You can now follow me on twitter: http://twitter.com/americanmcgee
I’ll be sending updates on Alice 2 development and general happenings at Spicy Horse and in Shanghai.
You can now follow me on twitter: http://twitter.com/americanmcgee
I’ll be sending updates on Alice 2 development and general happenings at Spicy Horse and in Shanghai.
I’m convinced that someone, somewhere, will eventually come out with a game wrapped in a package that is “pure†in terms of art, presentation, interface – something that boils down the essence of what makes a game a game. When I talk about the procedurally rendered universe of the MMO concept thrown out in a design meeting yesterday (two of them I guess), see merit in turning our internal, untextured “test maps†into a game concept, and witness the lasting attraction of “simple†vector graphic arcade games, this is what I’m thinking about:
In a sort of staring-into-the-cascading-numbers-of-the-Matrix way, I found myself looking past the visible aspects of the game and savoring the underlying, invisible mechanics of play. I mapped out the ways that my “lunge†could connect together disparate parts of a battlefield. I experimented with different chained attacks, and mused over the weird millisecond latencies of the button combos. I was no longer thinking about — or even noticing — the blood and guts or the razor-sharp adamantium claws. The game became pure physics and algorithms: Vectors, speed and collision detection. The gore had become mostly irrelevant.
That paragraph is ripped from this article on Wired.com, where Clive Thompson is questioning the necessity of violence in video games (especially the over-the-top sort) … but I think one could push the argument even further and question the necessity of everything that doesn’t simply communicate the underlying nature of what’s being played.
I like his way of describing it. And it illuminates a truth about making games: Everything we do in terms of “content” threatens the underlying core of “game” – if done correctly, everything blends seamlessly. If not, then the best art/interface/VO/story in the world cannot salvage a damaged core.
Btw, I have no idea what the guy with arms coming out of his head has to do with any of this. But he scares the shit out of me, so I thought I better be cool and use his picture somewhere.
US-China Today has an interesting article discussing online gaming in China. Seems I contributed some quotes to the piece, along with some Alice sequel artwork. While we’re making the new Alice in China, it’s not targeting at the China game market – nor is it in any way online. But hey, we’re here, we’re making games, and I guess we get to say something about Chinese gamers and their gaming habits.
From the article:
As in other East Asian nations, Dibbell explains that gaming culture has penetrated mainstream Chinese culture in a way still unseen in the U.S. “While in Shanghai, I viewed a television commercial in a taxi cab for Cola-Coca with a World of Warcraft tie-in where as this would not happen in the West,†Dibbell said. “The online gaming phenomenon is clearly more integrated in Chinese daily life.â€
Spicy Horse internal headcount broke the 50 mark a few weeks back. As we approach 60 we’re looking for three very special people to fill three very special roles at the studio. These openings are at our Shanghai-based studio – so being hired means living/working in China. Read on if you’re an experienced game artist, like the idea of working in Shanghai, and want to be involved with some of our cool projects (like Alice 2).
Interested parties should drop a line: jobs (@) spicyhorse (dot) com
You can see all our current openings on the Spicy Horse website.
Here are the job descriptions:
ART DIRECTOR
Your job is to direct and manage the creation of next-gen 3d art assets for our games. You must be experienced in modeling software and game engines, but also in leading a team and documenting procedures and specifications. You will interface with outsource partners and also communicate with producers and other departments. You will work with other art directors and art leads. Overall, your goal is to increase the technical and aesthetic quality of our in-game art, while also keeping our team and workflow as efficient as possible.
– Experience working with Unreal Engine 3 or similar
– Proficient in Max, Photoshop and Zbrush. Maya expertise is a plus.
– Experience working at or with an outsource vendor
– Ability to create new techniques and optimizations, and document them for other artists and art teams
– Good attention to detail
– Experience leading a team
– Good communication skills
– Must be either fluent in Mandarin with basic English skills, or fluent in English.
ART PRODUCER
Your job is to manage both the internal art pipeline and the use of external art outsource partners. You should be an expert at keeping dozens of creative people organized, scheduled, and in communication. You must be able to improve the pipelines and adapt to problems, and have great attention to detail. You will work with producers, the Art Director and other creative leads and help make sure their visions and ideas are put into practice on schedule and at the expected quality. In particular, you will be the point of contact with multiple outsource partners, making sure their output meets our expectations.
– Must be experienced in people management and scheduling
– Experience at either a games developer or outsource studio required
– Must have initiative and a keen sense for organization
– Experience as a 3d artist is a big plus
– Must be fluent in Mandarin and have good English skills.
3D ARTIST
You are an experienced 3d artist. You are able to create high poly, low poly and texture work for both characters and props. You have a high attention to detail, but can you also work fast when required. You are interested in creating high quality work in a variety of art styles, and are able to learn new techniques.
– Proficient in Max, Photoshop and Zbrush. Maya expertise is a plus.
– Minimum 1 year experience in the games industry.
– Experience with Unreal Engine 3 or similar a big plus
– Creative and interested in new techniques and art styles
– Good team work and communication skills