Tag: Games Industry

Can Game Art Please Evolve?

Posted on April 4, 2013 by Thomas | Art Ramblings,Games Industry | Tags: , , , |

This is starting to bug me – will the games art industry ever grow out its teenage years? And are the artists caught or complicit? Just a snapshot of links I came across this very morning.

I kiss the ground these artists walk on for their technical skills. I couldn’t create that. But that makes it double the shame that they use it on this kind of content.

Dark Queen by Brad Rigney Ben Lo - Infinite cover
Two links from CgHub today. … and I could have picked from many.

What I see there are typical adolescent male fantasies and fears. Super hot girls, luring openly with their sexuality – but dangerous to come close to. Seriously, don’t dare!
And the male, strong prose. Protecting that poor female in the background, holding her back. Surely I’m not the only one noticing how shocked she looks at that immense shiny gun trusting into the foreground.
Or maybe it’s because I talk with a friend about metaphors a lot recently – these things are not just pretty images. They say something with the content. That’s what the artists of our industry have been completely ignoring. What is expressed here? Could we actually instead have a message – maybe even a positive one?

Just to be clear I’m not against sexy girls in art. There are sexy girls in our lives, right? But they don’t all dress with little metal plates on their breasts. They are not just victims waiting for protection. Nor are they gonna burn us with fire (not always anyways).
The symbols get in the way of creating believable art. The woman in the first image above would loose all clothing in a second. Sometimes some tiny strings might just be necessary – I don’t even think they would cover her up all that much. And is nipple-armor really sufficient for battle?

These questions have been already covered wonderfully – I’m not saying anything new here. It’s just that the industry is not moving.
Serving the adolescent male target group has become the only tactic. And while that is a valid group to create art for – even mirroring their fears and desires – it can’t be 90% of the market. Feminist Frequency had a great video about Lego, how they intentionally started targeting this group, and lost their general appeal. And how they’re now in a spiral that they can’t seem to get out of anymore.
You hurt your sales – and maybe you’re even hurting other possible groups?

Artists have to work for the industry – I am part of it and don’t exempt myself from any critique. Sometimes there is no choice and sometimes it’s just fine anyways. But many continue the same in their spare time, when they have a choice. If you do something all life long, maybe it becomes routine too much? Maybe one learns to do the technique better and better – while forgetting to evolve on the subject. You stop to think about the “why” – “why are you doing art”?

Just another example of today’s news – a game people have likeley spend millions of dollar and years of work on:

Star Wars 1313 is probably cancelled now – and it’s said to have been losing steam for a while. Maybe there is a reason. It seems empty in game mechanics (“duck, shoot, roll” for the millionth time). The characters are B-movie cliche’s that movies got rid off after the 80s.
The showing off of testosterone levels again hurts believability: why do the guys jump into space without even checking? Why should I care about it, when they don’t? And will their attitude appeal to a broader audience than hardcore gamers? It might hurt others groups and your appeal in the long run.
This 3D-art has the same syndrome: Detail, detail, detail – shows off super high skill! But no style and no heart.

Mindless entertainment is OK. But if it’s mindless, don’t expect people to miss it when it’s gone.
And if nobody will miss your art, why spend your lifetime creating it?

Lecture slides: The Strange World of the Games Industry…

Posted on February 25, 2012 by Thomas | Games Industry | Tags: , |

…how to get in, and would you actually want that?
So below are the slides and links to a three-part lecture I gave today about the Games Industry. It was strangely fun to write all this down. And I surprised myself how much I know about the industry workings, considering that I didn’t come up with half as much when talking about “How to grow as an artist”. Hm, you learn what you live…. or so.

Here is one slide I think might be interesting (and self explaining enough to show): These are the questions you’ll get in interviews. Surprisingly consistent across companies. And then I write what they actually really want to know…

Lecture Slide - The interview - The strange world of the games industry

The interview - What they ask, and what they really want to know

Next the resources and links:

And the full lecture slides (Zips with jpgs):

Global Game Jam 2012 – Keynote and Stress Levels

Posted on January 28, 2012 by Thomas | Events,Games | Tags: , , , , |

Yesterday I gave the keynote for the Global Game Jam 2012 in Leeuwarden. Below are the slides that I promised to upload. Here is one slide about the emotional roller coaster that I always went through when I took part:

Global Game Jam 2012 - Keynote - Stress Levels

The emotional roller coaster that is the 48 hours of a Global Game Jam.

The rest of the slides is a bit more practical about how game jams and big game development is similar -and what to keep in mind: Zip of the complete Keynote

Teaching and Managing – it’s not about the data, stupid!

Posted on June 30, 2010 by Thomas | Games Industry | Tags: , , , , , , |

The other day if found via the interesting “Seth’s blog” this talk by Eric Mazur about how a teacher found out he sucked at teaching – and how he approached the problem.

I find this very inspiring on so many levels. First of all about how he approaches the issue. To search hard data on such vague topic like teaching is not obvious tough, but worth the effort.

