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Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer
Adventures of a Pinoy Game Development Pioneer

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Editor's Notes

  1. Good Afternoon. I’m Miker Rivero, one of the pioneers of the local game development industry
  2. I’ve been working in the Game Industry since 2001 and I have dealt with renowned game studios and publishers since then.
  3. making games is so fun and yet so difficult.. but so far it has been an adventurous experience.
  4. I remember as a kid, I was really fascinated with games. Its like it brings you to another world created by someone else for you to experience. I was so fond by it that I made a lot of game boards from old cardboards, coloring materials and other cheap art tools My first game testers were the young kids (ages from 8-12 years old) And it felt really great when they actually had fun playing it or most of the times end up in a fight.
  5. I also played games in the traditional Arcades and even in secret gaming shops but it was pretty risky. ‘cause at that time, playing video games is a semi-taboo which at that era, kids gets arrested when playing video games during prohibited hours or while wearing school uniforms
  6. Years has gone by, I worked as a part time Graphic Designer in a small advertising studio in Makati while I also study in college. I love games so much that my college thesis was a Metal Gear Solid Advertising Campaign.
  7. Spending most of my time in the office gave me a good working experience. And at the same time, it also enhanced my skills in technical and creative art while I handle local and international brands. Knowing I have unlimited free access to many computers and the internet, I self-studied a lot. I learned how to use Photoshop, 3D Studiomax, Illustrator, Corel Paint and other graphic softwares. We were handling Final Art projects for Loreal, Guess, CK, GE, TagHuer and so on.
  8. Advertising is a high paced pressure filled industry. We at the office needs a consistent form of stress reliever. Thank God for the Lan Gaming, it did reduces stress and it was our tool for team bonding in the office.
  9. Yes, just like any ordinary gamer. We played Counter Strike. Everyone in the office including the Artists, our Delivery Boy, Assistant Photographer, Printer Operator and even the Janitor joins the clash.
  10. Unfortunately, I’m not that good in playing counter strike. I lose a lot due to my motion sickness ailment but I still love the game though.
  11. Due to the fact that I don’t win that much in CS or Counter Strike. I decided to take matters in my own hands. So I researched and studied how to make Mods in CS. This was first experience as a game developer..somehow. I learned to understand Game Texture Mapping, Low Polygon Optimization, Level Design using the Valve Engine.
  12. So what I did was I downloaded some attractive pictures of Japanese girls. And I placed those pictures in the texture walls of the De Dust Level.
  13. Basically, the strategy is very simple. When the opponent noticed the pretty girl picture in the wall. The opponent stands still and takes a closer look. Thus an opportunity for me to shoot a static target It lessened my motion sickness issue, and I headshot the enemy with one bullet! How I win every time, I just make sure the pictures in the textures are new again.
  14. People at the office knowing me that I can customize game art, one of them handed me this newspaper ad. It was a job opportunity for aspiring pinoy video game developers
  15. and I just thought I couldn't let my dream job pass. and it was the right time for me to finally, make a video game.
  16. So I left my career in Advertising and got hired as an Artist but eventually promoted as an Art Director. Niel Dagondon was my boss, who is still the Head of Anino Games and act as our Executive Producer. We were only a small team, Luna Cruz and Sean Michael Tan, the amazing writers. Gabby Dizon, the Level Designer Mark Polican, the Programmer and Don Billones, our fantastic Sound Engineer Joseph Gemora the 3D Artist
  17. Yes, we were young and ambitious at that time. We are not sure how to actually accomplish the vision, but we all share the common goal, creating a pinoy video game.
  18. It was a trial and error learning experience, from art to programming and even story telling. It was indeed an ambitious project knowing it was not a simple casual game...it was a hardcore Role Playing Game. And none of us have any solid Game Development Experience.
  19. In the midst of our project completion, our Head of the Studio went outside the country to look for Publishers. And this is the message that we took from the publishers: “It’s too Asian.” It was a depressing comment from them but I just thought the West was not ready to meet the East at that time.
  20. So we decided to launch and publish it locally while our boss look for other possible publishers outside the country.
  21. After 3 Days of releasing it, piracy attacked us.
  22. Despite the ordeals, Anito turned out to be a pretty good game. It was so good that even until now, I hear some people wanted to re-experience playing Anito again.
  23. Being an independent and pioneering game developer is a tough career to commit to. In 2004, I decided to take a break from Video Game Development.
  24. I shifted into 2 careers working as a Creative Director then as a Head of Post Production working for some local film projects.
  25. But I just fell in love with Game Development and there’s an urge to come back.
  26. I started to accept consultancy projects initially from Slycesoft doing virtual world prototypes and in-game e-commerce. I worked with Ranulf Goss, formerly the founding member of GDAP.
