your world, so that when you’ve learned some hands-on, practical skills, you have ideas to make new, exciting forms of games. Generate your own enthusiasm, and your own, new industry. Don’t go and be a little worker; go and make your own world. I think games are just beautiful. Design is powerful. Game design is utterly powerful. You’re playing with culture and philosophy and fun and image and audio; the whole kit and caboodle. Don’t just think about making new forms; think about pushing the boundaries with it.
One of the big things we look for when we’re interviewing people is their portfolio. Whether it be as an artist showing your work, or a programmer and having a playable game; that just puts you so far ahead of other people when you’re applying for a job. And even a designer, if you have a little walkthrough video. One of the guys we hired at Krome for Ty the Tasmanian Tiger 2 – Rob Davis, a graduate, who’s now working at Microsoft Games Studios in Seattle – he had a walkthrough of a Ty The Tasmanian Tiger level that just blew everyone else away. He’d thought about it, and made a level up. He couldn’t program, or really do art, but he did a simple little walkthrough video, and explained his thought processes. That was amazing. It gave him such competitive advantage.
