Episode 11
Directing AAA Video Games, with Brian Allgeier
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An American video game designer who is best known for his work as the lead designer and creative director on the Insomniac Games (http://www.insomniacgames.com/) for the PlayStation 2, PlayStation 3, and PlayStation 4. In 2017, he self-published the book Directing Video Games: 101 Tips for Creative Leaders. Written and illustrated by Brian, the book covers the top principles and tips for both aspiring and experienced creative directors. Visit www.playmakerspodcast.com to get access to the full blog post for this episode and much more!
Transcript
Blackmon, and you're listening to Playmakers, the podcast where
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:I interview game industry experts.
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:This week we have Brian Allgaier.
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:He is a creator of games like Spyro
the Dragon, Ratchet the Clank, Ratchet
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:the Clank, did I just say that?
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:Ratchet and Clank and,
uh, Edge of Nowhere.
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:We talk about what it's like to be
a creative director and how to do
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:it well, which actually pretty much
impacts everyone who works in games.
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:So definitely listen to this one.
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:Let's talk about a little bit
more after the little break.
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:sound.
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:Today's guest is an incredible,
incredible leader in creating some
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:of the best third person action
platformer games of all time.
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:When you think about some of
the greatest third person action
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:games of all time, Ratchet and
Clank has got to be on that list.
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:And you know, our guest, Brian Algier,
creative director on Ratchet and Clank.
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:And when you think about those games, you
also, you know, gotta think about Spyro
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:the Dragon, which was just recently,
I mean it's in the news right now, but
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:people wanting a remaster of Spyro, which
has gotta be like a 15 20 year old game.
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:Spyro came out in 1998.
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:So just shy of 20 years and of course
it needs a remake and you know It's
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:one of those games that when you meet
a level designer and you talk to them
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:Spyro is often one of the games that
they talk about as an inspiration so,
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:you know both Spyro and both Ratchet
and Clank have the touch of Brian our
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:guest today who is a creative director
at Insomniac one of the creators of
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:Ratchet and Clank and has Worked on you
know Spyro The Ratchet and Clank series,
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:and the recent VR game, Edge of Nowhere.
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:So, this guy has an incredible resume,
and an incredible amount of experience.
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:Just creating quality content
year after year for decades.
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:So it was a thrill to sit down with
him and pick his brain about the art
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:and the craft of creative direction
and how that works at Insomniac.
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:One of the first things that we talk
about in the interview is how do
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:you get every last drop out of the
mechanics that you put in your game?
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:And, you know, this is not the kind of
thing you would immediately think of
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:a creative director to be focused on.
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:You, you might think he's just about
bringing all sorts of big ideas to the
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:game, but, in fact, this was something
that Brian brought up right away.
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:So we talk about that.
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:We also talk about the documentation and
segmentation system that they created
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:for, for Ratchet and Clank to be able
to kind of plan out level by level.
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:segment by segment and what
they call setup by setup.
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:So you'll learn what that
means in the interview.
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:We talk about what it's really like to
be a creative director, um, kind of day
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:to day and what the job really entails
and what some of the challenges are.
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:And we also talk about something
that I think will be valuable to
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:almost anyone, no matter what they
do, which is how do you get the best
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:work out of people who know more about
their specific skillset than you do?
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:You know, this is like a common
situation in game development where you
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:want to, you know, have a team member
do something incredible and you want
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:them to do it in a specific direction.
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:You want to direct them, but you don't
want to tell them exactly what to do.
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:So we talk about the best
way to approach that.
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:And then, Brian has a book that
he recently released called
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:Directing Video Games 101.
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:And Brian shared several of
the tactics and strategies
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:that he discusses in that book.
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:And those are really valuable as well.
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:I bought the book.
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:It's fantastic.
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:I recommend that you do as well.
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:You can find it at directingvideogames.
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:com.
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:You know, I just checked on Amazon
and they're actually out of stock.
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:So congratulations, Brian.
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:And I'm sure you can still
find it at directingvideogames.
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:com.
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:So while you're waiting for your copy,
please do listen to this interview.
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:And before we dive in, I just
want to thank some of the people
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:who've been writing us reviews.
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:We're up to 36 five star reviews.
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:I really.
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:Want to break that 50 review threshold
if you're thinking about writing a
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:review now is the time check this one
out We got from space sloth to it's
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:really hard to listen to this in the
car I've had to pull over a few times
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:rewind and take notes because the info
is spot on Love that Space Loft 2.
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:Thank you very much.
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:Videosyncratic, five stars, great
podcast with really interesting
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:interviews and solid production value.
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:Jordan's found exceptional guests with
valuable and practical information
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:on topics ranging across the
full production cycle of a game.
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:So, you know, I really much
appreciate that, Videosyncratic.
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:And this episode, I believe,
falls squarely into that category.
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:You are going to get an exceptional
guest in Brian and valuable and practical
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:information from this interview.
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:So with all that said, let's dive into
the interview with Brian Allgaier.
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:Take me through the
beginning of your career.
