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Encore - Inside the World of Game Development with Snowed In Studios image

Encore - Inside the World of Game Development with Snowed In Studios

S3 E62 ยท Player: Engage
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In this episode, we are joined by Nigel Franks and Kristie Dale from Snowed In Studios, a distinguished studio within the Keywords family. They dive into the nuances of crafting unforgettable player experiences, discussing the key challenges, cutting-edge technologies, trends, and best practices in the gaming industry.

Nigel Franks, serving as the studio production director at Snowed In Studios, offers his valuable expertise in game development project management. Kristie Dale, on the other hand, as a producer provides insights into the varied job opportunities in the gaming sector, covering roles from artists to customer support to digital media.

Additionally, we explore the impressive talent and brainpower within the Keywords Network. As we collectively work on some of the world's most prominent games, the passion and talent within our network of game creators and entrepreneurs are truly remarkable.

This episode is essential for anyone interested in gaining a deeper understanding of the gaming industry, acquiring insights from industry veterans, and discovering the exciting career opportunities available.

Be sure to listen to this episode on our podcast platform or visit our website for more information. And don't forget to subscribe to the Player Engage podcast for future episodes, including an intriguing conversation with Mike Gallagher from Untitled Ad Lab about the marketing dynamics in gaming.

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Transcript
00:00:00
Speaker
Hey everybody, Greg from the Player Engaged Podcast here and I just want to let you know what you're about to listen to. We are going to take a couple weeks off just to kind of level set. It's the beginning of the new school year here. We're getting back from Gamescom. Things are just kind of hectic so we're going to take a couple week breather.
00:00:17
Speaker
But we are going to share one of our old favorite episodes. We have one that involves Nigel Franks and Christy Dale from Snowden Studios. They both have a ton of experience from the studio perspective to be able to share what they do in their roles, how they're doing it. It's one of my older episodes, but I love it. It still has our old intro, which I'm a huge fan of.
00:00:35
Speaker
um And it's just a lot of fun and a lot of great learnings from the episode. ah We'll be back in a week or two with some new episodes that we're working on right now. But if you use anything specific you want to hear, anyone that's been interested in any topics in the gaming industry, please don't ever hesitate to reach out on LinkedIn or on Instagram or on Facebook. We have channels everywhere. But either way, I hope you enjoyed today's episode and let us know what you think. Thanks for listening.
00:00:57
Speaker
Welcome to the Player Engage podcast, where we dive into the biggest challenges, technologies, trends, and best practices for creating unforgettable player experiences. Player Engage is brought to you as a collaboration between Keyword Studios and HelpShift. Here is your host, Greg Posner.
00:01:13
Speaker
Hey, everybody. Welcome to the Player Engaged Podcast. I'm Greg Posner, and today we're joined by Christi Dell and Nigel Franks from Snowden Studios, one of the fellow keywords studios that we are all part of. So we are all one big family, and they do some really awesome stuff. And I'm excited about today's episode. Before we jump too much into it, I'm going to let them each introduce themselves. So Nigel, you want to get off? Sure. Yeah. My name is Nigel Franks. I'm the studio production director at s Snowden Studios, part of the management team here.
00:01:40
Speaker
I've been in the games industry since about 1999 and about software development for another 10 years prior to that of a couple of software companies, but I always wanted to get into game development. That's me. i I kind of head up our production teams and I'll hand it over to my esteemed colleague, Christy. Hi. So yeah, my name's Christy Deal. um I've been in the games industry for about three and a half years and that was all with Snowden. ah Before this, i was I did project management type stuff, but in different industries like construction.
00:02:10
Speaker
Um, so it was really interesting coming into the, the games industry. It was just something that I loved and did on the side. And it just, I happened to cross the ah job posting and here I am three years later. And we are so glad you came across that job for a posting, Christy. You have no idea. So high level question for both of you. What's the game that you've played that made you fall in love with gaming or what's the first memory that you have? Oh, you go ahead, Nigel.
00:02:37
Speaker
Oh, where do I begin? um I'd like to to narrow the question down to which platform in decades, sir, but ah I would have to say, I also love of games from the Atari 2600 days, but we couldn't afford one. So I was always at friends places, playing on the on the 2600 on the TV with Very different graphics than we have today. Definitely that. And that that from there, I graduated to the arcades and bug begging my mom for quarters. And she always was thinking that this is a terrible spending ah wait way to spend money because, again, we didn't have too much of it. And then eventually, through my work in the games industry, I was able to help my mom by buying her house at one point. So it kind of paid off in the end. So ah for me, it was definitely the arcade era. ah
00:03:21
Speaker
Probably late 70s early 80s playing a lot of games down and that's it. There's no one single game though I do remember The most fun I had in a game was when the original sit-down vector graphics Star Wars game came into the arcades ah Sometimes they were charging up to 50 cents for a game, which I think is pretty cheap these days. Sometimes then they're charging a block or two um But it was actually feeling like I was Luke Skywalker in an x-wing fighter with really bad vector graphics But I got to do the trends the Death Star trench run and that was awesome Was that the one that had those little rotary dials on the ah um yeah has my I went to a bar recently that had that I was just like, this is wild. I have never seen this in my life. Yeah, it's very cool. So they had a is equivalent of a steering wheel, but it had two, two different rotary um handles on the side of it. So you could ah basically change the aim of ah of the guns on the on the ah on the ship and change the up and down motion as well. It was a very, very unique controller.
00:04:15
Speaker
That's awesome. Technology was great, huh? It still is. What about you, k Christy? So the first game that I remember playing um was Top Gear 2, which is a racing game and it was on Super Nintendo. My grandparents had a Super Nintendo and so I always got to play video games whenever I went to their house. They also had like the Nintendo, what what was the original Nintendo handheld that like you needed a light to see at nighttime. There was like no backlight. Just like the original Game Boy, and I'd play Tetris on that too. So those were kind of like my first experiences with the with video games. um The first console that I had was a 64, and that I think that really solidified my love of gaming. um My sister would never play video games with me, but I just sat by myself and played games on those 64. So those are my probably my first experiences with video games.
00:05:12
Speaker
They're gonna ask the question, Greg, like, what's the first game that we played all night? Like, that's what we know. we're Really hooked on a title. Or that maybe you camped out for, you know, you went to, like, Electronic Sputik or EB Games at midnight waiting for maybe Halo 2 to launch or something like that. Have you ever pushed that limit? But, uh,
00:05:30
Speaker
i feel like I mean, personally, but my first game I remember playing was Dr. Mario, because I played it a lot with my dad, but I feel like I was too little to really get it. And then I remember, I got a Sega Genesis, and I got all star baseball, and I used to just love that game, I would just sit there. And I just knew at that point, I wanted to be in video games. And this is why I'm excited to be talking to you. I mean, specifically YouTube, because you guys create video games. And that's not something I have the ability to do. I think it's something that's a fascinating fascinating skill to have, but before we do to dig too deep into it, just to be clear, k Chrissy, you are a game producer. Nigel, you are a game director or it's what your LinkedIn title says, but I think you did multiple things there as well, right?
00:06:12
Speaker
ah Just just just think of me as a producer as well, because basically I had a producer team at stone in studios. So I guess is there a a if we pretend the word was director, which I get it's not is there a difference between those roles? Like when you look at the gaming kind of hierarchy of people that are working, what does a producer do versus a studio director or someone else? I guess the day to day.
00:06:33
Speaker
I think Christy is a lot closer to the day-to-day these days, but I can talk talk about the specifics for a studio production director for us at Snowden, and it's going to be different for every studio. This is one of the things I try and get people to really be aware of, that your title in one studio is going to be very different in another studio because of how they operate. Right now, ah we wanted to divide up the management team into different disciplines for one, taking care of operations, one, taking care of production. um So that's how I ended up with a with the title of studio production director. So I do touch a little bit of operations, a lot of biz dev and a lot of of ah production, basically supporting our production teams. But that's just very unique to us at Snowden Studios. I think when you're looking at some of the traditional triple A's, my role is probably closer to ah either a senior director or an executive producer that's got teams of producers working on a particular title or a suite of titles.
