What Makes Great Game Talent Greater
This article is Apture Enhanced. Highlight any word or phrase for videos or more content on the Internet on the person or the subject. Enjoy!
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"I think the moment I realized I was any good at game writing was about a year after I decided it was something I wanted to do. It took awhile to get my training and first big break...which was writing Pirates of the Caribbean: Armada of the Damned for Propaganda Games." Meet Amanda Doiron, games writer who is crazy talented and knows how to work it. Amanda's Linkedin profile here: http://ca.linkedin.com/pub/amanda-doiron/9/462/427
I've asked Amanda to share her story about how she made it over the wall that separates those who have talent from those who move that talent into a higher place.
From Amanda on when she realized her talent in game-writing: "I was always told game writing was challenging because it’s non-linear and a constant haze of problem solving as you try to wrap a story around the game design and mission scripting that has already been decided. These challenges were something I was conscious of in my first few months on the job, but after awhile I realized I barely noticed these barriers. Some writers have a lot of trouble adopting these story-development skills specific to video games; it was when these skills quickly become second nature to me that I realized I had a knack for game writing".
From Mary: What one thing can you credit most that has helped you raise your abilities/talents above average?
From Amanda: "I would say that first job with Propaganda Games gave me the most insight into properly running a Story department. Working within the industry has taught me a lot about what works and, more importantly, what doesn’t work. Video games are still newbs in the entertainment industry and because of this they often suffer from massive disorganization and ridiculous crunch times. Working on Armada of the Damned taught me to write fast and constantly touch base with other departments to avoid the chronic issue of miscommunication that ends up creating more work, specifically the scrambling kind, down the road."
From Mary: What do you do on an ongoing basis to keep the bar set high for yourself and others in the industry?
From Amanda: "I fight for story as much as I can. I pick my battles because story isn’t as important as game-play, but that doesn’t mean I accept the increasingly archaic notion in games that good writing isn’t important or doesn’t exist. Strong writing makes the game entertaining and provides a clearer motivation for the players.
From Mary: Where do you see yourself going with your talent?
From Amanda: "Right now, I’m writing for television because the game industry in Vancouver is running a little low on fuel. Most likely, the next step for me in games would be to uproot myself to a new city or country, specifically to work for a studio that truly values story in their games by including the writer in the development stage and tightly-knitting them with the Design team."
From Mary: I hear more and more from talent in the games industry how they are including other industries in their work portfolio. Smart move, because diversifying where you can place your talent puts a new pool of light around you. It attracts new people...new opportunities, and shows a depth to your abilities that makes you...well...greater.
Michel F. April is a talented composer in Canada, whose work has been featured in television and film projects worldwide. He knows the value of expanding his reach and has been transitioning into the games industry over the last several months. Michel's site: http://www.michelfapril.com/
From Mary: Tell me about the moment you realized you had the talent for doing what you do?
From Michel: "When I was about 5, I told my parents that I wanted to be a trumpet player, then guitar at 6, and piano. But it was really at 7 when having my first snare drum that I thought I found what I would do for the rest of my life. I was spending hours trying to reproduce Buddy Rich drum solos with only one drum. I think that's when my parents realized my gift and brought in a percussion teacher who was a terrific influence on me.
It's interesting how playing percussion and drums led me to composition--it began with my brother's synthesizer and computer. I was composing music to play drums over it; I got hooked...and never stopped."
From Mary: What one thing can you credit most that has helped you raise your abilities/talents above average?
From Michel: "Certainly my recent association with agent and close friend Bob Rice from Four Bars Entertainment and my business relationship with you (Mary)- began like a friendship based more on values than business - but for me it's the same.(same thing with Bob)"
From Mary: (Thank you for the plug Michel...blush) So, what do you do on an ongoing basis to keep the bar set high for yourself and others in the industry?
From Michel: "I'm associating myself with the best people in the world in what they do and I always give much more than the client is asking. I believe in win-win situations. I never ever sit on talent. I use Linkedin more and more, but nothing beats a face-to-face gathering. When it is not possible - there's always Skype."
From Mary: I happen to know that one way April spreads his talent to useful ends would be to collaborate with other talent. Check out his contribution to Timbuk2 Studio's short promo. http://youtu.be/Vu6lG5IwWhI
From Mary: Nick Tesi is founder/CEO of TNG Visual Effects and a veteran scanner and mocap specialist in the LA area. His film, television, and games credits include Bioware, EA, Sony, HBO, Blur and Stargate Studios, Fox, Midway, and 2K Sports. Find more at the TNG site http://www.tngvisualeffects.com/ You know there's some wisdom that comes from 25 years in the biz.
From Mary: When did you have a feeling that you were going to be good at what you do?
From Nick: "When I was fired from being an Air Traffic Controller. Sales, representing and working in the Visual Effects field kept me excited."
From Mary: What do you credit for helping you to raise your abilities above average?
From Nick: "Opening my own company has given me more flexibility to be more to the people I work with. I would also say also having worked on large games for Sony and 2KSports Baseball games and Rockstar for their GTA IV."
From Mary: What do you do on an ongoing basis to stay ahead?
From Nick: "I keep looking for better scanners, better modelers and texture people, and better ideas on how to serve our clients/potential clients."
From Mary: Where do you see yourself heading in this field?
From Nick: "I see myself opening more 3D Scanning Service Bureaus in the US and Canada and other places in the world."