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:How did you become you and how
did you kind of fall into games?
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:Yeah, the crazy thing is before Spyro, I
think I'd worked in the industry for about
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:eight years and worked on a bunch of games
that a lot of people hadn't heard of.
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:Um, I originally started working in games
back in, uh, early 92, uh, on Philips CDI.
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:And so they had come out with the first CD
based console that had full motion video,
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:which was like this crazy new thing.
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:And I guess Philips and Sony at
one point were in talks of joining
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:together to create a console.
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:And then Philips decided to split
off and create their own console.
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:And of course, then Sony
went off and did the same.
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:I was an artist and animator back
then working on 2D pixel artwork.
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:I was the only artist on a game
that was on the Hanna Barbera.
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:characters.
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:Um, there was, uh, Huckleberry
Hound and Scooby Doo and Fred
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:Flintstone, all that stuff.
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:So I got the job by drawing Scooby
Doo at 16 pixels high, animating.
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:The fact that I could pull
that off, uh, got me the gig.
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:That does sound hard.
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:It's like a little
favicon of, of Scooby Doo.
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:Yeah, absolutely.
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:Yeah.
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:It was like all came, came down to economy
of design and picking your, your pixels.
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:And had you gone to school in art?
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:Yeah.
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:Yeah.
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:I went to Savannah college of art
and design for a couple of years.
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:And I majored in video and animation and
back then they didn't have any kind of
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:game design curriculum Yeah, I was kind
of all over the place back then I guess
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:when you're like, you know When you're
18 or 19, you don't know what you want
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:to do and I dabbled in video illustration
I programmed with my Commodore 64 Tried
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:to make little games here and there.
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:I played a lot of games on my Commodore
64 Uh, but I didn't even think that
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:was an option because I consider
myself to be a more creative type
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:and back then when you thought of
game making, it was all programmers.
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:It was like two or three
programmers sitting in a
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:garage, you know, programming.
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:And like the engineer creating the
music and all that sort of stuff.
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:Yeah.
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:Yeah.
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:And games were getting a little more
sophisticated around that time, but I just
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:didn't really think about it too much.
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:And then I decided I
wanted to come out to LA.
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:Because I wanted to, um, get into like
filmmaking and they only taught video.
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:I remember when the professor was
telling me that the future was video.
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:Little did I know how right they were,
but I knew that making good films and
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:the arts and craft of filmmaking, it
was still, you can learn more out in
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:Los Angeles at schools like USC or UCLA.
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:So I just decided to like
pack up and drive out here.
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:And I had a few leads.
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:And then the opportunity came up where I
could work at Phillips Interactive Media
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:as an artist, because a lot of artists
then were scared of using computers.
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:Art and computers did not go together.
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:I think Photoshop was
barely just getting started.
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:I happen to kind of like balance
that line between the two.
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:So that's, yeah, that's
how I got that first job.
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:And then from there, um, eventually got
into, uh, design, um, because I realized
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:that I wasn't the greatest artist.
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:I, and again, it was that kind of bridge
between being more, um, logical, uh,
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:but also being artistic and can combine
kind of those two sides of the brain.
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:Right, and level design, I mean, in a
way, it's like making a giant sculpture.
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:Yeah, it's thinking about the sequence
of information, what the player is going
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:to expect, and how they're going to
improve their skills and build on them.
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:And that's something that I
like to think a lot about.
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:Frankly, I did not like Being
told what to draw, I kind of
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:wanted to be the jerk who, so.
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:But I wanted in a nice way.
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:Uh, you know, I just did
these random assignments.
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:I'd put my heart and soul into
drawing this stuff, and then it
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:would end up getting cancelled.
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:And I kind of wish I was on the
other side in those meeting rooms,
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:understanding what the producers wanted.
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:In the work that you've done,
what's your proudest accomplishment?
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:Uh, well the biggest thing is
absolutely the Ratchet Clank series.
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:I joined Insomniac back in, um, 99, and
then began working on the Spyro series.
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:We started developing Ratchet Clank
after, um, we initially dabbled in
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:this other project for about a year.
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:It was called Girl with a Stick,
and that didn't quite Working title.
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:Right, it wasn't very much a
working title, but it just wasn't
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:gaining traction or momentum.
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:We decided to scrap it all and go back
to our platforming roots and start
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:focusing on developing Ratchet Clank
in a more action platformer style game.
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:And I happened to be the only designer
at the company at the time and ended up
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:being the design director on the project.
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:And I worked very closely with
Mark Cerny, industry legend.
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:And he taught me a lot about platforming.
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:The nuts and bolts of design and just
how you think about how you're very
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:economical with your designs, how
you're kind of careful about what you're
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:planning, understanding how much it
impacts production, and then also just
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:those A plus B, adding up the different
skills and mechanics and how you layer
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:all of those progress difficulty and,
and how the player learns and gradually.
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:I'm curious to hear a little bit
more about the aspect of economy that
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:you mentioned learning from Mark.