00:07:22
Speaker
today. I mean, I don't want to sound like I'm promoting myself. but It's just more an idea of like, ah there's a we have a team of very strong producers across our studio working in multiple titles. And they pretty much report into me. And then I report up to our studio head, whereas the studio head myself and our director of operations and our studio TD make up the management team for how we're making the major decisions of of how Snowden operates. Cool. Christy, anything you want to add on kind of your day to day kind of what it's like? Yeah, I guess and I guess I'll just say and so.
00:07:51
Speaker
as a producer, um generally, ah what you would hope is like a producer would just have one project that they're working on and they own that and and they own the delivery of of that project ah within the studio. um So that's kind of the difference in level. So like Nigel looks kind of over everything and over all of the producers and then each individual producer has their own thing that they own as well, their own game that they're working on. So for people outside of gaming, because that's where my name goes, is it almost like product management where kind of each producers of product manager in charge of a few different disciplines, and then there's a higher level that kind of oversees the entire project. Maybe I'm simplifying it a little too much, but. More like project management and people management than product management, because and we are not necessarily defining a product unless we've got the the remit to build a product from end to end for our clients. And we do that about once every two to four years, potentially. Usually what we're doing is supporting an existing AAA production, where the product management decisions on
00:08:49
Speaker
who the target audience is, what the basics of the game are supposed to be, those decisions are made by the client. And then we come in and solve the technical problems and the artistic problems of making the game fit that particular vision while still being able to contribute a little bit to it as well. So I think our producers are closer to, ah for example, the Electronic Arts equivalent for our what our producers do would be a development director.
00:09:11
Speaker
where they are they have members of the development team reporting directly to them who are responsible for the actual delivery of the product. ah Regardless of the the main creative decisions being made outside of our studio, we still have a lot of input on how things are implemented and how we think it's going to be a better experience for the player. So we're not doing the direct product management. We're more doing the the project management and and development direction for the game itself. And Christy, please correct me if I'm wrong. No, that that sounds right. I definitely would be more um responsible for the people that I work with um and making sure that they have everything they need to do their work um and less responsible for the the end result of the product or the game. It's more more of the people management side of things for me. So you would say you're you're extremely organized.
00:09:59
Speaker
I try to be, yeah. It's hyper organized. In fact, I take a look at how Christie's done with ah with a lot of the things that I'm thinking there's a ton I can learn from her about that. And ah we've said it a couple of times in many conversations and I was saying like, gee, Christie, I wish I was as organized as you when it comes down to getting all this stuff done on time.
00:10:19
Speaker
organization note taking are all skills that are completely underrated. And we need more people that are better at it. Because I know myself, I just have folders everywhere that make no sense. And I'm just thinking, Oh, God, how am I going to scale this? What am I going to do? And I'm jotting notes in different places. It's, there's too many tools. And then it's both a ah positive of living this age, when new things are coming out all the time, and also kind of a good way to get yourself in tech, technical debt.
00:10:44
Speaker
Well, I don't know if it's because we're nerds, um but I ah definitely had a a really good time two days ago spending an hour at the tail end of my day just organizing my bookmarks folders to make sure that they made sense and where I can have access, quick and easy access to information because I noticed that there'd been so much information I'd just been tracking.
00:11:00
Speaker
And realizing that some I don't need, but I'm trying to figure out what I need for the day-to-day, what I need for strategic planning, what I need for staying on top of industry news. And it was actually kind of fun and I felt a very strong sense of accomplishment at the end of the day just for for tracking that data. You know, I know the privacy issue is kind of weird, but Throwing a lot of notes into AI tools are doing really good at like finding ways just to say, can you organize this in a way that makes sense? or it give me like I don't know. I've been using that more and more often to make sense in my notes. And I'm just like, wow, this is so much better at this than I am. like it It's becoming more and more mainstream. And it's exciting for me to see. ah Again, the privacy aspect might be the iffy part. But I kind of ignore that right now. So I'm kind of curious if I say, can you organize my files in such a way that they make sense? It'll say, well, according to people, it helps you have to do this that kind of stuff.
00:11:47
Speaker
I make sure to erase the help-shifting keywords words every time I copy and paste, don't worry. So Snowden Studios for people that are listening and aren't familiar, it's a very, I'm going to say unique and maybe you can tell me it's not studio where they are part of the keywords family and then keywords react as a BPO, meaning development studios can reach out to us or publishers can reach out to us, I'm sorry, and ask us to help with them, right? So Snowden, I think,
00:12:13
Speaker
It's probably one of our bigger studios. If you go to their webpage, which I think is Snowden.ca, ah you can check it out there based out of Ottawa. And some of the titles you'll see when you log on right away are Forza. I'm making sure to say it right so I don't get yelled at by anyone on this call. Starfield, Madden, all AAA titles that unless you've been living under a rock for the past few years, you are very, very familiar with. So there's a lot of questions here and I don't know where to start, so I'm going to try and get myself organized here. But you recently recently as in five minutes ago, talked about creative control. And that's ah an important thing for a studio to understand what are my limits? What are what can I do? it And when you work on AAA titles, it's clearly going to be a different limit than when you have your own title that you can completely have creative freedom, right? So I don't know the exact question I want to ask, but when you work on a project, who
00:13:05
Speaker
Who sets those limits? Maybe that's too simple of a question. like how How do you deal with those limits when you're working with a AAA title versus a indie? Wow, where to start with that? so Is that too broad to start? It's actually not, because it brings up a really good question. And I've heard a lot of people say, well, you're a service provider working on these other titles that somebody else has come up with an idea for. And I'd really like the idea of working for first parties, so I've got more creative control about what it is that we're working on.
00:13:32
Speaker
And from somebody that's had the opportunity to work in first party, the amount of creative control that you have there is actually extremely limited. Typically, the decisions for how a game is going to be defined from a narrative standpoint, from a feature and function standpoint,
00:13:48
Speaker
at a very high level, has been defined already by a creative director and their design team. So even if you're on the design team, that creative director has absolute control when it comes down to what the game is supposed to be. And there could be a team of 100, 200, 400 people working on this across art, audio, ah development, engineering, all the different areas that go into making a game.
00:14:11
Speaker
And there may be a little bit of creative of freedom and liberty there but no different than if you're a service provider because basically we decide how we're going to be creating a feature on the triple-a team if we're on the triple-a team um working for first party and we have the same level of freedom on how we're going to be creating and implementing those features as a service provider so it's really interesting to see that the There's just ah a general conception. Some people may call it a misconception. I just call it a conception. But basically thinking that if you're on if you're working for first party, like if you're working directly for the publisher on the publisher development team, that you'll have more creative control. and I haven't found that to be true. ah Typically, a a publisher team will be divided up into all the different functional areas of the game.
00:14:52
Speaker
So you might have an area for UI, an area for audio, an area for networking and multiplayer, um which can all the things that go along with multiplayer gameplay, an area for gameplay and AI um as an in-game AI, not necessarily Gen AI, an area for vehicles, props, weapons, worlds, tracks, whatever it happens to be, a flight mechanism if it's a space flight, and each one of these becomes a sub-team on the main team.
00:15:16
Speaker
that has one or more producers working for it, that has, again, one or up to 50 developers or more working in this one particular area. ah sometimes even larger if it's worlds for example and there's just so much art that has to be created and take that across the AAA and divide it into you know the 80 or 90 or so different areas that a AAA has to hit in order to be able for it to be shippable and ah everyone's working in those areas and we just happen to be joining into those areas at Snowdin Studios to be able to deliver a feature or set of features that's been defined in one of those areas.
00:15:48
Speaker
And sometimes we are the lead producer there. Sometimes the client provides the lead producer there. So I don't think we're that unique in how we provide those services among the 24 studios in Create. um We have plenty of creates our our game creation arm of keywords, by the way, ah being create, engage, globalize and ah media and entertainment.
00:16:06
Speaker
the four groups, I think I've got that right, ah but they all pretty much do the same thing within certain boundaries. So we have areas that we definitely share in functionality and sometimes we're actually working side by side with one of our sister studios and keywords where they've got one area that they're working on, we've got another, sometimes we collaborate, all depends on the size and style of the project.
