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the world has changed game development has changed in 2019 g-dux was created as a platform to give a voice to all game developers it is a virtual conference made by game devs for game devs it was a groundbreaking idea however this year everybody their mom is throwing virtual conference well what sets gtx apart from all these copycats is that we have presenters telling their story not just about their wins but also highlighting their hardships to become successful
for three days straight from june first to the third anybody with the internet connection can tune in to arm themselves with the best tools and advice to not only survive the industry but thrive we have speakers that will teach you how to survive long term and demystify marketing come and learn how to protect your own work and your brand we review a case study from an indie game and understand the conceptual process behind it overall look at the game industry and move forward with a business mindset and teach you how to navigate that world through the lens of an artist we will discuss important topics like the emerging market of user generated content and what that means to us developers from a legal standpoint furthermore take measure the tools that we have thus far and talk about how to move across different industries outside of games we will acknowledge how game development is evolving and how we can remove technical barriers to make games faster
but that's not all we have amazing developers that will be streaming gameplay live and provide behind-the-scenes commentary of the development of these games such as scott the children of light a new the distant light finally to cap off the best character game conference ever we'll be doing technical breakdowns of amazing personal art projects to get you to approach your projects with a bigger purpose [Music] for your own well-being i hope to see you there on june 1st [Music] this is an official call for all game devs to report to gducks.me immediately blue champs over
hey everybody welcome to the third day of g ducks this is a three-day live streaming event to tell the hero's journey of every presenter of how they navigated through the industry and highlight all the hardships and the success that they have to kind of go down to key points to you guys out there who are watching and joining us from all over the world to upgrade your gain dev career so i am your host brandon fam you can find me or tweet at me at blue champs or gdu x m e you can see the on the name plate down here uh as well as going to gdux.me i've been doing this about
three times is the third time we're doing g ducks but i host a weekly podcast called gamedev unchained for those who don't know and you can find that on spotify or apple or anywhere that you listen to podcasts which is a again a weekly episode uh it's been a crazy last three days it's always a bit fun it gets a little bit uh tricky at the beginning as i'm kind of rusty because i only do this every six months but then by the end of third or but but the end of the second day actually i start to hit really my rhythm and and talk to you guys it gets a lot easier and don't have to really look at my teleprompter as much so i'm relaxed i'm rested we do this for like seven straight hours and uh for the last two days we had about uh like eight presenters nine to ten presenters and it's a mixture of speakers technical breakdowns and game demos so hopefully if you're just joining us
right now you get to have a glimpse of what we're all about and for those who uh have been watching the last two days i want to thank you for your support so uh one of the things i want to cover and make sure that you guys and point you guys over to our discord channel so our discord channel if you go to gdux.me we have a lot of presenters over there a lot of people who are watching are interacting with each other within the channels and uh it's a great way to kind of follow up with any of the presenters today to talk about any questions right so we are taking questions uh with everybody as soon as the presentation is done but uh there's there's a limited amount of time so uh so any questions that you don't get that doesn't get asked on air you can follow up with them in the discord channel uh on top of that we are lucky enough to be sponsored by masterpiece vr
for this this g ducks so uh we're doing something really great with them which is they are partnering up with us to give away 10 free indie licenses for their software masterpiece vr so the vr landscape is a huge landscape and there's a lot of tools like masterpiece vr that is making game development a lot easier a lot faster i truly believe it's the future where you can put on a goggle and and work with 3d it makes sense for a developer so we're teaming up with them and they're they're gracious enough to kind of give away 10 free licenses and all you need to do is go to gdux.me and sign up to our mailing list and be a part of that go ahead and tweet at masterpiecevr as well as me to talk about which presenter or presentation that you really dig the last two days or throughout today so if you do those two
things you are automatically entered into a raffle and we're already having a lot of great responses for people enjoying a plethora of different presentations and i want you guys to not miss out on that for sure and get something all right and uh it's uh it's been crazy man it's been fun if anything uh what i've been saying the last two two two days is that um 2020 sucks you know the pandemic has has really taken everybody by surprise and we've been quarantining for the last six it feels like since the beginning of the year right we're in june but let's say february end of february is when we really uh paid attention to this and uh i think on a personal it's been tough for me uh i think the first month even with me working from home before