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:How does that work for you and him?
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:Well, I think the key is, is that
you can get a lot of mileage out
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:of just a few assets and elements.
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:You can take a few simple mechanics
and combine them in very novel ways
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:and really stretch out the experience.
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:I think so often, uh, junior designers,
I think that they just have to keep
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:entertaining the player and throwing
new and interesting ideas at them.
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:And they're not taking something
all the way through to completion.
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:If you are teaching Ratchet, for
example, how to use the swing shot
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:and how he's like swinging through
the city, there's a lot of different
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:ways of mixing up how he's swinging,
grabbing targets, launching, landing on
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:platforms, doing multiple swings in a row.
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:So there's just lots of little atoms,
I guess, that you can introduce.
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:that helps both the player learn and
is also very economical for production.
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:Like wringing the most value out of each
individual mechanic and the mechanics
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:you have in combination as opposed
to trying to just keep adding new.
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:Stuff.
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:Yeah, absolutely.
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:I think there's a certain confidence in
being able to really focus on a particular
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:mechanic or skill and And really diving
in deep with it and looking at all the
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:different facets of it and how people are
approaching it Not that this is actually
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:just part of our learning process.
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:We begin to grok things through repetition
So often we'll have people do something
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:two times and then expect them to know it
perfectly and We have to kind of repeat
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:it until it becomes second hand First
nature How do you know when you've got the
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:most out of one of these mechanics, like,
how do you know when it's time to move
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:on, not necessarily in the progression
of the game, but kind of in the design,
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:like, when have we got really the most
value out of what this thing can offer?
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:Early on in the game, you can focus
on just a couple mechanics, and You
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:know, usually a segment, we just, one
thing I learned from Mark was that we
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:would divide the entire game up into
segments and we'd create like this macro
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:plan that kind of listed them all out.
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:And so each segment
was roughly 10 minutes.
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:So that's what I find like in a
chapter reading a book or in a mission
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:in the game, 10 minutes is about a
good segment of time where people
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:can kind of stay focused before they
want to move on to something else.
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:The Ratchet and Clank series, Over
time, we just kind of learned what
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:felt right in terms of length.
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:Uh, it was like around 12
different setups, I think, 12 to
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:14 setups we would use per segment.
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:So we knew that it would take
roughly 45 seconds to complete
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:a setup before people advanced.
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:So you just learn these metrics and you
learn about the cadence and the pacing
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:and the building blocks over time.
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:Like, oh, that was a really fun segment.
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:You know, what was so great about it.
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:Great about that.
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:What was the magic behind that?
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:And then you would just kind of
analyze and say, Oh, well, it
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:has roughly 12 setups, much like
all these other cool segments.
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:And so then that becomes your metric.
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:And that's the other thing that
junior designers don't do is they
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:don't log all that information down.
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:They don't write down all these metrics.
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:Uh, how far does the character jump?
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:How long is a particular mission?
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:And really, um, making sure that
they're sticking to some degree of
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:formula or knowing what the formula is.
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:And what's working.
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:I love that idea of kind of knowing
how long a segment needs to be before
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:it's got to change and, and then
subdividing it into these setups.
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:So then, then, you know, as a team,
you can talk about it in a pretty
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:clear way to this part's not working.
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:I think divide and conquer
is, is the way to go.
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:Absolutely.
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:Who are some other people
that you look up to?
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:or whose work has really
influenced you both in the game
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:industry and, you know, outside.
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:So maybe there's, there's a
particular art form or artist or
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:designer that's meant a lot to you.
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:Yeah, that's a really good question.
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:I think there's a bunch
of them, certainly.
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:Uh, I've always been a big, uh,
Hitchcock fan and Spielberg fan.
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:I've always enjoyed those movies,
uh, and the art storytelling.
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:When I look at games, um, I'm
a big fan of the Naughty Dogs.
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:And, um, and prior Naughty Dogs like Amy
Hennig, um, and then of course, uh, Neil
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:Druckmann, who directed the recent, um,
Uncharted, as well as, um, Bruce Straley.
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:And so, uh, I think that, yeah, I guess
it's interesting when we're, I've been
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:developing the Ratchet Clank games,
just looking at both storytelling
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:as an art form, but then platforming
games and the more game y style games.
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:So with the Naughty Dog, uh, series
with Uncharted in particular, uh,
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:I'm just really impressed how they've
really developed characters, stayed
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:true to them, and created some really
great plot twists, and always kind
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:of surprising you with what's next.
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:Uh, and then, you know, of course
I'm a big fan of Shigeru Miyamoto,
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:uh, and I, uh, I was kind of
a late bloomer with Nintendo.
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:I didn't like play all the early classics.
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:I, uh, ended up, I was kind of
playing more, like, computer games
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:or I was trying to make games, um,
back during the SNES and NES era.
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:Uh, but then when the, um, Nintendo
64 came along and Mario 64, I was
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:completely blown away by that game
and I really just became a huge fan.
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:And that was another kind of nuts and
bolts of game design where I learned
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:a lot just from playing that game.