From Mary: Veteran game artist, Matt Hall, shares sentiment with Nick and the other talents who know you must keep the "ball" in play. "With each step in my career," says Hall, "the bar was raised and I had to keep learning and improving." Matt is partnered with an equally experienced games artist, Jon Gregerson. Both started their careers in art direction at DreamWorks. They combine to form Timbuk2 Studios. Their site is http://www.timbuk2studios.com
How Matt came to know he had talent: "I guess it was a gradual process and happened in increments. Sort of like scaling a ladder. I'd had teachers and family members telling me I had talent and that I was an artist but when I sold my first painting, it became reality in my mind." Talent is only the bottom rung or the beginning. It's what you choose to do with it that's important.
From Mary: What one thing can you credit most that has helped you raise your abilities/talents above average?
From Matt: "The big break came when I got the call from DreamWorks Interactive in 1995. That opportunity introduced me to many talented people. We also had high standards to maintain and in a competitive industry. I've been fortunate to have many mentors over the course of my life, each passing on techniques or just inspiring me with their work."
From Mary: What do you do on an ongoing basis to keep the bar set high for yourself and others in the industry?
From Matt: "This becomes more difficult when working from a home studio, but I try to keep up on the latest art talent through various websites or publications. I continue to be inspired by illustration masters of the 20th century and even by some young kids fresh out of school."
From Mary: Hall's modesty about his talent is what keeps him balanced and open to seeing all things with new eyes. This has served him in being as successful on kids projects like Goose Bumps and Shrek as he has been on the Medal of Honor Series and Call of Duty: Finest Hour.
Another fan of diversifying his talent reach, Hall has completed commissioned military-themed pieces for Prince Charles and President George W. Bush. Together with Gregerson, they attract a wide variety of projects, but are very proud of their military following. Certainly not pigeon-holed to the niche - this particular attraction has actually set them apart in an industry that appreciates a ready and avid audience.
By the way, Timbuk2 Studio's artwork is featured in the video collaboration with Michel F. April above.
From Mary: Shawn Warbiany is a successful media and event producer in the games space. The first to put the Comic-con spotlight on games, Kona (as he is called) has garnered praise from Wizard Entertainment for organizing the details and the sponsors for the first games event at the Chicago Comic-con 2010. Kona's creds extend to a popular podcast, community development, and media events, complete with gaming celebrities and professional competitors. See Kona's site: http://www.konaskorner.com/
I specifically wanted to include media/marketing professionals in this article because it's a piece of the puzzle the artists and developers need to wrap themselves around. It's a big part of the biz.
From Mary: How long have you been in the industry?
From Kona: "Around 10 years, mostly on the community side of things. Through running competitive PC teams to Community Management. Most recently, I've been doing community events and planning for some of the top and newest companies in the games industry."
From Mary: You came into games from another industry - how did that transition come about?
From Kona: "I was actually in the retail business as sales and management, then off to working as a lineman for the phone company. I recently transitioned from the phone company to go full time into the games industry. The transition was actually easy; being in sales and customer relations."
From Mary: What makes you so good at what you do?
From Kona: "I always bring what I do back to the community, whether it be live streams, events, or helping other communities. I help to connect the industry to what the community is doing. I just have one of those personalities that is helping and supportive of anyone in the industry or community."
"Also, any of the events I am involved with are always tailored to involve the community. I invite community members to play with us on live streams with pros, industry people, and to get involved with the many giveaways I do with events. I consider myself a mentor in helping companies with connecting and learning how to build their following and connections to the industry."
From Mary: What do you feel is your most important accomplishment in the industry?
From Kona: "Being known by the industry as a community leader and representative. Walking into and industry event and being known as a community advocate and representing that to its fullest."
From Mary: What is the one thing you feel that you've done to push your talent toward success?
From Kona: "Making and keeping contacts in the industry and connecting them to the community. Many communities either do not have the tools needed or are afraid to connect with industry. I am happy to use my tools and connections to get more communities involved."
From Mary: Steve Willis is an Associate Account Executive with one of the most reputable PR firms in the industry, Bender Helper Impact. I met him recently when I was looking for a quote from Gnomon Gallery in LA. I asked Steve for info on what the company does to help talent. Don't laugh, but a lot of artists don't truly understand the difference between a marketing company and PR - nor do they get a good picture of the role of a PR firm.
From Steve: “As a PR agency, we are tasked with not only promoting the products and services provided by our clients, but also the talented personnel behind them. Whether it be a development team at Sony Online Entertainment, animation specialists behind Image Metrics or the industry-leading instructors at Gnomon School of Visual Effects, public relations is crucial to create awareness for these talents and their credentials. Our job is to do this by using our relationships with journalists to secure media coverage, which in affect will help to create overall positive awareness for the company as a whole. We also help companies through our social media division, BHI Buzz.”
From Mary: This is obviously just a sampling of cool talent in the games industry, but, I think you get the idea.
I like recapping, so here goes:
--Work for highly respected companies (with hi-viz projects) who have large expectations for your work and production. Tightens up your talent.
--Move your talent around to different industries - diversify your reach and show the depth of your abilities.
--Trust what excites you and pulls your attention...a sign where your talent needs to go.
--Never completely close a door - always be looking for better or new ways to improve. (I recently approached a Linkedin contact with a question who mistook me for a recruiter and was quick to tell me he wasn't looking for a job. I responded to him about his misunderstanding, but his quick "shut down" made me think...why in this crazy flexibility-hungry industry would you close a door without even knowing what's on the other side?)
--Collaborate with other compatible talents -- especially on promo projects that could provide a tool for all to use. (I introduced Michel and the Timbuk2 partners to create this youtube video http://youtu.be/Vu6lG5IwWhI and have used the concept with a voiceover artist reconstructing his demo, as well. I've embedded the YouTube in my Linkedin profile and suspect the collaborators will do the same.)
--Seek out mentors - you are never too old, too young, or too perfect.
Why be just great...when greater is just over the wall. Have a nice climb.