00:16:27
Speaker
Where we get more creative control is when a client comes to us and says, we've got this great idea for a game. Here's our budget. Here's when you want to get it out. Do you have game designers? Do you have our art directors? Do you have creative directors that can help us make these decisions and get this game out on a particular platform over this particular timeline? And that's a completely different set of skills from us, from our design team. And then we put our heads together, figure it out, and then we come up with all the ideas and figure out how we want to get that into the game and finally get it out.
00:16:54
Speaker
I think it's a bit of a long-winded answer to your question. There's many many different ways of slicing this particular pie. It's great. It's fascinating. It really is. And one of the things that first pops to my mind is I'm just going to keep calling out Microsoft here because, again, looking at your page, there's Microsoft games there, right? But they don't have to be the true example here. But do do do they send people from their team? So if you're start working at Starfield, does Bethesda have people working directly with you to kind of blend those teams so you have kind of those mixed
00:17:24
Speaker
workflows, I guess, and it's not the right word I'm looking for, but like the synergy is, I guess, ah and that's a buzzword, right? But like, do they send studio people to your guys to work together? So it's the same feeling. Well, we've recently come out of the pandemic, so there wasn't much of that going on. ah But prior to that, for sure. And then ah sometimes when there's a travel budget, we'll go and spend some time in their environment. And if they've got the opportunity, they'll come and spend time in ours. It's the kind of thing we haven't done as much of as we want to, but we definitely encourage it.
00:17:53
Speaker
um about about how they're working inside of a group. And with a particular Microsoft Studio, Christy's had some recent experience with this over on Forza Horizon 5. I don't know, Christy, if you want to talk about how the teams work together at that point. Yeah, so sometimes it kind of depends on whether we are ending up owning a full feature or area of the game, or if we've been just kind of added to a pre-existing team. So say if we were working on like a certain gameplay ah area of the game, maybe they already have four developers on their side and um we we have an additional six that we've added. um We'll do things like we'll have meetings with people and we'll meet regularly and we'll do planning together and it's like that level of collaboration.
00:18:40
Speaker
um Sometimes though with ah with larger teams we will be given an entire area and we just work closely with maybe one producer on their side or one lead um and they just kind of help give us direction but we own that entire section and so we're maybe not fully integrated into a team on their side. It kind of depends on what the client is asking for what they need from us ah in terms of kind of ownership of the the work that we're doing. so there's There can be collaboration and ah integration of the teams, but it kind of depends on what we've been given kind of as our mandate for working with that client. Building on that team's concept, I was reading a Reddit thread yesterday that talked about Starfield and mentioned that Bethesda still has about 150 people working on the game and and in Reddit fashion, people are saying,
00:19:30
Speaker
Oh my God, how could there be that many people? That's crazy. That's a waste of resources. And I'm sitting here thinking, well, you have audio people, you have visual people, you have, like you were mentioning before, Nigel, UI, UX, networking. And it's a complex game. I mean, in reality, 150 doesn't seem like that much to be working on a game the size of Starfield, but is it? I just got to laugh at that.
00:19:52
Speaker
um Multiply that by 10, and that's a more accurate number of the people working on this game. ah Just take a look at the credits. we I found out, um because because Starfield is under a heavy level of secrecy, I found out that there were a total of seven keyword studios working on this title when the game came out and I read the credits.
00:20:13
Speaker
So I fully understand that level of secrecy and we couldn't quite collaborate. We were working in separate areas. Some were working on worlds, some were on weapons, some on ships, some on core engineering technology like us.
00:20:25
Speaker
I was really surprised and then we got together with some of our studio heads were saying, you're on Starfield, you're on, sort i was ah I was on, but, and then it was, it was really, it was really neat to see. So it's not surprising at all that there's still a core team of at least that size working on it. um We are continuing to work on it with, with our client Bethesda as well. I can't say on what or how, all I can say is that we're, we continue to be engaged and working on Starfield.
00:20:48
Speaker
And it's going to be having um a lot of really good things to come ah down the line with ah with this game because it's got a very long very long tail when it comes down to the the features and plans and things that they're looking to put in place. So so it's not surprising at all. and True fashion of a Bethesda game. Hopefully it's got long, long legs. I've been a big fan of the game and I play it every night and my wife makes fun of me still to this day, but love it.
00:21:11
Speaker
um I guess, I mean, I have my own judgment here, but between the differences of working on a triple A title or versus, I'm just gonna keep calling Mindy's, right? Like, do do you guys have preferences based on your roles or? Uh, you want to go first, Nigel? You can go, k Christy. Yeah. Okay. i I can't say I have a preference. Uh, every project has its unique, um, like difficulties in, in how, uh, the production is.
00:21:41
Speaker
ah They're both extremely different styles of development and even just my experience as a producer because I'm not the person who's doing the code. I'm not actually making the game. I'm supporting the people who are making the game. And what I what i have found in the past working on AAA is my involvement in the actual making of the game is even that much less because I'm very focused on getting like organizing everything so that we hit deliverables and and everything that we need to do contractually with with the client. And so there's a lot of time spent on that. um Whereas ah other projects where it's not AAA
00:22:26
Speaker
I find I have much more involvement. and so then i like On the project i have that I'm working on now, I can do things where I'm like, hey, what do you think about putting this in the game? I think it would be cool. and Some of those things have been picked up where you don't really have that involvement with a AAA.
00:22:45
Speaker
There's that, um but there's also, it's really nice sometimes having the structure of a AAA and because sometimes it can be stressful the other way when it's not, the development isn't so rigid. and It can also be confusing of like, okay, what do we need to do? What do we need to complete? So there's really positives and negatives on on both sides. So I personally don't have a preference based on my experience so far. They're both really interesting.
00:23:12
Speaker
It's obviously really cool to get your name in the credits of a AAA game and you can just point at it in a store and be like, I worked on that. Um, but so yeah, I'd say I don't have a preference. Um, but yeah, I think, I think that's it. Yeah. Something before Nigel jumps in here, something you mentioned and maybe it was part of your answer was styles of development. Yeah. So yeah. So I guess, um, it it's in terms of.
00:23:42
Speaker
the production I guess. So ah there's a certain way that AAA's develop their game and there's a certain lifestyle there ah are sorry life cycle um that you go through with the AAA. And it is very organized and there's very specific stages. Where I found with some smaller games, they don't adhere to that as tightly. So it's not necessarily like Okay, we are very specifically in pre-production and now we're at the point where we're switching to production and now we're going to do implementation. It's it's very ah least a little bit more blended on smaller games. It's like there's still a bit of design happening. There's still a potential complete shift in what we're even going to make in the end. So it's a bit more blended I find sometimes in ah in in smaller games. that's That's what I've experienced.
00:24:30
Speaker
Hey, we test in production. I feel like I've played a lot of games recently. I feel like we're testing in production. and I feel like it's what you're just finding is like the difference between an enterprise company versus ah a startup and how agile they can be. and And I think that's all making a lot of sense is where can we push the boundaries? If you're, again, Microsoft, you're not going to put production or test code into bit Starfield, where if you're a smaller Indian, you want to test out a new mechanic, you might just ship it and see how it looks. Yeah. they right yeah ah Thank you for that. They both had their level of of ah chaos in a way. So um from a AAA, it's going to be chaotic trying to understand who owns what, how to actually implement a particular feature, and the dependencies on it. Because there's no such thing as anything that's completely independent inside ah inside of a team of that size. And there's a ah really interesting project management concept called Brooks' Law, which basically states the more developers you put on a late project, the later it's going to get.