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:That's kind of a Spyro
era game as well, right?
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:Absolutely, yeah.
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:And that was, during that period, it
was good to kind of analyze that style
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:of game and figure out how we wanted
to take it a different direction.
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:Uh, especially when we started
working on Ratchet Clank.
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:And with Ratchet Clank, we, you
know, obviously took it in more of
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:the weapons, the shooter direction,
and we kind of came into our own.
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:But, I think initially, we were definitely
looking a lot at Zelda and Mario.
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:I think that one of the reasons why
maybe you picked up Nintendo later,
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:it's really, I'm kind of the same.
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:I was a Genesis kid, and, and I've
become a real fan of, of Nintendo as
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:a company, and I think, I think it's
because, doing design, when you start
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:doing design, and you start looking
for inspiration, the work of Nintendo
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:just pops right out on so many levels,
including, for example, this economy.
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:Aspect that you just brought up.
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:Yeah, yeah, exactly.
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:I mean, I remember applying through
Diddy Kong, um, and taking notes of
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:all the different ways that they were
doing vertical platforming with like
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:ropes and how you were jumping back
and forth on the different vines.
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:I believe it was just amazing at
how much you could really eke out of
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:just a few simple mechanics and the
spatial relationships of where you
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:were jumping and where you were going.
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:This is a job that I think
a lot of people see as.
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:The dream job, right?
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:You're creative director, just direct
creatively and everyone's looking to you.
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:Yeah, just walk in there
and point at some computers.
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:What are some of the key differences
between what people think creative
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:direction is and what what
it actually has been for you?
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:You know doing the work?
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:I think there's, um, at every company is
probably a little bit different and, um,
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:one thing to kind of note is that there's
typically a creative director and a game
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:director on some of the bigger projects
and the creative director tends to handle
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:all the touchy feely story related, the
experience type stuff, whereas the game
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:director handles more of the design or
pretty much the What was once called
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:the lead designer, but they're also
kind of working hand in hand with the
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:creative director to make sure both the
story and game design flow together.
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:But yeah, I think that the one thing that
this goes back to the economy of design
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:and really the economy of creativity.
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:You know, people do think the director
just has these wild ideas and they can
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:just kind of say anything and it's going
to get Made and it's like whatever they
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:can imagine Will appear on the screen
and that's certainly not the case
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:There certainly is a lot of power and
you have a lot of influence over the
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:direction of the game But you have to
think about production and what your
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:budgets are and what you can actually do
technically and then you also have to You
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:know Be able to understand how to work
with the team and listen to the team.
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:I think that's a big thing that that
people don't think about is that
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:you are working with a group of very
talented people and that through
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:this, your collective efforts, you're
going to develop an amazing product.
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:I've found that whenever.
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:Either I or someone else, a director
starts to become a little too, um, kind of
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:dictator y, I don't know if that's a word,
but they're pretty much trying to call
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:all the shots, um, people start to rebel
in their own ways, and they just don't
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:like being ordered, you know, what to do.
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:So, um, You know, for being a
being a director, it's like it's
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:a number of different things.
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:Um, you know, one is you're
always kind of holding the vision.
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:You're always ensuring that, um,
what we're all talking about, we're
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:all moving in the right direction.
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:Um, so often there's so many different
documents and Things are changing
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:constantly and the one person that kind
of has the idea of what this game is
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:all about it's kind of in their head
and they're still listening to people
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:and changing that vision but they're
the ones that continually have to
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:communicate and make sure that documents
get updated and people know what
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:they're making because it's very hazy
early on when they get the game vision
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:just a few prototypes and a few ideas.
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:And then the other thing they do is
they help provide some structure and.
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:Are putting together the story structure
and the design structure at insomniac.
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:We've always put together that macro
plan, which is a document that sort of
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:sort of sums up how all the pieces of
the game fit together and also includes
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:some of the story elements to, uh, and
then the creative director also works
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:with the writer in terms of creating
the scripts and the story documents.
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:And so all of that structure
really helps the game.
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:The team get a idea of what the
vision is and where things are going.
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:And then, um, another aspect of, of being
a creative director is, um, having just
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:that toolbox of ideas of how to solve
a lot of creative problems of using
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:various techniques, uh, that, um, are
used in both filmmaking and game design.
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:And this is stuff that we've,
you know, learned from movies or
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:that we've just experienced over
the years, um, of making games.
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:Uh, and then, uh, a couple more things,
um, I've got my, my list of five things
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:that creative directors should do right
now, uh, is being a creative leader and
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:just being able to work well with people.
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:And that's, that's huge modeling
the behaviors that you want.
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:Yeah, yeah, people will look at their
leads and the creative director as a
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:role model and they'll follow suit.
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:And they'll look at how passionate
you are, how excited you are about
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:something, and realize that what
they're working on is very important.
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:That means a lot.
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:And, you know, there's a lot of
things like just saving face.