this all happened this is a quite a change because uh if you're a parent like myself it's a lot to ask uh to become full-time teachers at the same time so the world is adjusting and and changing with it and the game industry if anything is finally stabilizing uh i've talked to this many time on podcast i think the last two days we kind of mentioned and ran some unchained report clips uh especially with brad hart cto perforce uh file source version control software so you can imagine with his stance and where his company is at perforce is used throughout all game studios and even with a lot of game development using perforce or or software just like it uh it was a challenge uh for a lot of industry vets and companies to kind of set up for
this a lot of it infrastructure and using vpn to kind of pipe in all at it takes an adjustment it takes some time to kind of set up correctly but all of a sudden everyone was asked to work from home and the turnaround was within a week essentially and uh realistically it took maybe a month or two after uh for every game studio can pipe in game devs to continue working from home now that things are stabilizing we're two months in uh the the echo that i'm hearing around the studios or around the the industry is that people are finally adjusted companies already setting people up uh people who didn't have nice computer rigs before have a comp uh a company issued a computer for them to work from and so i am looking forward to see what the
result of this is when you're not restricted a game company isn't restricted by the best game developer within the area but throughout the world and that's what remote working can lead to and can be very exciting so i hope you guys are excited as as i am because this is a unprecedented time but it is a it's a new chapter for game developers to finally be accepted uh as a remote worker and although i don't believe all game companies are gonna be adopting this new method when things go back to normal where people are invited back to the office essentially i i do see it as a positive change and a good percentage of anything will start allowing some time during the week for for developers to have that choice and i think that's a positive step and something to really be excited about uh
also you know uh i want to thank you for everyone's uh especially the presenter for coming on and everybody who who've been reaching out uh in social media and and talking to me directly right i'm very approachable and accessible i know i'm in this secluded nice motel office but uh within discord within you know twitter you know i i try my best to kind of respond to you guys especially providing a platform for game devs right so g ducks was initially realized as a place where game devs can promote can talk about issues and not be restricted by any corporate filter right i i run this place pretty independently as you can tell there's not there's nobody behind the camera right i i share a motel room by myself so to speak so it isn't uncommon for me to to talk
pretty openly and when i invite and presenters to come on the show i i encourage them to do the same because about four years ago uh four or five years ago is when i started to look past by nine to five to reach out and wanted a place to uh voice my concerns about the industry uh openly without any repercussion of course um you know i come from a background of aaa and about five years ago it was pretty taboo to talk anything bad about industry because there's on a personal level it's very career suicidal to think and talk that way uh because you become pretty unhirable if you talk bad about a major company right and to this day i don't tend to do that i try to have a positive feedback loop uh open conversation
with anything that i i complain about and uh which is why game dev unchained was born kingdom unchained the original podcast if there's a mystery out there for anyone that's seen this guy and hearing my voice for the first time uh game devon chain is the original originator of g dux so gdx gdu x actually stands for gain dev unchained expo whoa whoa mind blown right so game devon chain was created years ago to as a selfish way for me to kind of reach out to professionals who are people that i respected people who are at a place where despite of all the complaints the crunching and the politics within the office and the restrictions of commuting and moving across the country these are people that i respected because they still found a way
to become successful within the game industry right so for the podcast and for the heart of what gdux is is finding these professionals big or small working at aaa companies or what they call quad a companies now to the smaller companies which is as much as like a single developer i wanted to kind of find out what worked what didn't and what what kind of hurdles they had to jump through or jump over uh to get to where they are today all right and uh and that's the biggest thing i want you guys to walk away from all these presentation especially the last few days if you haven't seen those um especially today as you're tuning in you're gonna really realize that as a game developer we're actually a very valuable commodity now if anything the last two years have taught me as i'm
finally doing my own thing and my running my own businesses is that the game developer have a huge future ahead of us and that's because a lot of the game tools are finally getting to a place where other industries are kind of turning their heads all right and uh this is this is i'm not even talking about facebook getting getting into our industry google i mean that has been the trend the last few years major tech companies having some skin in the game and i actually celebrate that because a lot of these developers who were struggling being limited with salary because we on average get paid a little lower uh than all these other tech companies they're finding stability in these tech companies now uh still doing what they love they love doing it's just in a non-traditional way of of an actual game right