00:25:25
Speaker
And that's due to the increased number of communication channels that are required for people to gain an understanding of the work and to report back on the status of the work and problems. Whereas ah you see that on the larger projects with a thousand people working on them, on the smaller projects like a really creative, hyper-creative indie, for example, someone will come to you with an idea and you've got this really interesting time of sitting in a room with a bunch of your colleagues and the client kicking around ideas and you're thinking about what if we did this what if we did that that whole idea ideation process is so fun and then two years later you look back and you've got you know you look back to that ideation process that grew into the game that that's ah ah that's out there this happens on triple a as well two degree
00:26:07
Speaker
ah most so with the creative direction team, but definitely can happen at the producer level and at the the developer level. But it's really, really rewarding to have that process where you you know are are part of creating a feature and then you're more likely to do that with a smaller independent publisher that's come up with an idea for a game. But the chaos that's there is that there is no structure because at the beginning, you don't even know what engine you're going to use, let alone what your whole art creation pipeline looks like and whether or not it's going to work.
00:26:35
Speaker
You don't know what your build process is going to look like, because you start asking the basics of, all right, so how do I start playing this game right now for where the vertical slice is? All right, so the vertical slice was done completely in another and another system. It was just basically done with a little bit of fakery and and poking buttons here and there so we get an idea what the what the game is. And it's like, oh, we have to define what that build pipeline is. We have to define what that art pipeline is.
00:26:57
Speaker
ah Who's done that anybody here done that okay great so you have already here's what we're gonna do we're gonna do this this this is this alright how long is gonna take let me know let's go out and estimated figure that out. So there's a lot of there are a lot of times when that exactly happens because of that chaos it's a lot more work up front.
00:27:13
Speaker
to try and define what that project is going to be. And ah with any type of project that you're working on, there's always going to be the problem of changes that are coming late in late in the day. So these changes end up ah somebody coming up with a really good idea, for example, hey, I heard about this really great plugin that we can use that's going to enhance our player experience. And I talked to the company that made this and they said, all I have to do is just write one line of code and you can integrate this particular plugin or API, whatever it happens to be.
00:27:40
Speaker
And we also get a little bit suspicious of that because we know that technically that's correct for technically one type of game or a slice of a game. But then the actual ramifications of how that fits in with the other 100 features that rely on that could be a little problematic and could add months to your development time because you don't know exactly what the nuances are until you start playing around with it.
00:28:02
Speaker
So ah each of these these types of titles have really interesting challenges, especially for somebody that wants to stay organized and put things together and and find that path through. But there's that there's that bit of that that that chaos that you have to deal with to bring some order to that chaos. Man, I'm standing at the Borg now. We bring order to chaos. um But being able to to bring some order so that things make sense and everybody knows what they should be working on and feels a sense of of direction as to where the game is going, as opposed to we have no idea what we're going to be doing next. And that's that's really what the producer's role is for us at Snowdin Studios, is to make sure that everybody knows that direction.
00:28:38
Speaker
Knows where we're going and sometimes a client that we work with and partner with will have a really good idea of how that goes and sometimes they'll say we only know about the first 40% here we need to you to work with us to figure out the other 60% and where we're where we're going to go with all this. Whether it's um systems where Some of our developers have a lot of ownership. Like I know on Christie's project, ah we had a lot of ownership over the dynamic Quick Chat system, for example, on Forest Horizon 5, if I'm not mistaken. I think they ended up renaming that at the tail end of the project. ah We had another project that's been mentioned a couple of times where we had a developer working a lot on um a lockpicking system that people were really, really happy with, with how that went.
00:29:19
Speaker
So that developer had full ownership of how that got implemented, but somebody else set the basic creative direction and then the developer picked it up and ran with it and that became a very popular feature. So each of these are very different to ask which ones we like. It's it's basically like, what kind of partnership can we have with the client?
00:29:36
Speaker
How can we learn? How can they learn? do we like Do we like who they are as people? Do they like who we are as people? And then before we make a decision as the for the kind of projects that we want to take, we ask a ah whole variety of questions like, what is the technical challenge in this? Is this something that our people are really going to enjoy sinking their teeth into?
00:29:52
Speaker
Are there any moral or ethical challenges with this as well? Say, for example, if they if they want want want to work on something that's not traditionally in the game space, or is in a game that that really pushes boundaries way too far, and if our people say this is going to be something we're we're challenged with, we don't necessarily want to do that.
00:30:08
Speaker
so um These are the kind of questions that we ask before we, as as we evaluate a project, before we make a decision to do a bid on that particular project. And we want to make sure that we're working with companies that are are very much like us with with a couple of different things in their values. Number one, obviously they really love games. And number two, they have um a strong people first type of focus when it comes down to how they treat their teams and what their expectations are and how they operate as companies.
00:30:34
Speaker
It's awesome. You said a lot there that I found interesting and just starting at the end, right? i So I guess my understanding and it's wrong and I get that was like, all right, you're working on triple A title, you're told exactly what to do and you're just marching in line doing but you still do have that creative freedom, right? Like you mentioned, there's a lock picking system. There was a the other quick chat in that force so you do have the ability to kind of come up with these new cool concepts even if you're working on a major triple a title and maybe some studios or if publishers do give you that right and maybe some don't.
00:31:06
Speaker
it's a bit It's a bit more nuanced than that. So somebody may have done the initial design for any one of these systems and they kind of leave it up to us to saying like, you understand this design and how how how long will it take you to actually implement this, do you think? And then our developer takes a look at it, starts stripping it down to its component parts, figuring out if there's already an existing architecture for this. Sometimes they have to define that architecture and then figure out how they're going to do it. so And as they're doing it, they may come back and say, look, I see what you're trying to do here with this feature. There's a better way to do it by adding these particular items over here, dropping these ones here. And we still think you get the same experience that you're after. And we think it's actually going to be better for the user and it's going to save you some time and it's going to be easier to support down the line for any bug fixes, etc.
00:31:47
Speaker
And those are the kind of discussions that we as producers like to facilitate or just that the the developers have those those discussions directly with the client. Is all of this done from within Snowden? And I asked this question more so like the consulting type of thing, right? So once so when a customer first comes to or prospect comes to keywords, right, they might say, hey, I want help making this game.
00:32:10
Speaker
Do you guys or is there someone else at keywords? Maybe it's just your sales rep give you a platform where you can bounce your ideas off of, right? Like, hey, I have this idea or like you just mentioned, like I have this idea for a lock picking mechanism. Can you help me flush it out? Like, is that your job as producers at the studio or is it someone else's keywords or maybe you recommend another studio? Yes. All of the above.
00:32:35
Speaker
It could be anywhere. It could literally be anywhere. So it could be somebody working with the business development rep of keywords where they've got ah the business development rep is fleshing out what the what the client wants to do. And they start figuring out, is there a good studio that's the right fit for this that has availability, that has the right skill set? And then we he that he or she ends up facilitating the conversation that way. And then we so have have those discussions there.
00:32:57
Speaker
um I'd say our our sourcing for our our projects coming in is probably about 60-40 based on 60-40 to ah existing connections in the industry to 40% coming in through Keywords Biznet. But yeah, it could be all over the map. um So ah we we might be having those discussions very early in the day with the client. We might be coming in after the fact that those initial discussions have have been had. So it could be it could be literally anywhere.
00:33:25
Speaker
okay Makes sense. It could be anywhere on the map. I want to kind of turn this into kind of pillars to creating the game because that's something as I've been talking to more people. I've been understanding that different people have different philosophies. I can see that, Christy. Just hang on on the line afterwards. If you jump back in, jump back in, but it will update your, upload your stuff when it's ready. but um So the pillars around creating a game I think are fascinating. It's something that I kind of started spitballing in my mind what makes sense. um so So forget about the AAA titles and talk about just creating a game. When you start when you first sit down, I guess let's start about the idea ideology because you said that's fun. And that sounds like it's like every every little kid's dream when they start playing video games. Like I just want to sit around a table with my friends and throw a whole bunch of ideas together and what sticks, right? Like, is that exactly what happens?
00:34:13
Speaker
Sometimes, yes. In fact, that's probably the most fun part, the ideation of what a game is supposed to be and either a game or a feature. Actually, the most fun about this is getting the ideas from other people around the table and you all start feeding off each other where someone says, what if we did this? And then you get another idea, what if we did that? And suddenly, you're going from one person generating three ideas to five people generating 500 ideas because as you introduce more people up to a certain amount, that ideation tends to increase in speed, volume, and quality and all the things that go along with that. So there's there's an optimal number for this and people have done studies about this as well. But there's there's absolutely nothing like that feeling of ah bouncing ideas off somebody who loves games as much as you do
00:34:55
Speaker
And you hear the ideas that they have for the cool things you can do inside of a title and you like what can we actually do that we go okay i think we can figure out a way to do that or that be really fun will put that one in the bucket for like version two or three because we know that's gonna take a lot of tech to develop.