  27. I also accepted prototyping of MMO Game localization projects when online game was booming at that time and so is the mobile game apps.
  28. Eventually, I got hired by Matahari Studios as the Head of the Art Department At that time I was working with Lester Policarpio, he was a producer and now currently the Vice President for Development under Tose, Philippines. I also worked with LAI Games Head, Chris McGraf. LAI owns Timezone and technically our product designs are for them.
  29. In this company, we learned how to see games differently. We realized that in order for a game to be more successful, it must meet the factors of a product design. It’s a business perspective that slaps the over-idealistic game developer in me.
  30. Eventually, we developed a Ball Toss prototype arcade game called Big Top. It’s an arcade game where you actually throw physical balls against a touch screen.
  31. After a couple of years, I realized that Anito was a flare that triggered the attention of game companies across the globe. Though it was not successful in terms of product sales, it became a catalyst of game development in the Philippines.
  32. In 2008, the game company that I am working for was acquired by Kuju Entertainment. At that time, Kuju was one of the biggest game company in Europe. I was also working with this notable game industry professionals like Raphy Abano and Chip Go who are now working with Ubisoft and a Design firm based on Canada.
  33. Working with Kuju and their external studios was somehow interesting. Unlike outsourcing, we were treated as Key game Developers meaning we can input game designs, attend scrum and brainstorm meetings with the international game veterans. Pitch game projects, develop key concept art and some assets.
  34. Throughout the process, we were able to handle big triple A projects such as Silent Hill Downpour, The Lord of the Rings, Top Gun and so on..
  35. But I was just wondering if its possible for a console game designed by pinoys to be published by an international publisher. It was a long shot, but its not impossible.
  36. In 2008, we were in direct mentoring from Kuju America President, John Kavanagh to produce a wii console game developed and designed in the Manila Studio.
  37. Eventually, we developed Circus Games, as far as I know, it was the first Pinoy developed console game published by an international publishing company, Ubisoft.
  38. Despite the on-going success, we are aware that dark periods in our career comes inevitably.
  39. In 2011, Kuju Manila together with other Game Studios under Kuju Entertainment were closed down due to the struggle during the Recession period. It was a sad farewell but we knew things will evolve somehow.
  40. The game development industry went a little bit numb but there were still offers to do some small projects. I had a privilege working with an american based company called Coast Truck Center. I was working directly to President Mark Myronowicz in developing a mobile game called Convoy USA that was renamed into Inmytruck..
  41. I also worked with the local MMO game publishing company E-Games in localizing game levels. I created a DoTA and also a Makati City Level Map aimed for an FPS game.
  42. I worked with a lot of game projects for many international clients. But I just thought its about time for Pinoys to think about publishing their own games. Since our development side are pretty much competitive, there should be a way to lead an industry of game publishing. A good game publisher must be powerful enough to market the product through online, tv, radio and print. and Ideally, with worldwide exposure.
  43. So I decided to aim a broadcasting company called ABS-CBN Corporation and eventually landed a job as the Head of Visual Design or Interface Design. It was not my ideal job but I was hoping to introduce Game Development, Gamification and most especially Game Publishing due to ABS-CBN’s media power. There is no better way for me to entice them gradually but from the inside.
  44. After more than 2 years of several presentations, pitches and rejections. ABS-CBN has finally opened to the idea of publishing, developing games and other apps under its Innovation Division. It was a tough process as I almost lost it, thanks to my colleagues that stood by my side to achieve my long term objective. I was then re-assigned as the Head of Games and Apps Development under the Management of Donald Lim.
  45. So far we have interviewed several mainstream and independent developers that we were hoping to work with their projects soon. And currently, we are in direct cooperation with Dr. Joie Sales of Informatics in starting up the Ideation Collab. This Ideation Collab will allow students to develop their own prototype applications whether games or utilities And potentially a viable product for publication that retains the developer’s privilege to earn from it and at the same time the publisher uses it as another media tool.
  46. The future is bright. Pinoy Game Development and Game Publishing are destined to grow together. More and more companies will eventually open themselves into publishing pinoy made digital products like games and other form of entertainment applications.
  47. Regarding on what I have learned so far. I learned that we must entice big companies into publishing Pinoy made Game products and even apps so our local software development industry will grow faster.
  48. We already knew we can make good games but we must let the people knows your good game exists.
  49. Do not just aim for the Pinoys only, not even the Americans nor the Europeans. If possible, be Universal. What I mean is we need to get accustomed in being globally competitive.
  50. Just a piece of advice as a pinoy game development pioneer. Think what you want to do, then do what you thought was a good idea.
  51. Thank you for your time. Please visit www.rivermiker.com