I was a Cinematic Designer at BioWare. Ask Me (Almost) Anything!
by Brian Mayberry · in General Discussion · 10/20/2011 (5:58 pm) · 22 replies
Just completed my contract with BioWare Austin, working on finishing up Star Wars: The Old Republic (Coming out December 20th!)
My role on the project was Cinematic Design on 4 planets (Dromund Kaas, Balmorra [Imperial], Quesh, and Voss) and many of the companions characters you can have. Anytime you see a cut-scene, I was one of the folks who helped direct those. Naturally on such a large project, many-many hands touched each scene, so it really was a collaborative effort. For example, on the planet Voss I picked up the Jedi Consular and brought it up from placeholders to real cinematics. When the big deadlines were coming up and I was needed on other content, another member of the Cinematic team came in and really made that Consular path shine.
About 44 seconds into this clip, is one of my scenes with the Bounty Hunter and one of his companions on Dromund Kass. It's always cool when marketing picks one of your fun moments for a Friday update. :)
Since I love Torque and the GG community, I figured this was the best place for me to set this up. So, anything you want to know, short of any trade-secrets or something that might spoil the story, I will do my best to answer!
My role on the project was Cinematic Design on 4 planets (Dromund Kaas, Balmorra [Imperial], Quesh, and Voss) and many of the companions characters you can have. Anytime you see a cut-scene, I was one of the folks who helped direct those. Naturally on such a large project, many-many hands touched each scene, so it really was a collaborative effort. For example, on the planet Voss I picked up the Jedi Consular and brought it up from placeholders to real cinematics. When the big deadlines were coming up and I was needed on other content, another member of the Cinematic team came in and really made that Consular path shine.
About 44 seconds into this clip, is one of my scenes with the Bounty Hunter and one of his companions on Dromund Kass. It's always cool when marketing picks one of your fun moments for a Friday update. :)
Since I love Torque and the GG community, I figured this was the best place for me to set this up. So, anything you want to know, short of any trade-secrets or something that might spoil the story, I will do my best to answer!
About the author
Cinematic Designer at Trion, currently working on the MMO side of Defiance.
#2
No, Bluuuuuuueeeee! :D
I don't have exact numbers for the polycounts, but we had very aggressive LOD (it is an MMO). I can tell you that we used the same player models for cinematics as for game play. Fully detailed facial rigging and articulation, much of it works in combat even if you never really see it. (Blinking, emotional reactions, subtle eye movement, etc)
I never made it to the unemployment line. I lucked out and got a new job lined up before the end of my contract. I'm back in IT with a really awesome company in the health care industry here in Austin. So this technically makes me an indie developer again, with all the freedoms that comes with. (Like, I no longer have to give EA first dibs, and weekend crunch time is just a memory) Next up is getting back to One 12 and trying my damnedest to meet my New Years deadline.
10/20/2011 (6:29 pm)
Yellow.No, Bluuuuuuueeeee! :D
I don't have exact numbers for the polycounts, but we had very aggressive LOD (it is an MMO). I can tell you that we used the same player models for cinematics as for game play. Fully detailed facial rigging and articulation, much of it works in combat even if you never really see it. (Blinking, emotional reactions, subtle eye movement, etc)
I never made it to the unemployment line. I lucked out and got a new job lined up before the end of my contract. I'm back in IT with a really awesome company in the health care industry here in Austin. So this technically makes me an indie developer again, with all the freedoms that comes with. (Like, I no longer have to give EA first dibs, and weekend crunch time is just a memory) Next up is getting back to One 12 and trying my damnedest to meet my New Years deadline.
#3
How far can an unladen swallow fly? (African or European)
10/21/2011 (6:13 pm)
you are still ignoring the main question,How far can an unladen swallow fly? (African or European)
#4
10/21/2011 (8:30 pm)
I'm curious as to how crunch was, or if they managed to avoid that?
#5
@Ted: Mandatory crunch for our POD (world design team with planets) was minimal. We were pretty much on target the entire time I was with them, partly due to luck, but mostly due to top-notch gameplay (quest) scripters. Most of our guys pulled 55~60hours just because it was fun to work on. In fact, there was particular day our project manager went around to chronic crunchers and sent them home at noon for chillax time. There was some mandatory Saturday crunch (10am-5pm) the last month or so I was there to hit up any last minute issues before the gold build. In short, if you were on world design, crunch was mostly avoided. The same cannot be said for the back-end folks.
I didn't enjoy weekend crunch because that took away from my only real day to work on One12. Totally a month+ behind now. Blah! :)
10/21/2011 (9:23 pm)
@Greg: Your mother was a hamster and your father smelt of elderberries! :P@Ted: Mandatory crunch for our POD (world design team with planets) was minimal. We were pretty much on target the entire time I was with them, partly due to luck, but mostly due to top-notch gameplay (quest) scripters. Most of our guys pulled 55~60hours just because it was fun to work on. In fact, there was particular day our project manager went around to chronic crunchers and sent them home at noon for chillax time. There was some mandatory Saturday crunch (10am-5pm) the last month or so I was there to hit up any last minute issues before the gold build. In short, if you were on world design, crunch was mostly avoided. The same cannot be said for the back-end folks.