the the idea of creating a game from scratch right these companies are using game tools to create uh real-time demos real-time interaction it's an extension of what game development is and what games are which is a way for the audience to interact with the viewers or the players right if that if if we just boil it down to essentially what games are a lot of these industries are taking that and running with it i mean we're talking about architectural visualization right these are architects right these are people who are actually making physical things but they're they're using unreal they're using unity to express their ideas within the engine and furthermore they're inviting their clients to walk through the space and that's what a game level is right even though they're not making a shooter by the end of it but basically walking someone through and
visualizing it with vr with anything with the ipad of what their space could look like before they actually build it uh which is a huge huge huge improvement and they're all using game developers essentially uh because the the knowledge that we've built up the last 20 30 years applying to these applications um the auto industry is a big industry for gamers or game developers because we're in there a lot of these autopilot programs autonomous programs are using engines to kind of simulate the streets because it's the most effective way to kind of test their vehicles without actually putting their ai car out there and crashing into people right you can crash into people within within the within the the game engines right i mean the whole point is to avoid crashing to people which is why they're using simulations with game engines to kind of
figure that out there's a huge industry out there outside of the traditional game industry and it's given me a lot of hope and a lot of love for what i do and and it's been very adventurous to see that develop in the span of when i started the podcast which is five years ago to now like even the last two years it's been so fun so awesome and uh if the future looks really bright i mean yesterday we ran a unchained report which is uh a a glimpse of next week's episode with ray graham who is a frequent roundtable episode guest and uh we discussed the unreal engine 5 demo right and how amazing it looks and how baffled veteran game developers are just by looking at it i mean they haven't shared too many details of what's under the hood but the future is bright i mean if it's getting to that level of fidelity and having that
that many graphical information on screen in real time that is what makes our medium so exciting because when you can get it to look good sound good play well and it's all happening by reacting to an input from the player from a client from whatever it to me is the ultimate expression of art right it's it to me is the ultimate expression of your creativity so eventually we're going to get to that spot where everybody wants a piece of this like what why wouldn't you want to create something that engages people right instead of i'm not i'm not movies and everything else has its place for sure not downplaying that what i'm saying is that you know there's a reason why game murders game developers and people who are starting to realize what games are uh are are are participating in this
field because the future is bright the future is fun so again i want to remind everybody that throughout the day uh i will be checking in with uh with you guys on discord through twitter uh giving away masterpiece vr software and um i would love for you guys to jump in the discord because i would love to try to talk to you guys and get you into the program and if you have something to promote you know maybe we could talk about that but on the discord there's a dedicated channel called color hotline and uh haven't used it throughout the last two days but if i see people in there just hanging out in between each presenter i'm gonna try to throw it to you guys this is a great place for you guys uh to talk about how you're feeling and i want to check in with you guys because uh you know i'm talking towards the camera i don't really have a way to kind of listen uh what's being said i do have
moderators out there to you know gathering recon to kind of help filter in all the questions that you have the presenters but if i can get you guys to to go on that voice channel and pipe you guys in and talk and and put it out there in the world and help whatever promotion that you have uh i am wanting to do that and that's what gdexes is what g ducks is is right because we want to have this platform for game devs i'm a game dev uh there's no one behind the scene controlling me uh this is just me so uh anything any message any thoughts uh be sure to jump into discord in the car hotline uh if you don't know where it is go on the discord we do have moderators in there to kind of point you in the right direction all right that is the way for me to intro this so before i talk about my next presenter i do have a clip for you guys to kind of watch
