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Succeeding in Game Development Tools for Success
Who Am I? Born and raised in The Bronx, NY CMU SCS 2008 Interned at EALA on Medal on Honor Airborne Worked at Demiurge Studios for 2 years Started Ananse Productions in November 2010 No Art background!
Today’s Talk Not how to get a games job Things you should know to be successful Ask questions!
Three Models - Large Given very specific jobs Can deeply specialize Managed by another Artist
Three Models – Medium Less specialization More cross-pollination amongst other disciplines
Three Models - Small Jack of all trades Talking directly to other disciplines Probably working remotely
Focusing on Small Most of my experience Prepares for all other levels Feel free to ask about other models!
Source Control Stores different version of files Makes it easy to share files with rest of team
File Layouts Relative Pathing Learn where files should go Be able to easily find artwork
Test In Game Catch a lotof feedback yourself Flag down things that slows down your process
Moving Target Requirements change all the time Try to shield yourself from wasted work Understand sketch vs. final product
Task Management Keep track of what to work on when Double check (at least daily!) Much more important in Small model
Working Remotely Face time in the start is important Co-working became our most productive days Emails can hurt more than help
Working Remotely Reference photos, image sizes, formats and filenames Waiting for email wastes time
Feedback from Non-Artists ,[object Object]
I see a pretty lady,[object Object]
Feedback from Non-Artists Feedback isn’t questioning your skill Things are never right the first time Make sure you have a clear idea of what needs to be fixed
Team Communication Engineer: if( hungry ){ eatDonut(); } Producer: We need to eat to stay on schedule. There’s no external dependencies on donuts since they’re already here. Artists:
Team Communication Everyone communicates differently Picking up a little of others lingo really helpful
Summary If anything’s unclear ask questions! Manager’s can’t read minds. Keep a two way dialogue
Jen’s Corner Jennifer Kanis, Stem Stumper’s Artiste Extraordinaire and NEIA alum
Q&A Question time!

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Succeding in Game Development

  • 1. Succeeding in Game Development Tools for Success
  • 2. Who Am I? Born and raised in The Bronx, NY CMU SCS 2008 Interned at EALA on Medal on Honor Airborne Worked at Demiurge Studios for 2 years Started Ananse Productions in November 2010 No Art background!
  • 3. Today’s Talk Not how to get a games job Things you should know to be successful Ask questions!
  • 4. Three Models - Large Given very specific jobs Can deeply specialize Managed by another Artist
  • 5. Three Models – Medium Less specialization More cross-pollination amongst other disciplines
  • 6. Three Models - Small Jack of all trades Talking directly to other disciplines Probably working remotely
  • 7. Focusing on Small Most of my experience Prepares for all other levels Feel free to ask about other models!
  • 8. Source Control Stores different version of files Makes it easy to share files with rest of team
  • 9. File Layouts Relative Pathing Learn where files should go Be able to easily find artwork
  • 10. Test In Game Catch a lotof feedback yourself Flag down things that slows down your process
  • 11. Moving Target Requirements change all the time Try to shield yourself from wasted work Understand sketch vs. final product
  • 12. Task Management Keep track of what to work on when Double check (at least daily!) Much more important in Small model
  • 13. Working Remotely Face time in the start is important Co-working became our most productive days Emails can hurt more than help
  • 14. Working Remotely Reference photos, image sizes, formats and filenames Waiting for email wastes time
  • 15.
  • 16.
  • 17. Feedback from Non-Artists Feedback isn’t questioning your skill Things are never right the first time Make sure you have a clear idea of what needs to be fixed
  • 18. Team Communication Engineer: if( hungry ){ eatDonut(); } Producer: We need to eat to stay on schedule. There’s no external dependencies on donuts since they’re already here. Artists:
  • 19. Team Communication Everyone communicates differently Picking up a little of others lingo really helpful
  • 20. Summary If anything’s unclear ask questions! Manager’s can’t read minds. Keep a two way dialogue
  • 21. Jen’s Corner Jennifer Kanis, Stem Stumper’s Artiste Extraordinaire and NEIA alum