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Questions |
Answers
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What is
your Mission? |
My goal is to be
an architect in a collaborative environment to
define the next phase of the ever changing field
of interactive entertainment. Through this
process, I aspire to create new means of
leveraging available assets to address the
increasing cost of development, address emerging
entertainment trends and develop core
technologies and advancements in the field of
interactive art.
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What books
have you read lately? |
Below are
some of the most recent additions to my library.
As a practice, I always summarize reference
books I read in order to optimize my
understanding and retention of them. These
summaries are available to read by clicking on
the links below.

Rapid
Development
The Effective Executive
Mavericks at Work
Getting Things Done
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Why Video
Games?
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Video games
have artistically reached a plateau that is
nearly level with cinema. The rendering and
computational power of next generation hardware
allows a level of creative potential that will
enable developers to provide experiences that
increasingly approach cinematic quality with
smaller teams and smaller studios.
The video game
industry continues to grow increasingly integral
with popular culture. At the time of this
writing (2007), the games industry enjoyed an
18% increase in revenue from the previous
year. The growing installation base of next
generation consoles and growing online content
suggest this growth trend shall likely continue
for some time.
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What do
you believe is the future of the industry?
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The challenge
video game developers are now facing are the rising
costs of developing games that meet the
expectation of the core fan base. There is an
exponential increase of development time
required to develop larger games and next
generation assets that begin to approach
cinematic quality. The answer is to carefully
plan the scope of games to fit your budget and
streamline the development process to eliminate
needless waste. The most successful projects I
have been involved with introduced very few
unproven core mechanics and cut risky elements
from the schedule early in production.
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With what
emerging interactive technologies are you
familiar?
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New
generation techniques (dynamically generated
environmental cube maps, static and dynamic
light maps, static and dynamic normal maps, specular maps,
parallax maps, ambient occlusion maps, texture
blending, surface tagging, volumetric fog.)
Old
generation techniques (Mip-mapping, LOD (level
of detail) instances, UV scrolling, multiple UV
sets, HDR (high definition rendering),
reflection maps, volumetric mapping.
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What is
your philosophy regarding development pipelines?
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During my tenure at Heavy Iron, I introduced the
technique of developing assets in passes. A
Blockout pass ensured that the core character
metrics were sound and that basic level layout
resulted in rewarding gameplay. This allows for
major changes to be made before it becomes to
costly to fix them. The next pass involves
simultaneous development of characters, world
assets and gameplay logic. Environmental models
are build using the grid system which
modularizes components. This reduces the cost of
developing large worlds and increases modeling
accuracy in regards to conforming to metrics.
The litmus test for this pass is final form and
functionality for all assets called for in the
Game Design Document. Once completed, the game
enters it's Alpha stage during which all assets
should be accounted for and functioning. During
this phase, gameplay tweaking and polish takes
priority - no new assets are permitted. Any
assets that art or design can't complete are
good candidates for being cut all-together. The
final Beta stage is reserved exclusively for bug
fixing and optimization. The very best projects
I have worked on completed the Beta stage on
schedule and passed QA the first time through.
This should be the gold standard.
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What is
your philosophy regarding the management of
human resources?
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I am a great
believer in leading from the front and rewarding
workers that strive to improve their
professional and personal development. This
seems fairly logical, but not all company
cultures grant their workers as much
responsibility and room to grow as they should.
Heavy Iron has used the
Scrum system of
management, the best feature of which is the
transparency of the development progress. Yet
Scrum alone is not sufficient in the games
industry and I have found
Rapid Development
to be an indispensable tool to prevent the
repetition of common, avoidable mistakes. I am
using a modified Waterfall model of management
on my current project. Here is a link to my
Pipeline.
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What
intangibles best serve you in your work?
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Ability to
clearly communicate effectively across all
departments, get along with others, ability to
listen, patience, determination, ability to
admit mistakes and find solutions, ability to
see the big picture and think ahead. Leadership
is often communicated through your actions - for
that reason my personal mantra is to consider
every single day as an audition by which you
make yourself known to your peers.
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Who
inspires you?
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In no
particular order I am inspired by Hayao
Miyazaki, Terry Gilliam, Frank Miller, Arthur
Adams, Tim Burton, Will Wright, Alan Moore, Sid
Meier, Alex Ross, Masamune Shirow. |
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What
research have you done to improve work process
and culture? |
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