All posts tagged industry

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

  • Freelance journalism presentation at Walkley MediaPass student industry day, September 2011

    I was invited by the Walkley Foundation to speak at the Brisbane leg of their annual MediaPass student industry days, which are held at capital cities across Australia. The brief was thus:

    Freelance Panel: what does it take to make it as freelancer? Come along and find out from a range of thriving freelance journalists, featuring:

    Before around 50 journalism students, we each gave a 10 minute presentation and then fielded questions from the audience for the remaining half-hour. I chose to spend my allocated time by giving a brief overview of my path so far, and then speaking about things I’ve learned in the past two years as a freelancer.

    My presentation is embedded below. Click here to watch on YouTube. It was filmed by Matt Shea and edited by Henry Stone. I’ve also included it in text form underneath.

    Andrew McMillen: Things I’ve learned about freelance journalism, September 2011

    The best way to be a freelance journalist is to wake up every day and be a freelance journalist. This means you’ll spend your day researching story ideas, pitching stories to editors, requesting interviews with people you wish to speak to, transcribing interviews, shaping stories until they’re as good as they can be, and then filing them to your editor. I’ve just summed up the entire job in a sentence. That’s what freelance journalism involves. You’ll think of an interesting thing to write about, pitch this interesting thing to an editor, get permission from the editor to write about this interesting thing in exchange for money, and then go out and do just that. Over and over.

    In a way, it’s not glamorous at all, but it depends how you look at it. I choose to look at freelance journalism as: getting paid to learn things, and sharing that knowledge with readers. In many cases I know very little about a particular topic when I pitch a story, but through curiosity and initiative in approaching an editor to write about it, I get paid to familiarise myself with an industry, or a culture, or an issue that affects a lot of people. I’m not saying that I become an expert on something after researching it for only a week or two, but I’ll generally know more about it than the average person. And then when the average person reads my story, they too become informed. It’s a beautiful cycle, and it’s a wonderful way to make a living, as long as you have an interest in learning things. If not, freelance journalism probably isn’t for you. But you should still try it anyway, because you never know.

    Ideas. You need to have absolute faith and conviction in your ideas, because ideas are your lifeblood as a freelance journalist. Without them, you fail. Without them, you’re nothing to nobody. But to have an idea is not enough: you need to conceptualise an idea in a full enough manner that an editor will read your idea and be willing to part with a few hundred or thousand dollars from their budget in order for you to bring that idea to fruition. When I started freelance journalism, my ideas were terrible. I look back on them now and I’m embarrassed by how lame and elementary they seem in comparison to what I’m pitching now. Like anything though, freelance journalism is a learning experience, and you get better over time. But at the heart of this game is the quality of your ideas, which you need to hone and sharpen and polish on a daily basis if you have any hope of getting anywhere.

    Curiosity. Curiosity is currency. As I mentioned earlier, I see this job as being paid to learn, and to teach. Curiosity is key, though, because 95% of my ideas come from reading or watching something and wondering, “why is that?” Or, “how does that work?” Or “why did that person or company make that decision?”. Generally, the question is “why”. The “why” should be a question that you ask yourself constantly. Not out loud, because you’ll probably sound like a lunatic, but as you move through the world, be curious. Story ideas should come easily if you keep listening to the “Why” in the back of your head.

    Mentors. This might be the most important thing I’m going to say today. You need to find a mentor. You need to find someone knowledgeable, who believes in you, who you can report to on a weekly basis and whose input you greatly value. I’m not saying it’s impossible to succeed without one, but I’d guess that it would be much harder. I’ve had a mentor for two years and I wouldn’t have achieved anywhere near as much as I have without their help. I don’t quite know how to explain it, or even how it works, but being accountable to someone other than yourself is a massive productivity boost. You need someone who’ll give you a kick up the arse if you have a slack week, or gently pick you up if you’re feeling deflated for whatever reason. This person doesn’t necessarily have to be a writer or a journalist. As long as they understand the freelance lifestyle and have a background in anything creative, they should be a good fit. But you won’t know if they’re a good fit until you try a mentor relationship. So start thinking about mentors, if you’re serious about pursuing freelance journalism.

    Always look up. Always keep moving forward. Try to have a couple of projects on the go at any one time. Even if you’ve got a few commissions in hand, always be researching new ideas and thinking of new angles that could work for particular publications. The image I like to think of is Tarzan, swinging from tree to tree, only you’re swinging from idea to idea, and from publication to publication. While you’re a freelancer, you shouldn’t settle, even if you find one or two consistent, well-paying gigs. Always be looking up, for your next opportunity, your next big break. Try not to stand still for too long.