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:You know, if there's two people and
they're in disagreement on which way
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:to go, if you can kind of come into
the situation and explain to them,
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:you Or listen to what they have to say
and then look at both points of view.
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:And, you know, maybe, you know, one
person, you're not going to go with
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:their point of view, but you're saying,
Hey, you know what, I'm so glad you
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:brought this up or this is a really
good idea, but then you have to make
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:a decision and explain like, well,
I think we just need to go this way.
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:And you can say, there's a lot of
valid points on both sides here, but
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:I, you know, I think the best way
for the game is to go, right or left.
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:And that way people don't feel slighted.
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:They feel like they
both got to contribute.
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:They were heard and they
respect that decisiveness.
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:Um, whereas I think in some companies you
might say, Oh, that's a ridiculous idea.
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:Why would we do that?
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:And people feel shamed
in front of their peers.
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:And they may, you may not even realize it.
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:You may just think you're kind of
being funny, but they might take it
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:to heart and then say, well, that's
the last time I'm pitching an idea.
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:Right.
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:And then you lose out on their ideas.
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:Yeah, exactly.
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:My final thing about being a creative
director is, is knowing production too.
382
:And that's the other thing that
can be problematic is there are
383
:a lot of directors that get into
making games and they may not have
384
:really made a lot of games before.
385
:And that can be a disaster because again,
they're trying to call these shots and
386
:they don't know what they're asking for.
387
:And so once you start to understand
what goes into making games and how
388
:long it takes to build and rig and
animate a character, then you can't
389
:just make these off the cuff requests.
390
:You, you are thoughtful
about picking your battles.
391
:Many of those five bits also apply
to production and the producer.
392
:I know that, for example, Ubisoft,
they basically have their, their like
393
:two leads will be like a creative
and a production, the equivalent of
394
:sort of the game director and the
creative director, but, but actually.
395
:kind of mix between production and
creative because production also has to
396
:make decisions with a lot of competing
goods and also has to model the
397
:behaviors that they want from the team.
398
:Yeah, yeah.
399
:Um, actually that's, that's kind
of how it works at Insomniac.
400
:I forgot to mention that part.
401
:There is the, um, game director,
creative director, and there's a
402
:project manager and they really
focus solely on the schedule.
403
:And there's actually a group of
project managers that all kind of work
404
:together and you kind of divide and
conquer different portions of the game.
405
:Um, but it's hard, you know, when you're
working with a project manager for them
406
:not to always appear to be the bad cop.
407
:So the creative director is
like, I got this great idea.
408
:I'm curious of those.
409
:So if you have a creative director.
410
:a game director and a project
manager, who runs the P& L?
411
:Like, who's actually responsible for,
you know, the success of the product?
412
:Um, you know, it's both the creative
director and the project manager.
413
:And certainly we have, you know, it's the
equivalent of a, um, executive producer.
414
:And that's, um, someone like, you
know, Ted Price, who's our CEO.
415
:And he, um, he, he'll come down,
he'll, you know, essentially
416
:make the final decision.
417
:If it comes to it.
418
:Yeah.
419
:I guess that works for a studio,
um, that, that's, you know,
420
:doing one or two products.
421
:Yeah, uh, exactly.
422
:Um, but usually the way it's worked
in the past is the creative director
423
:tends to make the final call.
424
:But, you know, if they're a good creative
director, they're listening to their
425
:project manager and, um, game director.
426
:Now, one of the things I was excited to
have you on to talk about is, You know,
427
:what to do in situations, uh, cause I
think this is something that lots of
428
:people, um, all over the game industry
and other, other industries to run into
429
:situations where, you know, they, they're
giving feedback on something and they
430
:don't quite know how to express the thing
as well as the person doing the work.
431
:So they're getting, you know, their,
for example, you know, audio, right?
432
:Like you're doing creative direction.
433
:The audio clearly fits inside.
434
:The kind of ambience of the experience
and all the bits that go into the
435
:storytelling and the The feeling that
the players are gonna get with the
436
:game But the the audio person may have
a just a much larger vocabulary You
437
:know, for music and they understand the
instrumentation and the way that the
438
:rhythm, all these things affect the feel,
um, to a greater degree of granularity
439
:than, than maybe the game director does.
440
:How do you interact in a, in a,
in those sorts of situations?
441
:That's a great question.
442
:And, um, when I was a more novice
creative director, I felt like I had
443
:to be prescriptive and tell exactly,
you know, what needs to be done.
444
:I would try to, I would sometimes
like hum the music or I would
445
:try to use terms like, you know,
add in the percussive beats here.
446
:And I later learned that, uh, there's
two things, uh, and this is actually, um,
447
:two things in a book that I'm working on.
448
:Uh, one is that, um, you have to
direct with emotion, so explain what
449
:you want the player to feel and, and
talk more about, you know, that level
450
:of emotion that they would experience
and give context for where this
451
:feeling's happening within the game.
452
:So you might say, well, at
this moment, you know, the main
453
:character just lost their mind.