00:35:11
Speaker
and On top of that, people are often discussing features that they've seen during this ideation phase in other games saying, hey, they did this in in title X, but they only got about 90 percent of the way there. What if we took that to the next level? What that what would that actually look like? That's so fun. and In the end, you end up with this huge feature list and you realize you wouldn't be able to do this within the next century, no matter how big your team was. and Then you have the the difficulty comes in pairing that down into, what is the core gameplay supposed to be?
00:35:40
Speaker
And that gets back to the the pillars of what a game is supposed to be. So that's always happening at the design stage. Like, what are the core pillars that we want for this particular title? All right, so we know it's going to be multi multiplayer. So it has to be a positive multiplayer experience. And then you have to define what does that actually mean?
00:35:55
Speaker
Is it ah one on one? Is it one versus many? Is it team based? Is it team versus team? Is it ah asymmetric where you've got one person who's extremely overpowered with a major weakness and then six people who are underpowered with one major strength going against each other? We saw this with Dead by Daylight, for example. um So You know, one of the pillars could be multiplayer and then you you start stripping that down into its component parts. Another one would be um ah replayability to make sure that people can always come back and get a fresh experience by looking at that. Another pillar could be, for lack of a better word, some some some games I've seen will say not being evil with in-app purchases, right? So it means that we want to be able to have in-app purchases where we can make some money, but we don't have to force the player to get into this in order to be able to pay to win or pay to play the game.
00:36:42
Speaker
So from a design perspective, there are these pillars that are there that are defining what the game is. And from there, um the team can understand those pillars to to find them out into greater detail, make sure that there's an agreement on that. But then from us as game developers, we have the equivalent types of principles of what we want out of a game for our teams. Again, getting back getting back to those ideas, that is it technically challenging? Is it the kind of client that we want to work with? Is it going to be something that helps advance us as a studio or as our team? Is it cool new tech?
00:37:11
Speaker
that people haven't touched. For example, we have a lot of demand internally for people working on Unreal 5 because that's the latest and greatest, while still a lot of games are still working on Unreal 4 or custom engines where you're not going to get the experience working on Unreal 5, but you'll be working on this really interesting and sometimes ah challenging ah internal engine is probably the best way to put it. ah Because companies have made investments in these engines, for example, over time, they want to keep recouping that investment. And that makes a lot of sense. So they don't want to be paying royalties off to another engine provider. so ah Definitely ah pillars of of gameplay is where that whole ideation starts and it's really important to define those upfront because it's going to be really easy for your game to become something different than what you anticipated six months, a year, a year and a half into development. And I think it was Jason Schweier that talked about this in press reset.
00:38:02
Speaker
where there are a pile of games that in AAA development, you don't really understand the game you've got until two and a half years in and on a three or three and a half year project. And that's because there's been so much ideation happening going on that it's only in that last six months to a year, you finally understand what that core gameplay is. And Todd Howard talked about this with Starfield development in a ah really interesting um ah interview that he did. He said,
00:38:26
Speaker
I went digging into the game just to play and check out a couple of different features. And then I found out, and I'm completely paraphrasing and probably butchering this as well. But he said, ah once I went into what I thought would be a 30 or 45 minute session just to see what the game is, and I walked out four hours later, then I knew we had a game.
00:38:43
Speaker
So this often happens with AAA, that you've got all these great designs, all these great ideas, all these great prototypes, and it's only once there's a huge amount of content that's been developed that you know that you've got something that's that's really tenable for the long term. Now, this makes the certified project manager and me cringe and cry on the inside a little bit, because it's always been the perspective but from project management software. If you define everything up front, you have a level of effort for everything up front, and you know exactly how long it's gonna take.
00:39:10
Speaker
There's one big difference in game development from software development in that it's really hard to define fun because you can put fun on a sheet of paper and say you can read a feature and say, yeah, that looks like fun. But until you see how it actually operates with the right art, the right lighting, the right cameras, controls, um ah characters, like all the all the things that are really important for ah really good gameplay, you don't know how these things interact with each other because there's so much interaction in these systems.
00:39:37
Speaker
that you haven't taken into into account how these systems interact with each other to actually see it. And that takes a lot of work to get to that point. Another problem that comes out of games that we don't see in regular software is the concept of emergent gameplay. So suddenly, five gameplay systems come together, and you have a completely different mechanic than what you thought. You had no idea that this was even feasible and possible, and you to decide, OK, this is really core to what we need to be doing here with this game. Let's make sure we focus on this.
00:40:05
Speaker
at the cost of some other items that may have been developed for two and a half years that you realize are not as important as this really core piece of gameplay. Or maybe this core piece of gameplay that you've discovered ends up becoming something new that has to be built on, thereby adding stress, thereby adding ah potential for a lot more work to be able to still hit the the deadlines for for the game. So it becomes very complex, or can be.
00:40:26
Speaker
You said a lot of stuff, and I want to talk about some of it. But first, what I kind of like to do in the middle, and I think we're way past the middle of the episode, is kind of like a spitfire around where we just ask some loose questions that you can answer, and hopefully my marketing team can make magic of it. Don't put much thought into the answer. Just each answer. OK. Let's say, Christi, you go first. Nigel goes, just so we got order. Oh, no. If you were to go to a bar, what type of drink are you ordering? A whiskey sour. Sparkling water.
00:40:56
Speaker
if What is your dream vacation? oh ah Hawaii, I guess. Walking the hills of southern France along the Cathar route. Nice. ah What did you have for breakfast? I had an egg and cheese breakfast sandwich. ah Oatmeal with a heavy dose of protein shake mixed in. That's a smart move. Way to elevate oatmeal there. it's hear Oatmeal a lot from all these people I talk to. It's interesting. ah Last but not least, ah what was the last book you read? ah It was probably um from the A Court of Thorns and Roses series, A ah Court of War and Ruin.
00:41:42
Speaker
by Sarah J. Mass. I have the entire Court of Thorn and Rose series from him from Christie's recommendation. I haven't read a single one yet. I'd say the last book I read in its entirety was The Wind-Up Girl by Apollo Bachikalupi. Amazing sci-fi story.
00:41:56
Speaker
and we go off off the ah hot seat there and appreciate your answers. Jumping back to what you said before, because I think there's some fascinating stuff. First, I heard you mentioned camera controls character, and I learned about the three C's. So that's, that's exciting to hear that other people are using. Obviously, clearly, it's used by a lot of people. But it's exciting for me to remember something. And it's exciting to hear that. But ah one thing you also mentioned was that the engine, right? You're talking about people learning Unreal 5, which clearly it's going to be the new thing that people want to learn because it's the latest and greatest. But what happens if you come to a project where it's a weird engine you guys aren't familiar with, whether it be like a frostbite engine, or I don't know what Forza uses as their engine, right? like you Is it versatile enough where developers can probably switch languages fairly quickly? I know some will not be, but like, A, is that just a project you have to reject, or or do you kind of think, how do we how do we do this?
00:42:51
Speaker
How do you think we do this, Christy? You've had the chance to do this a few times. Yeah, so we're we're just laughing because the project I'm on, we are using a different engine than what we're used to. Switching quickly, as I wouldn't say that, but ah we kind of we have to see who we have available to join a project like this.