    Set goals, but don’t be too hard on yourself. Not every day will bring you closer to your goals. You’ll have days where the thought of pitching and writing stories makes you want to crack your skull open against the wall. This is fine, as long as most days aren’t like that. Try to maintain a generally productive mindset, but pay attention to your mental state. Don’t force yourself to work if your mind is screaming out against the concept. If you do take a break, whether for an hour or a day, try not to feel guilty about it.

    Self-motivation. It goes without saying that you have to be self-motivated to have any kind of success in this game. Most of the time, you’ll probably be working alone. If you’ve never worked this way before, it can be a shock to the system. It was for me. It took me over a year to find a rhythm where I could sit at my desk all day and work alone without craving some kind of distraction or human interaction. But I found it, eventually, and it’s a nice place to be. Even if I do mess it up occasionally.

    Self-talk. In a similar vein to the last point, self-talk is hugely important in this line of work. You are directly responsible for your income. You can’t just show up at your desk and get paid. You have to research, think, send emails, and maintain relationships with people who might know you only as words on a screen. It is a pretty ludicrous situation to be in, if you really sit down and think about it. So try not to think about it. But you need to believe that you can do this, if you want to have anything resembling a career in freelance journalism. You need to believe in yourself, most days of the week. There isn’t a whole lot of room for self-doubt in this game. I think the best way to avoid self-doubt is to always be busy, so that you don’t have time to doubt yourself.

    A to-do list to keep track of your daily tasks is a must. Being a freelancer means you’ll be doing lots of follow-ups with people; chasing invoices, chasing interviews, chasing stories you’ve pitched and never heard back from the editor on. These things are tiny and easy to forget, which is why you need to keep track of them. I use a to-do list called teuxdeux.com, spelt the French way. It’s very simple but clean, and lets you see five days ahead at a time. It also has an iPhone app which allows me to refer to it and cross things off when I’m out of office. There are probably many other sites and apps with the same functions but this one works very well for me.

    Set up a blog. This is simple and non-negotiable. Set up a blog to act as your portfolio of published work. It doesn’t have to be flashy, it just has to show your work and be regularly updated. If you can, register yourname.com and set up the blog there. Doing this was one of the best decisions I’ve made as a freelance journalist.

    Set boundaries. Since you’re not constricted by a traditional workplace or business hours, it’s quite easy to find yourself working from the moment you wake up, until the moment you go to sleep. I’ve been there. It’s not healthy; it’s how you become burnt-out. It’s important to set boundaries around your workplace as a freelancer, and in this case, your workplace is wherever your PC is. For around nine months I’ve kept Saturday as a ‘PC free day’, where I don’t turn the computer on or do any work-related tasks. I also keep Sunday as a day for catching up on RSS feeds, updating my blog, replying to emails; pretty non-intensive tasks. And Monday to Friday is for work. Structuring your workweek is important. You need to respect boundaries, both for yourself and for those closest to you.

    Finally: enjoy yourself. Freelance journalism can be a huge amount of fun if you approach it with the right attitude. It’s a great alternative to the traditional path of cadetships and applying for reporter jobs, and you can start doing it today. With persistence, self-belief and talent, there’s no reason why you can’t make a living from freelance journalism. I highly recommend it.

    Andrew McMillen (@NiteShok) is a freelance journalist based in Brisbane, Australia. http://andrewmcmillen.com/

    Note: this presentation also appeared as a guest post on the excellent blog The Renegade Writer, which is edited by Linda Formichelli. If you’re a freelance writer, I highly recommend subscribing to Linda’s blog.

  • 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.

  • The Vine column: ‘Group Therapy’ #1 – ‘What is the value of recorded music?’, April 2011

    A new column for The Vine. Excerpt below.

    Group Therapy #1 – ‘What is the value of recorded music?’

    This week we here at TheVine are positing a new column. The idea is that Group Therapy will operate as a semi-random music industry related Q&A, a missive we send out to a great many artists in order to gauge their feedback on any particular issue.

    This maiden edition is a good way to start: back in October last year, journalist Andrew McMillen was intimately involved in the One Movement festival in Perth (a festival which, incidentally, has just been deferred pending a review of the event). McMillen was well placed to engage with a wide array of artists attending the five-day event. Whilst there, he saw fit to ask them all this question:

    “Your recorded music is an advertisement for your live show. You should not expect that people will buy your music. Agree/disagree?”

    Responses below.