I didn't enjoy weekend crunch because that took away from my only real day to work on One12. Totally a month+ behind now. Blah! :)
#6
Anyway, enough drooling over the game, I guess.
I'll ask this: How do you suggest someone take on the road of becoming a developer that can take on projects like SWTOR? Specifically, finding a specific skill-set to stick with. I have a long way to go to be sure. I'm still at the "online tutorials" level. :P
I've heard it all, from "go to school" to "just put in the time." What I'm looking for is inspiration sources. I find myself moving from 3d modelling, level-design and texture work, over to programming and mechanics design.
Perhaps a better way of asking this would be, how did you decide on cinematic designer? Were you one of the lucky folks who just always knew that was what you wanted to do? -Or maybe you don't "just" do this type of work?
-Maybe this is an odd question to ask, and not what you expected; but I askededed it anyway. :P
By the way, great job! I really love the quality of all the cinematics I've seen so far. -Really put the player in the right mood. They do the Star Wars universe great justice in my opinion.
10/22/2011 (12:32 am)
Man, I can't wait for SWTOR to release. Personally, I want to play a trooper. They just look to have the "feel" I want; blasting away anything that moves in massive groups. Anyway, enough drooling over the game, I guess.
I'll ask this: How do you suggest someone take on the road of becoming a developer that can take on projects like SWTOR? Specifically, finding a specific skill-set to stick with. I have a long way to go to be sure. I'm still at the "online tutorials" level. :P
I've heard it all, from "go to school" to "just put in the time." What I'm looking for is inspiration sources. I find myself moving from 3d modelling, level-design and texture work, over to programming and mechanics design.
Perhaps a better way of asking this would be, how did you decide on cinematic designer? Were you one of the lucky folks who just always knew that was what you wanted to do? -Or maybe you don't "just" do this type of work?
-Maybe this is an odd question to ask, and not what you expected; but I askededed it anyway. :P
By the way, great job! I really love the quality of all the cinematics I've seen so far. -Really put the player in the right mood. They do the Star Wars universe great justice in my opinion.
#7
10/22/2011 (6:34 am)
@Brian: Sounds awesome (yeah, server/engine guys would probably have a rough time towards the end of the dev cycle for any MMO). I met one of the SWTOR designers at IMGDC 3.0 and we had some really good talks about MMO design and such, and hearing the reasoning behind a lot of the design choices, which were definitely interesting.
#8
Work on your craft and always be showing it off. Even if you think it sucks, somebody out there will love it! When someone does express interest, keep up with them. You never know if they'll one day be in a position to get you somewhere you want to be!
Also, one of my old POD mates runs a, well, podcast about breaking in: gim.acanaday.com/
10/22/2011 (9:51 am)
@Aaron: I've always been fiddling with cinematic design, or Machinima. It took almost 8 years, but a contact I made at the first Machinima Film Festival (and kept up with) sent out a Facebook wall post that said something like, "Hey all, looking for Cinematic Designers @ BWA!" and I wrote him a note immediately.Work on your craft and always be showing it off. Even if you think it sucks, somebody out there will love it! When someone does express interest, keep up with them. You never know if they'll one day be in a position to get you somewhere you want to be!
Also, one of my old POD mates runs a, well, podcast about breaking in: gim.acanaday.com/
#9
Wise words. As having been previously incarnated as a bohemian artist type, I empaphise with this completey - especially after setting fire to all my paintings and then suddenly realising that I had nothing to show for the last 2 years of my life ...
10/22/2011 (12:04 pm)
Quote:
... always be showing it off. Even if you think it sucks ...
Wise words. As having been previously incarnated as a bohemian artist type, I empaphise with this completey - especially after setting fire to all my paintings and then suddenly realising that I had nothing to show for the last 2 years of my life ...
#10
I just started a project and asked on craigslist for any local developers that wanted to get into the industry. I got a few hits and have a small team put together, mostly programmers and aspiring 3d artists.
The idea is a "beginners" project with ambitious goals to drive a fast learning curve with lots of help between members. I don't anticipate being as awesome with any of this stuff as the majority of the T3D community, but the point is to get some of our work out there, kind of like you've mentioned.
Hopefully it helps anyone who joins my team get a foot in the door some day in the future. :)
10/29/2011 (5:21 pm)
Thanks for the reply Brian. Good to hear that sometimes it just takes putting yourself out there and being passionate about what you do. I just started a project and asked on craigslist for any local developers that wanted to get into the industry. I got a few hits and have a small team put together, mostly programmers and aspiring 3d artists.
The idea is a "beginners" project with ambitious goals to drive a fast learning curve with lots of help between members. I don't anticipate being as awesome with any of this stuff as the majority of the T3D community, but the point is to get some of our work out there, kind of like you've mentioned.