00:43:12
Speaker
um and who we think will be able to ah ramp into the new custom engine in a reasonable amount of time for the client. it And it kind of depends too on the relationship with the client. So the the client that I'm working with right now, they were really gracious with the amount of time they gave us to ramp into their engine, which made a really big difference for us. And and it probably took the team at least like three months to really know what was going on, know what the project was, and start to feel a little bit more comfortable in ah in the new engine. um So we don't turn them down, that's for sure. um But it just it kind of ah depends on a few different things. And I think we were just ah uniquely positioned with who we could have on this project to ramp in fast enough so that we could we could work on it. It's not a challenge we'll shy away from, but um
00:44:08
Speaker
It doesn't happen too often, but we have done it. We actually think of it as um part of ah unique selling point a unique selling proposition for Snowdin Studios. And a lot of the Create Studios, I think, are very similar ah in that we we don't get tied into a particular engine. As Snowdin, we like to market ourselves as C++ plus plus generalists. And we'll also be doing that with C-sharp, because we can do that with ah with well with a lot of Unity projects, Unity being primarily C-sharp.
00:44:36
Speaker
ah But when we are looking for new developers, we test them quite heavily on C++ plus plus principles so that we can have people ramp into all these very disparate custom engines. Let's see, ah probably our two biggest projects over the last couple of years were on custom engines that had over 60 or 70 people on on as developers working directly into these custom engines in C++. plus plus And the ramp up time can be arduous. like It takes time to understand these particular engines. Some of these engines are um still considered cutting edge, but they were the original conception was 15 or 20 years ago because a company is still adding to these engines and adding new features and still getting really great performance out of them, ah causing very interesting technical concerns from our side when we start finding out something like,
00:45:28
Speaker
how is this piece of code written? And the person that originally wrote that piece of code is no longer there, there's no one to be able to support it. We start asking questions about who's going to support it, how do we fix this problem? Then we find out, oh, that's us. So um that's that's something that we actually really pride ourselves on because that's the kind of ah deep technical problem we like to work on. So there's often going to be this type of thing where we're looking into custom engines for clients or we're looking at custom engines and working on them that a client has been built on.
00:45:56
Speaker
And it makes a lot of sense if they've ah if they've got a lot of money invested in this engine. They so still want to be able to use that for future for future use. I think Ubisoft's got three or four different engines that they've developed in-house.
00:46:09
Speaker
um They've got Anvil and they've got Snowdrop and a couple of others that I'm forgetting off the top of my head, but they're used for for in different ways on different games and it's really fascinating that it can continue to get the return on that investment. Bethesda uses their own engine that they've been working on for multiple years on multiple products, which is great. EA does have Frostbite. It's funny that you mentioned that because we had to do exactly that when we were working on Madden. We had to ramp up on Frostbite and how that actually works. and Frostbite was originally written for the battlefield series and to be able to use that for a sports series is really fascinating that EA was able to make that conversion over time but that also comes with its own issues that nobody's expecting so the ability to aim down a rifle and shoot at a target and drive a vehicle is very different than organizing ah full a full football um team on the on the field, right? so
00:46:56
Speaker
I remember there's lots of stories about people that worked on Mass Effect back in the day that just said Frostbite doesn't translate well into that world then, which is fascinating because Battlefield is not an RPG clearly, but I imagine a lot of the assets and type of things you do are the same. But yeah, I mean, ah custom engines always kind of fascinates me because Unity, forget the whole pricing debacle they had a couple of weeks ago, right? Outside of that and Unreal, they're good engines, but But clearly, you're stuck within the restraints of the engine, whereas if you build your own, then you're kind of relying on yourself, not the community to help build it out. And I don't know, it's this weird thing. And I'm glad to hear that it all comes down to C sharp and C plus, because when I failed that in college and gave up on my dreams of being a video game creator, I thought who uses C plus plus anyway, but I'm glad to hear I was proved wrong there.
00:47:45
Speaker
It's definitely the ah strongest skill that you can pick up as a developer if you wanted to be working in writing code. like C++ plus plus is really essential. and It's one of the things that we test for and make sure that people have a very strong background in before they come into our studio. and I think that's been one of our our unique selling points with our clients as well. We have very strong C++ plus plus developers. very so I want to kind of take a ah different direction of the conversation now. and I speak to many different studios and it's been an honor and I speak to people in Montreal and Toronto, but you don't often hear Ottawa. I think Ottawa, I think of government and I think of the senators. So what what is the gaming culture like in Ottawa? How do you guys collaborate? Is it like a tight-knit group? So some of us were here before the hockey team had come back, so you put Ottawa and senators together, you're still talking about the government. but
00:48:36
Speaker
Yeah, we we we are trying to, as much as possible, promote the Ottawa Games business and the ah the Ottawa Games community, for sure, ah providing some support for game development clubs. A lot of our folks are part of the, ah I guess, the underground indie scene more than more than anything else. Back pre-pandemic, we had the the Capital Gaming Hub as part of Snowden Studios, which is an initiative that was spearheaded by our studio head, Jean-Sylvain Sormany, who is very interested in ah very keen on developing the community here in Ottawa and he's been such a strong advocate for Ottawa's game development community. ah At that time like cheap office space was given to indies that were basically trying to start up and we're we're looking at doing the same thing again now, now that we're post pandemic and we're seeing a bit of a rebound and being able to provide some office space for people that need it and so that that's one thing that they don't have to worry about. And they're close to another game development community and companies that they can actually be bouncing ideas back ah um back off each other, which is is really important to us. ah We also make our space available for um the Ottawa game development community for free when they want to have like meetups and start talking about different things. And we we try to have these um ah these very regular sync ups with the Ottawa game dev community. It's really important for us because
00:49:48
Speaker
You're totally right. there You hear a lot of news out of Toronto, Vancouver, Montreal, and Canada, and Eastern Canada even more so than what you hear about Ottawa, which is really, really interesting because we have ah such a strong high-tech culture here. I believe Ottawa's got the, one of the figures that was used ah back before I left Ottawa, and I'll get that in a second, was that Ottawa has the highest concentration of high-tech companies in the world outside of Silicon Valley.
00:50:15
Speaker
And the reason for that is the fact that we've got five strong universities here, plus a federal government and people having access to grants and starting their own tech companies and ah telecommunications and software in a bunch of different areas. But games is never really big outside of a couple of anchor companies over the last 30 years that we're developing games from the late 70s onwards. And oddly enough, we have some people that were at some of those companies with us now ah here at Snowden Studios.
00:50:39
Speaker
but When I was looking to get into games, I had to move to the west coast. So that's a 4,400 kilometer flight to get to Vancouver and start looking at that or go to Montreal. i I was more interested in the west coast, but I was quite surprised when I came back to Ottawa that here's the studio that's building stuff up here in town and it's really great to see. And that really fits with the vision of me coming back to my hometown, being able to ah continue to develop the community here and for me it's it's super important because we want to be able to put Ottawa on the map for game dev so we're trying to do a lot of those support things. How would you recommend people get started right like I mean this is gonna be a silly question right like if if I'm interested in making a game how how do I get started? What do you think Kristy?
00:51:23
Speaker
ah Oh, geez. Uh, no, I think I might have to pass this one to you. Just you want to, if someone wants to make a game, like they- If I'm interested in getting into the gaming industry, what resources would you recommend taking a look at? Is there groups I could join to kind of get that, especially if you're trying to do something in Ottawa as well? Is there local stuff? I know, Nigel, you started talking about different groups coming back, but but is there any places you'd recommend to get started? Or or maybe it's, again, too broad of a question.
00:51:50
Speaker
ah Totally. I can talk about somebody coming off ah coming from scratch, but I'd also like to have Christy talk about her experience of getting into games as well because I think there's a lot of value in that too because she she brought some really valuable experience to to our studio. The key thing for me is making a game are and getting involved with people who are making games at all. So understanding what it actually takes. The interesting thing to me is that there's so many people I've met over the last 24 odd years of making games, another 30 or all told in 30 in tech.
00:52:21
Speaker
Is that right? Yeah, well, almost 30 years. um Again, old man yells a cloud. ah So ah basically, ah it boils down to understanding what other people have done. So talking to people who are in that industry and figure out what they did and understand that your network is really important because there are so many people that will help you get to where you want to go, who will talk to you about what their path was like, and every path into the games industry is absolutely unique. You can go to a school program, that's great. You can go and build something on the site, that's great. You can go and work in an adjacent industry, in entertainment, or in software development, or in web, or you name it, where there's some elements that are the same, and that that can give you ah different contexts and and different contexts to talk to people about in the games industry.