    Agree:

    The Jezabels [pictured above, left]

    “I guess so. You can’t stop downloads, and I’d rather people have the music than not. Also I think it’s a pretty healthy thing for a band to view touring as their livelihood. It’s when you contact most of the people who might become real fans.”

    The Great Spy Experiment (Singapore)

    “Do you mean it the other way? That is, if our live show – as an advertisement for our recorded music – sucks then we should not expect people to buy our music? Either way, I probably agree. The best thing about our live sets is our dancing. And you can’t get that on our records. So we understand if you don’t want to buy our CD.”

    Big Scary (Melbourne)

    “I agree. I started realising this switch in the industry a few years back. For most musicians – I don’t think this necessarily applies to super famous and successful artists like Lady Gaga etc – firstly, the live stuff is usually band’s bread and butter. Secondly, people can get their hands on so much free music from downloading and blogs and all the streaming on Myspace that it’s not easy to encourage them to spend on what they can easily get for free. We’ve been giving away our singles all year because we know it’s better to get people to our shows.”

    Richard In Your Mind (Sydney)

    “I agree that recorded music is an advertisement, but it’s a product too. That’s the great thing about music: it comes in different forms to be enjoyed in different ways. Some people don’t like going out to shows, they prefer to sit in their lounge room listening with a cup of tea. Less people are actually buying music because of the internet, I guess, but there will always be those who still pay for it.”

    For the full column – which includes artists who disagree with the statement, as well as a few fence-sitters – visit The Vine.

  • Collapse Board story: ‘An Open Letter To Stonefield’, March 2011

    A story for Collapse Board. Excerpt below.

    An Open Letter To Stonefield

    Dear Stonefield,

    I recently interviewed you for the Australian music website Mess+Noise. I prepared for the interview just as I’ve done for many others: by listening to your music, by studying your past published interviews, and by dipping into online comments made about you. Having seen you play live, at the One Movement For Music festival in Perth last October, I had an inkling of how people would respond to the published interview. As a band of young girls, your image is naïve and innocent. I don’t believe that this is an act, Stonefield: I think this is just who you are.

    In Perth, you got up on stage before a crowd of hundreds, under a tent in the middle of the day, and performed well. You stayed strong throughout your allotted half-hour. There was a fair amount of shoe-gazing going on among your younger members, but I chalked that up to nerves more than anything else. In that moment, you were an ambitious group of young women playing a game controlled by men. The vast majority of guest speakers at the music industry conference that had taken place in nearby hotels were male. The festival line-up was stacked in favour of men, too. In that environment, you were outsiders, in every sense of the word. Yet you played as if you belonged. That sense of self-confidence won you a spot on the line-up of this year’s Glastonbury Festival, in the UK, as a direct result of your strong performance at One Movement.

    As I watched you play, Stonefield, I took in the crowd around me. Toward the front – up against the barrier – were groups of males in their 20s and 30s, beers in hand, cheering and leering at you. You probably noticed them. The men in attendance outnumbered females by a considerable margin. You probably noticed this, too. This was disconcerting, Stonefield. Over those five days in Perth, I saw dozens of male bands play, and few of them provoked more than appreciative applause between songs. But when you played, the crowd reception went far beyond respect for your musical talent. All around me, men were undressing you with their eyes.

    Herein lies the rub of your band and bands like you, Stonefield. No amount of musical talent, studious networking and careerist determination can compare to the sudden rush of blood that occurs when humans are placed in the presence of attractive members of the opposite sex (or the same sex, if you’re that way inclined). So while we can pretend until the cows come home that you are hot property among the Australian music industry in 2011 purely because you’re talented, we’re fooling ourselves if we don’t admit that your gender and your looks weigh heavily on the minds of the people who make these decisions. Festival bookers, publicists, A&R reps; they each have one thing on their mind, and it’s not your musical chops. You have those, of course, but you’re also blessed with rarer, more distinctive traits: sisterhood, and beauty. With a story like yours, Stonefield, the press releases practically write themselves.

    For the full article, visit Collapse Board. For more Stonefield, visit their Myspace. The music video for their song ‘Through The Clover‘ is embedded below.

  • 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.

  • IGN Australia story: ‘Australian Games Education: A 2010 Report Card’, December 2010

    My second feature story for IGN Australia. Excerpt below.

    Australian Games Education: A 2010 Report Card

    Do you want to work in the games industry? The good news is that over two dozen education institutions across Australia offer games-related degrees. But how valuable is having a degree? Are they keeping up with the changing face of development in Australia? And with so many studio closures how many jobs are there anyway? IGN AU finds out…

    In the wake of Krome Studios’ significant downsizing in mid-October, one fact became very clear: finding employment in the local game development industry was going to be harder than ever before. Though Australia’s largest gaming company surpassed over 400 employees across three studios at one point, their gradual decline eventually returned the vast majority of that talent back into the national job pool.