Also the huge difference between information vs. understanding is stunning. We commonly equal them (“knows a lot” equals smart) – but they seem nearly unrelated principles. Something I never really noticed research about – I’ll come back to that on later posts.

But when he was describing the symptoms of bad teachings though, it got me flashbacks to another situation: Company meetings. The similarities are stunning. Especially the sentence that just as from the teacher also came always from our bosses “do you have any questions?”. With the same reaction… silence.
And equally despite that, the information that management wanted to transfer did often not get through. After a while the bosses would demand that the employees take notes. Which did not help at all.
That would frustrate both sides. With the management rolling their eyes about the stupidity of the employees. “If they didn’t get it, why didn’t they ask?”.
I never felt that was fair – but I had no answers either. This video explains a lot: Teaching just as business meetings are about transfer of understanding. And: If it doesn’t click its usually the teachers fault, not the students one. So yeah, your employees are usually not idiots.

The “bad version” of teaching was prepared by hiding information until the class started. The teacher did that intuitively so he actually has something to say. He then just reads through it – while speaking among the students was a nuisance. And then he asks “any questions?”.

Before company meetings any news or updates were kept internal to management, until it was shared in the session. Intuitively so, because when spreading the information beforehand it would be a wasted meeting, right? The employees have to stay silent and wait for the “any questions?” closure.

In both cases the data might have transfered, the understanding did not.

And just as the problem is the same – so is in my opinion the solution: Make the information early and easily accessible. It is not about the data! It’s about the understanding!
Secondly – allow the employees to talk to each other. This is in this case even feared by management. A misconception – but it highlights one difference: Especially in these American schools the pupils are the client – they pay, and they can demand good lectures. In a business the management pays – they demand effective work. And if the employees handle their stuff among themselves, the management feels obsolete.
A total misconception – but a common one. I’m talking about several game companies I’ve worked at – it is a familiar theme. I would be curious if other people have the same or different experiences.

The good thing is that more and more modern companies actually start to understand that this thinking is outdated. The bad news is: many didn’t get it yet. And the underlying undemocratic nature of businesses will make it hard to change the roots of the problem.

It also shows something managers, just as the teachers, often are not aware of: they are to a degree in another world – with another perspective. Peers are much more able to understand each others situation. That could scare you – but you could as well use it to your advantage.

Gaming Should Stay Real

Posted on February 24, 2010 by Thomas | Games | Tags: , , , , |

Hm, so this is my first post about games. A friend advised me not to mix too many topics here, but I think all these things interconnect. There is some advantage in bringing them together. Having some bigger plan there :) so I’ll keep at it.

Below you see a talk by Jesse Schell, first posted on fury.com – mainly about Facebook gaming. That has become huuuuge business. Jesse Schell mentions some stunning numbers. He’s a very good speaker and makes some predictions about the future that are not far off.

(Taken from a fox @ fury blog entry).

His main point is that many recent gaming successes, including Facebook, are based on small psychological tricks. He paints a picture of the future, where we are surrounded by those tricks – with actual game designers affecting our behavior with social gaming included everywhere.
Games will leave the virtual realm – breaking through into our real life. He mentions that people look for more “real things and authenticity”.
Which brings me to my point, which he doesn’t mention: These games are anything but real. They are fake – and they are frauds.

Why are those Facebook games so successful?
A: They are played a lot because games like Farmville and Mafiawars make you think you have to fight your friends for points. And if you have more points, you feel better. Is there any real value there? I don’t think anyone is a better person because he has more points. So actually – these games make us care about things that are not real at all.
B: They are financially successful because they pull peoples money out in new ways. Michael Arrington (a once insider) writes about it – the title of the article gives the idea: Scamville: The Social Gaming Ecosystem Of Hell. Interesting reads – in short: Those games scam you into using your credit cards. Or into giving away your personal details for virtual cash, which they then sell to advertisers.
In the talk above Jesse Schell mentions that kids are led by tricks to make their parents pay money for online games – he is well aware that its shady, but doesn’t seem to care. Rather he wants to be as soon as possible on the money making train.

And I think I can answer Schells question “What is it now that people are demanding reality, demanding authenticity”. It’s not really because “we’re cut off from nature”.
When I stand in front of a super market shelf, then I feel like I’m in a war. It’s me against those companies. I want good food, and they want to sell me cheap chemicals. They will lie to me (with advertisement) and they will use psychological tricks (putting smiling cows on the steak package) – and I somehow have to try to look through it. Not really fun I must say.

And I don’t think games should become like that. It’s abuse of people – of our social twitches. And just as the government tries to limit gambling, as it makes people addicted and loose money, so should these games be watched. Unfortunately the business is moving so fast, legislators will have a hard time catching up.

The game industry should stay honest. We should not abuse our power over peoples minds to make cheap cash. At some point people will look through it – and we will have lost their trust, just as the food companies and banks did.
And in the long term – as Umair Haque convincingly argues – I think honesty will pay out in cash too.

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