00:53:09
Speaker
For me, ah here in town in Ottawa, for example, we've got ah the cat the capital gaming hub Slack site, where we have all of the local game devs talking and just sharing information back and forth about different events that are happening. There's also a local group here called Dirty Rectangles, which is a whole pile of people coming together on a monthly basis, talking about the indie projects they're working on in ah in a local pub. And it's really neat neat and interesting and fun to meet all these people that are doing these things.
00:53:36
Speaker
So um that's one way. ah For me, I started off in software development, knowing that I also wanted to get into games. So I literally started in tech support, taught myself a little bit of programming and databases, and then ended up running professional services for a software company where they invited me to to be a partner and then grew that up to 90 people over about six years. And then when I moved to the West Coast, did a little bit of CRM. And then finally, because of my background in project management, I was able to you know and my network talked to somebody in a game company and they brought me in as their inaugural producer at Next Level Games and that was all a lot of fun. And that was still like a massive amount of learning I had to do about AAA game development. So I didn't come in there as like, I know everything I'm doing here, but I do know about project management. I do know about software development. I do know about the basics. And then in the meantime, it's like now I've got to be drinking from the fire hose of information of what it actually takes to make
00:54:28
Speaker
a sports title on Xbox, PlayStation, and GameCube at the time. So massive learning experience for me um and a lot of fun. So that's that's one particular way. There are many different ways that people can get get end up doing this, but a lot of people have ideas on how to how to make a game. And unless you've got a game design doc,
00:54:45
Speaker
unless you've got a prototype that you've built, unless you've done the actual work, all you have is an idea. And a lot of people have really good ideas, but you want to basically be encouraging people to be be doing something with that idea that's concrete, and then talking about the next step. So pick up a free engine and start tooling around with it. Learn the art tools, learn the design tools, actually do that. A lot of game designers started off by doing level design, making their own levels for places that had or games that came through on level designers like Duke Nukem or Doom or Quake, where you can start playing around with these tools to understand some of the principles of what makes a really good level. Very cool. Yeah, I guess. Yeah, going off of what Nigel was mentioning about how it's it's interesting when you talk with people, even just like my coworkers here and I learn about their backgrounds and where they came from. They're always so unique how someone eventually made it into the games industry. um It's it's actually I feel like it's almost more rare that I heard like someone saying like
00:55:41
Speaker
my entire life I wanted to work on games and then I went to school for it and now I'm here. It's always some crazy way that they eventually ended up here. like For example, for me, I went to school originally for history and museum studies. It was just an area that I was interested in. I wanted to work in museums. um And then from there, while I was in those programs, I realized that I liked project management.
00:56:07
Speaker
And so I was like, I'm going to be a project manager in a museum one day. And it just, I didn't really end up there and I ended up in a few different jobs. And then like I said, I just kind of came across this posting one day and I was like, Hey, I like video games. And so, and so I applied for the job. And, um, I really, I do feel that Snowden like, it took a chance on me. Like I had the skills around project management, but I,
00:56:33
Speaker
had never been in the games industry before and you know there were questions there was like a quiz there were questions about the game industry and game development that I had no idea what the answers were um and I'm still learning you're gonna continue learning in the games industry it's it's a lifelong thing but I guess what I'll say in terms of like how how you get into something that you're interested in and that you're going to love I i sometimes think about just kind of the analogy of like if you know a lot of people say I want to be a movie star or I want to be a rock star and play guitar on the stage for the rest of my life. and But if you if you look at these people who were extremely successful, occasionally, yes, they got in in a sneaky way and didn't have to put in the time. But a lot of the time you talk to these people like ah guitarists, it's like they they spent every second of their free time in their childhood and growing up playing guitar.
00:57:31
Speaker
That was their life. It is what they love to do. And I think, to a certain degree, when you're trying to figure out what you want to do with your life, you need to be willing to be happy with the road to get there. You can have the grand idea of, I want to work on a AAA game one day. Okay, great. And you want to be a programmer? Great. So like, what kind of engines have you played around in? What what courses are you taking in your school?
00:57:57
Speaker
um What do you know about the games industry? Are you looking at the news? Do you know know what's going on in there? So it's it's a bit of like you need to be happy with the road to get there and enjoy that whole process. Because once you're here, you're not going to want to stick around because you may not you'll realize that you don't maybe love the process. um And I guess an example for me was I yeah I was in between jobs and I was i started doing YouTube videos um for gaming. I would play Fortnite and I made YouTube videos um and I went a bit into like streaming as well on Twitch and I thought when I started that, you know what would be a cool job? Being a streamer every day because you see these people on Twitch and they seem like they're having really cool lives and they make lots of money.
00:58:44
Speaker
And you think of the grand idea of like making it as far as like ninja or something, you know, but I did it and found out, Oh no, I don't want to do this. And it it wasn't, it wasn't really just like the, like I obviously enjoy playing games and I love it, but it just wasn't for me, the idea of streaming, but I did it and I realized, you know what? I wouldn't end up loving to do this my whole life. And so.
00:59:09
Speaker
You just sometimes need to take a chance. And if you are able to, just start getting experience in those things in any way that you can and find out, are you enjoying it the whole time? Like you're not going to enjoy everything the whole time, but in general, are you enjoying the process? And do you know what's going on in the industry that that you're interested in? And I think that's kind of applicable to anything that you're interested in getting into.
00:59:32
Speaker
um But when it comes to games, you can love playing games every day, um but I can't guarantee that you'll love making games every day. So you need to start dabbling in the different things and get the experience and see how you actually feel about that. And then just keep going if it feels good. It's a really good point that Christy made there, especially like when it comes down to the love of playing games versus making games.
00:59:55
Speaker
And the business of games too, because you have to understand how games ah basically operates as an industry, if that's what you want to do and make a career out of. Gene Simmons, the guitarist, bassist, I think it is for Kiss, ah now they're on their final tour right now and they've been touring since the 70s. When he came to Ottawa about 20 years ago, I remember him talking to a bunch of aspiring musicians at a ah a big conference and he said, don't forget that No one's really going to care about your art if you don't understand what this business is. You really need to understand that you are in a business and you have to make sure that you've got something that's marketable and ah no one's really going to care about the art side of things if there's nothing behind that that can actually be marketable.
01:00:34
Speaker
the other thing about like Playing games is one thing. Making games is a totally different scene and it certainly helps if you love playing games for sure. I've met a lot of people, managers in some of the big AAA companies that really didn't last a long time because they'd come in with their big qualifications and nothing wrong with those qualifications for sure. But they'd say, this is totally chaotic. I'm going to show you how you do software properly now. And they had no idea how to how games actually function, work and no desire or joy to get out of games. so And they always found it really frustrating because they didn't um gain a lot of, I guess, supporters when it came down to a lot of these things because the the people inside the companies themselves would have been working on games for awhile saying, you know, like, do you really understand what we need to accomplish here versus following a particular process? And when it comes down to the games that you love versus the games you love working on, I have a lot of people in the studio saying, what kind of games do we all just, I'll ask, we asked the studio, what kind of games should we be pitching on? What kind of stuff you want to work on?
01:01:31
Speaker
We get a lot of really interesting ideas, and which is great. And then I remember asking the question, like if you worked on this game for five years, would you still love it as much? And I'm not saying this as a rhetorical question because I already know the answer. For example, I've got four or five games on my desk here that I worked on over the last bunch of years. And I can't play them now because i I spent so much time playing these games in the development process that it's not as fun for me to go and experience that as a new player.
01:02:00
Speaker
So working on an RTS, for example, I would love the chance to work on like a reboot of Command and Conquer General Zero Hour, for example, because for me, that's my that's my relaxing game at the end of the day. I get the hardest mission on the hardest difficulty and I try to finish it in 45 minutes without losing a single unit on the battlefield. And as soon as I you lose, a I lose a unit, I said I'm done and I do a little bit of a tantrum and it's like, OK, that's it. That was that was enough for me for today. oh I don't really have a tantrum. I just get a little bit grumpy. But ah if I was working on the game, it'd be a totally different story. Would I still get that same level of enjoyment out of how units are moving around the field, how I meet an objective? Probably not. And it took probably 20 years or no, 15 years after working on a Need for Speed series that I actually picked up the game and played it again.