    All industries move in cycles, and though the Australian game development sector is at a low ebb right now, it’s myopic to believe that things will stay this way forever. Though Krome’s wave broke upon the shore and left a great many stranded – as the saying goes, the bigger they are, the harder they fall – other sectors of the local industry are experiencing periods of unprecedented growth. Krome’s downfall served as a two-prong reminder: that large-scale game development is a high-risk business, and that relying upon overseas publishers’ work-for-hire cheques in a volatile world economy is among the riskiest business in the games industry.

    Disheartening though the events of October 2010 were, as I sifted through the detritus of vindictive former Krome employees and their shattered CEO Robert Walsh, one question kept flitting through my mind: what did this all mean for students graduating with games degrees in 2010? Here they were, about to enter the job market – many of them bleary-eyed, owing to marathon all-nighter sessions spent completing their final projects – only to be shuttled to the very end of the queue. They’d stand behind former staff from Krome, and the handful of other development companies who’ve shuttered in recent years; behind anyone who ever took on a temp QA (quality assurance; game testing) role; behind existing games graduates, many of whose only industry experience is submitting their portfolio to every studio with an email address, and – if they were lucky – participating in a brief internship, arranged on behalf of their educational institution in their final trimester.

    What else but passion could drive these people? To give up several years of their (often young) lives, to willingly put themselves tens of thousands of dollars in debt, just for the slight chance that they’ll be able to make a living making video games in Australia? The answer must be passion, if not madness. Yet here they are: hundreds of them, each year, graduating with degrees in games design, art, animation and programming. On the other side of mortarboards, robes and well-deserved handshakes awaits uncertainty, self-doubt, and a high likelihood of unemployment – within the game development industry, at least.

    Put simply, making games for a living sounds like fun. Given that gaming is the world’s fastest-growing entertainment medium – last year, for instance, Australian consumers spent over $2 billion on video games – it’s unsurprising that tertiary education providers were keen to institutionalise game development, just as they’ve done for practically every other form of creativity. As I discovered, though, investing in a games-specific education in the hopes of obtaining employment within the local industry is a decision of similarly high risk as building your company’s business model around ever-shifting economies and the mood swings of international publishers.

    For the full story, visit IGN Australia. At 6,000 words, it’s the longest article I’ve written. A huge thanks to everyone I spoke with for this story.

  • 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.

  • Native Digital blog project: One Movement For Music 2010

    A couple of months ago I undertook a blog project for One Movement For Music 2010, a Perth-based event whose five days (Oct 6-10) consisted of daily MUSEXPO panel discussions, nightly industry showcases at live music venues throughout Perth’s inner city, as well as a three-day music festival. I first blogged for One Movement during its first year, in 2009.

    On behalf of my employer, Native Digital, I coordinated blog content on One Movement Word and operated the event’s social media accounts – Facebook and Twitter – from the beginning of August. On the ground in Perth, I live-tweeted it and blogged daily highlights of the conference, as well covering the festival and showcase acts in photo form – links included at the bottom of this post.

    The difference between last year’s traffic and 2010 was significant. Whereas in 2009 we were starting from a literal blank slate – zero Twitter or Facebook followers, and thus no traction – this time around, we had 300 followers on Twitter and 600 Facebook fans, which meant that our blog content instantly had an audience. These numbers grew as the blog campaign continued: as of 1 November, we have 945 Twitter followers, and nearly 2,500 on Facebook.

    The growth in overall blog traffic speaks for itself – compare 2010 (top image, 17,000+ visits) to 2009 (bottom image, 6,700+ visits).

    August – October 2010:

    July – October 2009:

    This year, One Movement Word’s blog content was split into the following categories – click for further info:

    Posts in the latter category included:

    I want to give a special mention to the ‘State Of Global Independence’ panel, moderated by Nick O’Byrne of AIR, as it was an incredibly inspiring discussion, and by far the best music industry panel I’ve witnessed. Which doesn’t sound that impressive, really, but trust me: Nick and his panelists touched on some brilliant, universally-understood topics, like pursuing your passion, the nature of independence, and being kind to others without expectation of repayment. I’ll say no more; you’ll have to read my transcript of the panel at One Movement Word. It’s totally worth it. I promise.

    Thanks to Sunset Events and Native Digital for again allowing me to be a part of the One Movement online campaign.