454
:Partner and they're devastated and
they don't want to go on and they've
455
:completely given up And so that's we want
this feeling of isolation and loneliness
456
:And then from there the composer can
come in and try to come up with a score
457
:that works with that and Early on, you
might have, like you, like the way you
458
:would talk to an actor, you wouldn't
say to the actor, like frown deeper, you
459
:would express more how they're feeling.
460
:Yeah, it's like, what's the, you know,
the classic lines, what's my motivation?
461
:Right?
462
:And so you have to talk
about what the motivation is.
463
:And that goes along with the state,
the problem, not the solution.
464
:Um, there's so many people on the
team who just love to solve problems.
465
:And a lot of times, you know, they'll
be so close to working on something.
466
:That, that you, you might come
in for five minutes and say,
467
:well, we got this problem.
468
:And if you try to force in a solution,
then they're just going to do it.
469
:But they've probably been thinking
about this problem for like a full day.
470
:And so they probably have a lot more
ideas that are better fit for solving it.
471
:And of course the individual
contributors are going to have a larger
472
:toolkit in their specific sub domain.
473
:So moving on to your book,
Directing Video Games 101, right?
474
:That's right.
475
:Yeah, I've been working on this book for
six years now, which is kind of crazy.
476
:That's amazing Yeah
It's uh, it's not easy.
477
:Um working in in games and then
trying to you know Live a life
478
:and then also work on a book.
479
:So, uh, I I decided to put a book together
That was 101 tips and techniques And so
480
:these are little things that i've learned
over the years and it's the book that I
481
:wanted to have when I was about You know
It's a 15 in high school, wondering what
482
:does a director do like a film director
back then there weren't game directors,
483
:but I just kind of wrote that for my
younger self or whoever's out there.
484
:Who's maybe curious about getting
the games, but then I also realized
485
:that these are just common problems
that I often forget that directors
486
:often forget and that creative.
487
:Professionals can benefit from so they
are kind of those universal principles and
488
:truths, uh, you know, anywhere from, um,
you know, know your core game loop to, um,
489
:the art of the jump scare, uh, to what is
a story mcguffin and just elements like
490
:that, you know, how to direct the players
attention, guide them through a level.
491
:So I think there's a lot of
helpful things that season
492
:professionals can learn from too.
493
:Could you take us through some of the.
494
:tips and techniques, maybe a two or three
that that you can share with our audience.
495
:I guess directing attention is a good one.
496
:Um, there's a lot of different ways to
guide people, you know, through a level.
497
:Um, you know, an example might
be, uh, you can use breadcrumbs.
498
:So if someone, Walks into a space and
you're kind of hoping, well, I want them
499
:to go find the hidden treasure chest.
500
:You can add like a bloody trail of
footprints and that will guide them over.
501
:Or you might find this cool archway
that sort of frames a particular
502
:location and so people tend to walk
through the archway and then they'll
503
:be able to see this magnificent view.
504
:Uh, another common, um, technique
is that you, and these are all,
505
:this is actually all part of one
tip, what I'm describing right now.
506
:Um, another technique is you put a dead
end At a really cool vista, so you,
507
:you have them walk to the end of this T
junction and then they're forced to look
508
:at this cool view and then they have to
like turn right or turn left to advance.
509
:A little Final Fantasy moment right there.
510
:Mm hmm, yeah.
511
:Yeah.
512
:And then a lot of times motion's
actually another key thing.
513
:Anything that moves in the level,
people immediately look at it.
514
:I think it's, we have this
instinctive response to determine
515
:if something's a friend or foe.
516
:Light as well, right?
517
:Like I see a lot of bright
things, I kind of know.
518
:Going over there.
519
:Right.
520
:Yeah.
521
:Drawing a moss to a flame.
522
:Yeah.
523
:That's, that's there too.
524
:Sometimes I'll play games with some
friends who aren't, who aren't gamers.
525
:And, you know, I'm usually the
one playing and I was like,
526
:how did you know to do that?
527
:You know, they think that I'm like
brilliant, but in fact, I just
528
:know the sort of grammar of what
to look at, you know, in the room.
529
:Yeah.
530
:Yeah, exactly.
531
:If there's a flickering, uh, light bulb,
you know, in the room of dim lights,
532
:that's probably where you need to go.
533
:Right.
534
:Right.
535
:Right.
536
:Yeah, absolutely.
537
:Yeah, and I think that's the thing is
a lot of people have collective visual
538
:and game grammar You know in their
subconscious and so that's something
539
:that uh, that's another tip on just
not reinventing the wheel you know,
540
:there's certain things that We as gamers
inherently know you expect The fire
541
:button to be on the right trigger, you
know, don't move it to the left trigger.
542
:Don't be clever and try
to move it somewhere else.
543
:And it can be tempting just to try to
do something a little bit different.
544
:You know, typically jump is always on X
if it's, it's the PlayStation and then
545
:jump and swing or melee is on square.
546
:And that's been kind of a standard.
547
:Yeah.
