All posts tagged gaming

  • IGN Australia story: ‘A Matter Of Size: The State of Triple-A Game Development in Australia’, February 2011

    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’, December 2010

    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.

  • The Vine interview: Big Boi at the Hordern Pavilion, December 2010

    An interview for The Vine: face-to-face with Big Boi in Sydney. The full interview appears below.

    Big Boi – interview

    In Australia for one night only to promote the new Need For Speed: Hot Pursuit video game, American hip-hop artist Antwan “Big Boi” Patton had been booked wall-to-wall with media commitments from the moment he arrived at the Hordern Pavilion. From 1pm onwards, he was being filmed, questioned, and photographed by an extensive media contingent, all eager for a moment in the presence of one half of the multi-million selling duo OutKast. In the hall adjacent, a few million dollars’ worth of cars are having their tires kicked – though not literally, as they’d probably be escorted from the building – by a couple of thousand gig attendees, all of whom were offered free tickets through a variety of web outlets. Initially access was only guaranteed to those who pre-ordered the new game, but in the weeks leading up to the event, it seems that EA and their partners couldn’t get rid of the tickets fast enough. Indeed, at the height of Big Boi’s kickarse, hour-plus-long set, the Hordern was only about half full.

    Before the show, The Vine was initially scheduled for 10 minutes with Big Boi in a space upstairs at the Hordern that’d been designated as the venue’s green room. In actuality, it was a room flanked with thick black curtains, long tables, and a couple of dozen people milling around. A curious combination of anticipation, expectation, and desperation hung in the air. Only two chairs were set up, atop one of which sat Big Boi in front of a television, an Xbox 360, and the new Need For Speed game. The other seat was warmed by a revolving door of interviewers, most of whom were committing their conversation to video. This wouldn’t be a problem if each team filming used the same chair, game banner and lighting set-up, but of course, it’s never that easy. The Vine watched as a half-dozen video teams – mostly Australian, but a couple of New Zealanders, too – generally spent more time re-arranging the set than they did actually speaking to Big Boi.

    It’s past 8pm when my interview opportunity arrives, and by that time, I could tell that the rapper was well and truly over posing for photos and answering the same five questions. I’m informed that since they’re running behind schedule, my time with Big Boi has been cut in half. Great! “Try and keep it close to that five minute mark,” his tour manager tells (warns?) me; “We wanna get him to relax a little bit before the show.” And fair enough. I’d moved the chairs a few metres away from the television because I wanted his full attention, but his tour manager insists that they be moved back, directly in front of the screen. Big Boi mishears my name (“Anthony?”), shakes my hand, picks up a controller and turns his sunglass-clad eyes to the game, where he’s driving a yellow Lamborghini at high speed through a beautiful, snowy mountaintop setting. This will take some skill.

    “So I hear you’re a bit of a gamer,” I begin.

    “Yeah, man,” he replies. “I do a little somethin’ here and there, you know.” Eyes on the screen. Mind more interested in the game than in speaking with yet another journalist he’ll never meet again.

    “I’ve got this theory,” I offer. “Games are now cool, where once they used to be nerdy. What do you think?”

    “I think you might be right,” Big Boi says. Still disinterested.

    “Could you imagine this kind of event ten years ago?” I ask.

    “Not really. But you know what happened when the games started integrating the hip, new, cool music into the games, they brought music and gaming together. So you’d have fans of music playing games, and it brings everyone together. So now you have the coolest people playing games, and so it’s not looked at as just being the ‘nerd thing’. Everybody secretly loves video games. For real!”

    I try a little flattery, to try and get him to lighten up. “And the fact that companies like EA want to bring guys like you out to promote their game probably helps their cool factor a little bit.”

    “Hey, man, I hope so!” he smiles for a moment – then jumps back into contractual obligation-mode. “This is a cool game, though. I like this. Need For Speed – they are not playin’ around, you hear me?” The way he says this is hilarious, but I get the feeling he’s said it dozens of times today. “The police car’s a Lamborghini; this shit is super fast!”

    I make another attempt to divert his interest from the screen. “Did you check out the cars next door?”

    “Yeah, I was over there earlier, man. I was doing some interviews for MTV, and I saw the Lambos, and the car that’s made out of gold, and all that stuff.”

    Well, that’s a conversational dead end. I’ve already spent a minute on pleasantries. Shit. Time to try something different. His July-released debut solo album, Sir Luscious Left Foot: The Son Of Chico Dusty (review), is fucking fantastic. Hell, my friends and I flew down from Brisbane just to see him play these songs live; nevermind this interview, which was only confirmed the day before. I need to communicate my enthusiasm; I need to show him that I respect his work. “Congrats on the album,” I offer.

    “‘Preciate it,” he acknowledges briefly. Then bang – straight back into promo mode. “Did you get a chance to play this yet?” he asks

    “No, man,” I reply, starting to get a bit annoyed with his diversionary tactics.

    “You ain’t played it yet? This is pretty kick-ass. You’ve gotta get a chance to play it!”

    With all due respect, Big Boi, I can play the game any time I want. What I can’t do at any time is interview you, which is the whole reason I’m sitting here. I press him on the topic of his music. “I’ve got this theory about your album.”

    “Okay,” he replies, eyes still on the screen.