Hopefully it helps anyone who joins my team get a foot in the door some day in the future. :)
#11
12/20/2011 (5:06 pm)
Hey everyone! The game is out! Woot! I was at the Austin launch event with a number of the ol' cinematic crew, and it was sooo cool to see the throng of fans eager to get their SWTOR on. Now that it's out, and people are playing, I thought I'd necro this thread and take more Q and A!
#12
12/20/2011 (5:15 pm)
I almost necro'ed it myself after finally getting the chance to start playing Saturday *shake fist at T2D*. I stopped just short of getting to Dromund Kaas the other night so I guess I'll start hitting the most of the stuff you worked on tomorrow night *shake fist at Christmas shopping to finish*.
#13
12/20/2011 (5:38 pm)
I hope that you made the fanboiz kneel down and worship you like the Dark Side ...
#15
12/26/2011 (2:17 pm)
That sounds really cool. I guess I just have one question. Is it worth it? I worry about unemployment afterward and if I were to start out I'd probably be doing some low paying QA job. I moved down here to Austin seeking out a job like that at first, but I wasn't getting anything. I landed a nice job at a hospital. I'm really happy with what I've got right now but my passion is still in game development. It just seems so...risky. Seems difficult to find a job in that market as well although maybe I just lack the credentials.
#16
12/26/2011 (2:19 pm)
I've also heard a lot about mistreatment of employees. It's great to hear inside opinions about this stuff especially since you're no longer with the company so your hands aren't tied.
#17
12/26/2011 (2:22 pm)
Is QA a good way to get your foot in the door? Do a lot of employees move up to other departments that way? I guess I have a lot of questions lol Sorry
#18
Nobody was mistreated. I work more hours (and harder) doing IT support for a corporate office now, than I ever did at BioWare/EA. Other than the whole full-timer/contractor divide, the treatment was well above average. Great parties, free food, coffee, popcorn Wednesdays, an awesome place to work!
Armed with that type of work experience helped me know what questions to ask when landing my current gig, and it's an awesome place to work, working (indirectly) with hospitals as well. Very gratifying.
QA is a great place to start... if you want to be in QA. QA are not programmers, and they are not artist, and will never be treated as such. They find bugs, report bugs, and verify those bugs are fixed. That's about it. If that's not the type of position you really want, then why would you apply for it?
Not sure where the idea of QA as a foot in the door started, but I think it's kind of silly.
Thanks for the questions, Andrew, and good luck!
12/27/2011 (5:37 pm)
For my family and I, on a strictly financial level, it was probably not worth it. Set us back 24 months give or take, and this next year will be fun getting us back on course. On a spiritual level, absolutely! A total re-charge. If you're a single dude coming right out of school, this is the absolute best gig you can hope for. But for now, I'm more focused on providing some stability for my kiddo, and going full-on with indie development. I now have a game out that I am very proud of, and am pretty satisfied with my time in the "industry."Nobody was mistreated. I work more hours (and harder) doing IT support for a corporate office now, than I ever did at BioWare/EA. Other than the whole full-timer/contractor divide, the treatment was well above average. Great parties, free food, coffee, popcorn Wednesdays, an awesome place to work!
Armed with that type of work experience helped me know what questions to ask when landing my current gig, and it's an awesome place to work, working (indirectly) with hospitals as well. Very gratifying.
QA is a great place to start... if you want to be in QA. QA are not programmers, and they are not artist, and will never be treated as such. They find bugs, report bugs, and verify those bugs are fixed. That's about it. If that's not the type of position you really want, then why would you apply for it?
Not sure where the idea of QA as a foot in the door started, but I think it's kind of silly.
Thanks for the questions, Andrew, and good luck!
#19
I appreciate the help Brian. This has definitely cleared some things up for me. Can't wait to check out your work in Old Republic!
12/28/2011 (2:14 pm)
Brian, thank you. This was extremely helpful. It definitely seems to be a scenario of financial stability vs doing what you love. I can always do indie on my own time at least. I'm glad you cleared that up with the QA position stuff. The QA idea I guess kind of came from school. I got an associates' degree in Game and Simulation programming and was set up with interviews for a couple of QA positions over the summer breaks at various companies by the school but nothing ever came of it. I was kind of led to believe that since I had some programming knowledge and QA was an easy entry level position to get into, that I would be able to move away from that department eventually. I've definitely realized that my degree doesn't really mean anything at all and that it's hard as hell to get any job in this industry without already having some kind of on the job experience. I appreciate the help Brian. This has definitely cleared some things up for me. Can't wait to check out your work in Old Republic!
#20
12/29/2011 (6:59 pm)
QA being a foot in the door is something that is the result of many folks these days at the producer level having started out there and making the recommendation to start there when they're asked by those looking to make their start. It's something that is kind of a half-truth in the industry as it differs from studio to studio. Some promote out of QA, others don't. EA specifically falls into the don't category, and they'll tell you as much when you apply for a QA position there, at Tiburon at least.
Associate Steve Acaster
[YorkshireRifles.com]
How far can an unladen swallow fly? (African or European)
What sort of polycount for figures were they using?
Are you now unemployed? What's next?