548
:So then I guess, uh, let's see,
another tip here would be just
549
:kind of looking at various ones.
550
:Uh, there's the class 100
left, so I know, I know.
551
:I didn't.
552
:I'm drawing a blank and stuff.
553
:Um, actually, so, so one of them that I've
found is in terms of decision making is,
554
:um, to sleep on, um, difficult problems.
555
:Uh, the pressure that I think
a lot of directors face is that
556
:they just want to make a quick
and decisive decision immediately.
557
:And they think that if they do that, they
won't appear to be waffling or indecisive.
558
:And this is just a common
leadership problem.
559
:Uh, I've, I've sometimes made a rash
decision and then I had to kind of
560
:go back on it and it's like, Oh,
all the troops are moving this way.
561
:And then you're suddenly like, okay,
go back, go back or stop, stop.
562
:And.
563
:And that really can be demoralizing,
you know, if there are really simple
564
:problems and that have like a low
impact then you should be very decisive
565
:with those because When you reverse or
course correct on those it doesn't have
566
:such a big impact and and part of it
is just um moving forward You have to
567
:always keep production moving forward.
568
:So you have to find that balance
between Okay, this is an easy problem.
569
:We're going to make a decision.
570
:We'll move forward with it.
571
:And you know what, even if I made
the wrong mistake, it's not going
572
:to be deadly to the project.
573
:If you have like a really big meteor
issue, it's best to sleep on it,
574
:talk to the leads, kind of gather
an opinion from the team and figure
575
:out what's best to move forward.
576
:And, and then explain that
and talk about your rationale
577
:behind making that big decision.
578
:So sleeping on is great.
579
:People will know that you, you know,
are actually considering, you know,
580
:And, and then explaining your rationale.
581
:I mean, that's, that's something I
try to do when I'm making a decision
582
:is just, even if I disagree with
you, I'll tell you some sort of why.
583
:Because even if you don't agree with my
reason, at least you know that I've, you
584
:know, in addition to hearing you, you
mentioned like, you know, you want to,
585
:you know, express their reason as well.
586
:Like, I know you want this because of
these reasons and, and that makes sense.
587
:I'm going to go this way
because of this other thing.
588
:And even if they disagree with
the, you know, relative importance.
589
:You know, people will respect that you've,
you've, you know, considered all that.
590
:Yeah.
591
:Yeah.
592
:They want to people, I think people
want to make sure that you're being
593
:very thoughtful, you know, with
your decision and that's not just
594
:completely off the cuff and that
you're not going to change your mind.
595
:And they do like knowing what is that?
596
:Why?
597
:What is the motivation, um, behind it?
598
:Yeah.
599
:I think, um, yeah, I think that's,
Yeah, people also want to know how
600
:it fits into the greater picture too.
601
:You know, what is the context of
why this decision is being made?
602
:How does this connect to everything else?
603
:So, let's see, I got one
more tip for you here.
604
:Alright, yeah, lay it on us.
605
:Well, I think, um, I think the thing
that goes back to, one of them is
606
:what I call finding your magic beans.
607
:And this is early on in production.
608
:But it's essentially those, uh, I
guess seeds that grow the project.
609
:And this is something that we
learned, um, with Girl with a Stick.
610
:Where we didn't really
have A great high concept.
611
:We didn't, we didn't get something that
was that kernel of an idea that really
612
:motivated the team and with ratchet
and clank and the credit goes to, um,
613
:uh, Brian Hastings, our chief creative
officer, he said, I want to make a game
614
:about an alien that travels from planet
to planet, collecting weapons and gadgets,
615
:and that's what got everyone excited.
616
:And what that gave people was
a, And that is a great idea.
617
:There's just nothing, no way around it.
618
:It gives you that who, what, and where,
you know, and suddenly The character
619
:artists can start drawing aliens.
620
:Designers can start coming
up with weapons and gadgets.
621
:And the, uh, environment artists
can start coming up with worlds.
622
:And so that was something that really
fueled the game and that we clung to
623
:throughout the entire production process.
624
:Do you think it can help people
in other parts of the industry
625
:or even outside the industry?
626
:Yeah, I wrote this book with the
idea that it would be a lot of broad
627
:principles that, um, won't go out of date.
628
:You know, I'd like to think
that 10 years from now, 20 years
629
:from now, they'd still apply.
630
:And I think that they apply with
for all facets of production.
631
:I'm just simply being a leader or learning
how to work well with people on a team.
632
:Very beneficial.
633
:I think, um, you know, we all, You
know, a lot of times on these really big
634
:projects, people are kind of these mini
creative directors, you know, the, the,
635
:the senior designers or the designers
are heading up their own features.
636
:And so they can certainly benefit from
some of those creative techniques.
637
:I think, um, you know, every.
638
:Creative director or leader stream is just
to be able to review a level and look at a
639
:feature and say, wow, this is all working.
640
:This is fantastic.
641
:I don't have to give anything here.
642
:You know, thank you.