    At this moment, it’s like 8 Mile all up in here; I’ve only got one shot. Here goes. “One of the reasons why it works so well is because you use your multiple personas to shrink and exaggerate your personalities as you need to.” I made this comment in my album review for The Vine – though he’s Big Boi through and through, on the album, he makes frequent references to several alter egos.

    It works. “There you go!” he says, looking at me through his sunglasses for the first time. “I’ll pause the game on that! Yeah, yeah! Exactly.” He nods. “That’s good!”

    I’m pleased to be sharing eye contact with him, if nothing else. “You think that’s a valid point? You’ve got your Daddy Fat Sax, you got your Sir Luscious Left Foot…”

    “General Patton…” he begins, listing another persona.

    I jump in with a name he drops midway through a verse in the album’s standout track, ‘Shutterbugg’. “Sergeant Slaughter,” I say, and from this moment on, I have his full attention for the remaining three minutes.

    “Exactly. It’s actually just different parts of your personality [that allow you] to be extreme on different types of songs. You don’t have to be the same person on every record. You can, like you say, exaggerate it or shrink it as you see fit.”

    Does that also come down to you being a bit restless, creatively? You want to challenge and expand yourself?

    “Definitely. It’s about playing roles. In certain songs, you can get into role-play. ‘Cuz really, the music is an extension of you, and I look at ‘em as like diaries, from the last time you heard from me, until the new album was released. So now that Sir Luscious Left Foot is out, all the content that’s building now is for the Daddy Fat Sax album, you know what I’m saying? [Note: Daddy Fat Sax: Funk Soul Crusader is said to be released next year.] So you really just talk about things that affect you, from relationships, to politics, to… whatever. Things you might want to speak out on. Sometimes it might be some good ol’ down-low freaky fun, just to get funky wit’ it. And nasty, and gritty, and grimy.”

    And there’s no shortage of those kind of songs on the album.

    “No. I definitely keep my shit freaky, all the way. Always. You know what I’m saying? Real edgy. You can work out to it. You can definitely make love to it. You can have a real sex party to the album. A real, real sexy party. Most definitely!”

    I saw the behind the scenes footage for the ‘Shutterbugg’ video, where you mentioned that you were aiming to do videos for every track on the album. How’s that coming along?

    “It’s coming along good. Next up I got the ‘Tangerine’ remix, with Fabolous, Rick Ross, and Bun B. And I already shot the video for ‘The Train Part II (Sir Luscious Left Foot Saves The Day)’. That’s already been done. Probably gonna do them two next, then I’m thinking about ‘Hustle Blood’ and ‘Be Still’.”

    You’ve gotta get Janelle in on ‘Be Still’. [In reference to R&B singer Janelle Monáe, who provides guest vocals on the track.]

    “Most definitely.”

    On behalf of music fans across the world, I want to thank you for discovering Janelle Monáe. [Big Boi saw her perform Roberta Flack’s ‘Killing Me Softly’ at an open mic night in Atlanta, and he asked her to feature on two songs on OutKast’s Idlewild soundtrack. Full story here.]

    “Word, man. ‘Preciate it, man.”

    She’s something special.

    “Definitely. It’s all about real, organically-made music that you can discover; every time you listen to it, you can hear something new. You don’t get everything on the first listen. A type of artist like that, with that type of depth; that’s what we’re looking for.”

    She’s coming out here for the first time in February, for the Good Vibrations festival.

    “Word? Oh, that’ll be dope, man. She got a lot of energy.”

    I saw the clip for ‘You Ain’t No DJ’, with Yelawolf. I’m interested to know your take on censorship these days, because in that video, Yelawolf’s verse is like…

    “Chopped up.”

    Yeah, you can barely hear the fuckin’ thing.

    “It really is some bullshit, man, you know what I’m saying? They show everything on television, you know, and in movies you can do whatever you want to do. But they censor the music, when it’s all the same thing. To me, I think it’s all really to hamper the success of certain types of music, you know what I mean? But the fans go out and get the dirty versions, and check it out, but I mean, you can work past all that.”

    And even the logos on your caps and shirts are blurred out, too.

    “Yeah. That’s weak as hell.”

    I think the best example recently is Cee-Lo’s ‘Fuck You’, where the radio cut is ‘Forget You’.

    “Yeah, and it totally takes away the impact. He still had almost a million downloads, though.”

    Yeah, massive. I think we’re about out of time, unfortunately.

    “That’s alright. We’re just getting ready to hit the stage.”

    Before I go: who’ve you got here in your entourage tonight? Who are you playing with?

    “I just brought my DJ, Cutmaster Swiff, and my homeboy BlackOwned C-Bone. And my sound man, my road manager. Micro squad.”

    No Vonnegutt? [an Atlanta rock act who feature on Big Boi’s track ‘Follow Us’ – video]

    “Nah, Vonnegutt didn’t come. They just performed with me down in Tennessee, though.”

    Cool. When are you coming back for a proper album tour? You’ve been here for the Winterbeatz festival, but you missed Brisbane.

    “Probably be like, um… me and Cee-Lo gonna do this ‘Georgia Power’ tour, and we might come back over and do some dates for that.”

    Alright. Thanks for your time.

    The full archived interview is on The Vine. More Big Boi on MySpace. The music video for his song ‘You Ain’t No DJ‘ is embedded below.

    Elsewhere: a review of Big Boi’s debut album, Sir Luscious Left Foot: The Son Of Chico Dusty for The Vine.

  • IGN Australia story: ‘Krome Studios: Things Fall Apart’, November 2010

    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.