01:02:41
Speaker
And I thought, oh, not bad, not bad. But I could only play it for about half an hour, 45 minutes before I was just like, oh, I remember this particular scene. I remember the grinding we have to do to get through all this particular area. I remember the late nights doing all this. Still a strong feeling of pride in having worked on it. But I can't go back and play that for another 20 hours now, ah the way I would have if if if I just picked up the game off the shelf. So the best way to lose the love of a game if you're addicted to it is to work on it. it's a I think that's fantastic at what what both you and christie said i mean it's a passion project at the end of the day you need to love what you do and you need to be willing to put in that grind i mean. No job just falls on your lap and makes it the best job ever i mean you you talked about kind of entertainers and like taylor swift comes on everyone probably think she has the best life ever and she probably does but she probably put in so much work behind the scenes that like.
01:03:29
Speaker
you're tired of it. It's not just easy. And if you love gaming, yeah, I'm sure it gives you that advantage because you're excited to go to work and build this stuff out. But it it comes down to like, I talked to a lot of people in the movie industry that i they can't go see movies without criticizing and and picking every little detail and like but the love is gone. like You don't want that love to be gone, but it ain't just it ain't there's the movie industry. Like as soon as you start working in cinematics and games, you will never look at any piece of visual media the same way again. And it's, oh, my wife hates it because she's like, we're going to watch this and you're going to be quiet. And I'm like, okay.
01:04:05
Speaker
no no i know I know how they made the decisions on the camera angles, on the lighting. I know which audio has been redone and most people can't figure that out. But when you have to go back and and put the audio back in for like the fact that the the script doesn't work or the way that the the the actors spoke their audio, you know that they went back into a sound booth and redid that and then stitched it back in.
01:04:27
Speaker
ah Sometimes you can tell. Sometimes you can't. It's like, we'll fix it in post. It's a real thing. And the same thing happens in games and cinematics. And as as soon as you start working on all this, you realize like, oh, it's very different. Every commercial, you can figure out, all right, I know this was probably done in Unreal. This is probably done in Unity. This was done with virtual production, et cetera, et cetera, et cetera. Not every piece of media, for sure, but a lot of them, like ah a vast majority. The more you time he's been working in games, the more you really understand ah some aspects of of ah film production to the point where it's a lot more difficult to to really appreciate something for the creativity that went into it and just to enjoy it as a piece of entertainment.
01:05:02
Speaker
you know, you you mentioned command and conquer generals, but my my favorite game growing up was Tiberian Sun and, and you can tell me the the acting of Cain and that is is underrated. I could watch that every day and be happy and see those command and conquer cutscenes and probably made for budget dollars. It's amazing. um Super fun.
01:05:23
Speaker
We've been here a long time, and I feel like we can keep going, but I realize that you probably still have work to do for the rest of the day, as as do we all. And I hope we can do this again and sit down again. But before we do go, A, thank you so much. This was such a educational episode to me and a learning experience. And I'm excited to see how we can put these learnings into practice. But before we do go, is there anything that you want to share or you want to just kind of prep or not prep? Talk about it. Kristy?
01:05:51
Speaker
all right you go ahead nigel no you go ahead We love this business. We love making games. ah About all this stuff about games is nothing without you the love of the people that you're working with. like That's what excites me every day going to work, whether I'm working remotely or working from the office. I'm working with the most interesting group of people who are all extremely smart, all extremely accomplished, very unique perspectives in how the world works, and we're united by this love of games that we all work on, and that for me is the single biggest thing that I find so uplifting and so satisfying. So ah when you find that right group, that find that right studio, ah it makes
01:06:30
Speaker
everything's so much fun. It makes yeah your entire journey worth it. And for me, I've <unk>ve never been happier in my career than working at Snowden Studios because of that amazing group of people. And to that, I have to thank the studio founders for creating a really great environment for people to be in. Yeah, I would i would have to echo everything that Nigel just said. Yeah, it's been I tell people regularly this is the best job I ever got. i got the The job I had before this one, I got laid off and I thought it was the end of the world. And then a few months later, I got my dream job. So It definitely feels like everything kind of happens for a reason. um I guess the the last things I'll say, just kind of touching back on the idea of like how to get into the games industry. Yeah, I think just do do everything that you can to network with people, meet people, learn new software if you want to be a programmer, do your art, share it with people. um Just do everything that you can to get experience, whether it's professional or not.
01:07:27
Speaker
and make sure you're enjoying it the whole time because you never know what event you're going to be at or what person you're going to meet that's going to be the thing that's going to get you into the industry. there's definitely I was just at a conference and i there was I just happened to be talking to one of the volunteers and he was going to school to be a programmer and he just was so excited about potentially working in the games industry one day. And I just happened to pass his name on to like our hiring team at Keywords. And maybe one day he'll work for Keywords. And I think those are the type of people we want, the people who are you know really passionate about what they're doing, that they'll do anything, including just volunteering at a games conference just to have the opportunity to maybe meet people and and learn some things. so
01:08:11
Speaker
So just, uh, yeah, do everything that you can, and maybe one day you'll meet the right person or be in the right spot. I have to close it off with one other thing as well is that, uh, Snowden studios were pretty contained within Snowden for the most part of the people that are working on their titles, but we're part of this amazing family of studios all around the world. Like that potential is so awesome. And when we get together at these, these groups, when you realize that you're meeting with people from all over the planet, we're all, all share that same passion.
01:08:37
Speaker
And the fact that we've worked on collectively, like the biggest games in the world for many, many years now, surrounded by other entrepreneurs or the game creators who are all part of the Keywords Network, it's it's really mind blowing. Like the first time I got together with ah with other people inside of Keywords, I was like, I had no idea just how much potential we have here and how much brain power there is here and the amazing things that we work on. so um We often lose, ah when you're when you're on the day-to-day working on your title, you kind of forget that there's like this bigger picture out there, but when you have the opportunity to work with multiple studios coming together, and a lot of people that are joined by a lot of the same values and principles, and it's really fascinating to see, and it's it's really rewarding. It's kind of like one of those best-kept secrets of the games industry when you're working inside of a AAA for five or six years, you might say, oh yeah, yeah, some outsource studio named Keywords may have done some localization or some QA, or
01:09:30
Speaker
FQA or CERT QA or maybe it's like another keyword studio that is smart for us. But when you're inside and you realize just how big this is, it's really amazing. Like there's there's nowhere to go but up from all this. And the fact that we continue to grow during like difficult times to the games industry all around, it just as really speaks to the potential of keywords as a company.
01:09:52
Speaker
um And all the individual studios that are adding to all that is just something that's really neat to see. And it's it's absolutely fascinating to me to see how this company operates and grows. In fact, here here you are at help shift, right? Like we have the opportunity to talk, we haven't had a chance to to work together yet, but hopefully we will at some point soon. Yeah. And just to triple down on that, a big thanks to keywords, right? In the tough time in the gaming industry, we are still hiring, there's positions all available, whether you're an artist or you're in customer support, or if you're in sound or if you're Digital media there's tons of jobs opportunities and and i can get excited when friends come to me and say how can i even get started and you send them to this page that has hundreds of jobs opening and i mean it's a great great company it gives you full full ma full autonomy to do what you want to do at least in in what where i am and i'm loving this so
01:10:46
Speaker
Thank you, Keywords. ah But most importantly right now, thank you, Nigel. Thank you, Christy, for coming on. Thank you, Snowden Studios. This, again, was a great episode. I'm really ah excited to kind of go back and listen to the different nuggets of information that we learned, that and we will be sharing all this information. ah Before we say goodbye, I know you said your final words, but any parting words?
01:11:06
Speaker
Just thank you. Thank you for having me here. This was really exciting and love to talk in the future. I like all that. Thanks so much, Greg. This has been awesome. A lot of fun. Yeah. Thank you very much, both of you. I hope you have a great rest of your day.