643
:And, and so I think, um, by being
your own mini creative director,
644
:you can apply all these principles
and figure that stuff out.
645
:You know, I was actually curious to,
to know if in the process of kind of
646
:putting together this book, if all your
skills at, you know, working on things
647
:like Ratchet and Clank, if you're able
to bring some of that into It's one
648
:of those things, if you want to really
learn a subject well, try to teach it.
649
:You know, I, I would often find
that I'd be reminded I'd be
650
:working on a Ratchet Clank project.
651
:Just be like, Oh, that's right.
652
:You know, I, I need to, you
know, we've created like one of
653
:my tips is creating a platypus.
654
:And it's about trying to glom on all
these different ideas into one idea.
655
:And it ends up becoming this like freak
of nature that doesn't make any sense.
656
:Oh man, I've been there several times.
657
:Yeah.
658
:There's only one product that
everyone's working on, so it's like
659
:their only chance to get this stuff in.
660
:Yeah.
661
:And they just want to kind of shove
it in or they, it's a great idea
662
:on its own, but it doesn't, may
not work well with this other idea.
663
:So those are like little things that
would just kind of pop up in my head.
664
:I'm like, I need to write this
down and I need to remember this.
665
:So that's part of where
this book came from.
666
:I think you know for me It's just
important that we continue to learn and
667
:and educate ourselves and i'm not just
saying this because I want people to buy
668
:my book Recently kind of gone through a
lot of different changes with my path.
669
:I became um, I worked on a virtual reality
project just recently called edge of
670
:nowhere And there's a lot of examples
in the book on that, but I I think Found
671
:that everything that I thought about
in storytelling kind of got turned on
672
:its head with VR and that was really
exciting to be able to be in this new
673
:arena to rethink my traditional methods
of how I would approach storytelling
674
:and design and so I think that.
675
:You know, I'm getting older and part
of me just wants to share some of this
676
:wisdom that I've gained over 25 or so
years, but I also want to stay, um, agile
677
:and be able to, um, learn new techniques
and, and just be open to new ideas.
678
:And I think that's something
we need to continually do.
679
:I agree.
680
:You know, this podcast is my way
of, you know, both sharing and,
681
:and continuing to grow myself.
682
:So thank you very much for, for coming
on and I hope you'll come back again.
683
:Yes, and I do have to mention
the website of my book too.
684
:Of course, of course.
685
:We'll also post it on the blog.
686
:as well.
687
:But yes, please.
688
:It's anything else, anywhere else
you people can find you, Brian?
689
:Oh, sure thing.
690
:Yeah.
691
:It's directing video games.
692
:com.
693
:So you can go there to sign up,
um, for updates on the book.
694
:And then, um, I'm also at Brian
Allgaier, B R I A N A L L G E
695
:I E R for my Twitter accounts.
696
:So you can contact me there.
697
:Excellent.
698
:Well, thanks so much for coming on.
699
:Thanks, Jordan.
700
:It was my pleasure.
701
:So, a couple things as we
close out this episode.
702
:First of all, another thank you to
Brian for coming on the show, and also
703
:for giving so much useful information
and sharing with the community here.
704
:I really appreciate that, and I know
that a lot of our listeners are going
705
:to get a lot out of this episode.
706
:Now there were a couple interesting
things that popped out to me between
707
:this episode and the previous
episode with Dave Roll, where they
708
:were kind of like, um, harmonies.
709
:So one of those was the economy
of design and wringing the
710
:most out of each mechanic.
711
:I thought it was interesting that,
you know, Dave, who's doing a lot of
712
:mobile, casual, really focused on that.
713
:as a way to, you know, be agile to
find what works best and to make
714
:the most out of what works best when
you don't have a lot of resources,
715
:when you don't have a lot of time,
when you don't have a huge team.
716
:And then you had Brian who basically made
the same exact point, but in reference
717
:to huge AAA games where you have enormous
resources, but moving the ship is a lot of
718
:work and changing direction is incredibly
disruptive to huge numbers of people.
719
:And also you have a case with these
bigger projects where, you know,
720
:the level of sheen and shine you
need to put on each mechanic for
721
:it to be complete is humongous.
722
:So he and Dave both emphasized This
economy of design and really wringing
723
:every last drop of value out of
each mechanic and certainly that's
724
:something that, you know, when I
think of that kind of way of design,
725
:I think of companies like Nintendo
that really put in a mechanic and
726
:explore it and exhaust it completely.
727
:So, I thought it was really
interesting the way they both talked
728
:about that, and also, Brian and
Dave both mentioned Mark Cerny.
729
:So, he's an industry legend, and I know
he's doing a lot of work with Sony now.
730
:I am going to see about getting
him on the show, because I think it
731
:would be amazing to interview him.
732
:given the influence that he's
clearly had on the industry.
733
:So, just a couple thoughts
to close out the interview.
734
:What was interesting to you, and who
would you like to see on the show?
735
:You can let me know, jordanatbrightblack.
736
:co.
737
:Thanks for listening, and I'll
see you on the next episode.