and this is a subject that i always have been making fun and i'm again i'm not making fun of anybody that's working at magic leap who have been impacted by the layoffs and the turmoil of covid and all that but it is a story that i personally have been investing in and investigating uh to to talk about because vr is an exciting frontier and um like any new ventures there are uh risk that comes with it so there's a lot of companies that had promising [Music] futures uh like magically but uh haven't had the enough time to to bring it to fruition so this next clip right here again i'm not dogging anybody working magically you know you guys are my brothers and sister but it is a subject that uh is worth mentioning and talking about so without further ado uh this is a clip a
roundtable discussion on the game dev unchained podcast about what magic leap is doing how they're doing and what their future is looking like or the first topic of today are the round table news and again uh i i just want to reiterate that these are opinions that only reflects upon ourselves and not of our companies i'm a lot safer than ray over there but i just want to reiterate that so let's go into it why magic leap is scamming everybody all right so i'm gonna go up here and then switch my camera uh to to this news article that we've been checking out here uh so like the last time we talked actually it's funny how these roundtable news are tying into each other uh because it just takes about a month for things to kind of show its ugly colors right so magically the last time uh kind of as a warning signal a fire where there is uh a fire there's smoke right
or there is when there's smoke there's a fire there's fire they were asking 10 million uh 10 billion dollars um that's kind of like a prayer hail mary that nobody bit on and then shortly after they found out that no one's really liking them as much they basically laid off i think a good portion of their staff um it's like a thousand it's like a thousand people or something like that they laid off yeah i didn't realize they were that big of a company to even start with um they're enormous enormous man australia florida offices in san francisco enormous company yeah well i'm always impressed with these companies um being able to build these hype trains uh it's funny how these companies are all in your area man the bay they seem to be able to kind of hoard all this investor money and have nothing to show well that's where the investors are that's where all those like climate perkins and all those all
those dudes are in um or in the bay area but um like at the end of the day right i think i messed with magic leap right i tried it i thought it was cool right um i didn't think it was like three thousand dollars cool right and that's really what it all boils down to is that unlike vr um they they were able to get it they weren't able to get the price down to something reasonable for that so people on the streets would just be like yeah give me that right and uh and and with all of these things the other thing i say about all these things is content sells right content actually will sell the box right and i didn't see any content that would really sell sell that right to to the mass market especially at to a 2 000 3 000 price point right and then they realized that too and they realized they couldn't or these they currently were struggling with getting the price down
to the consumer level and so they're like okay let's just go with enterprise right and if you're gonna go with only enterprise all the things that are related to consumers well that's that's done right um gaming gaming the gaming applications and all that stuff just well you don't need to do that anymore right um it's and it's it's sad for the people that are working there um you know it's just overnight jobs jobs are gone especially during this time and getting laid off during uh the covid stuff is like probably a horrible situation um but like yeah like i don't know about no i wouldn't i wouldn't use such strong language as scamming and all that kind of stuff because you know investors are going to invest in the promise you know what i mean and actually had a promise and when you when you mess around with it you're like oh yeah this is promising right but uh it just you know like money money drives up nobody's investing everybody's like okay well how's this gonna be how are you gonna scale this i
need to sell this and i think they can still be a viable business just to an enterprise it could be applicable in that space uh for like architecture or for you know training or surgeries or whatever right um it's just not a consumer device right now so that's that's basically that's basically the story right well as you were saying that like you know they had great promise i i wish i went back to college and redid it and majored in promises because it feels like the wrong business it takes a lot of effort it takes a lot of effort to make something that could convince people to give you billions of dollars you know what i mean and uh it's the size of a couple years it was obvious right don't get all those people because they had a project
yeah works right but so i want to ask you this right from from the time you demoed and it it feels like even the article i was pulling up and reading through um there was a lot of smoke and mirror like even the press and everybody even the consumer market was kind of like at arm's length it's like all right all right i see where it can go right but let's just see where you guys actually how close you actually get to it but like how far away if you were to guess how many more years would have taken them without any all these financial troubles in the pandemic to get to where they were saying that this technology will be for consumer and be basically a profitable business without investor money yeah i yeah i think they're so far far far away from that too far away um like like the video you know the initial video they showed of like the first person shooter in the office kind of thing um given given the size of the screen like you
know the screen size is actually really really tiny uh when you when you're looking through the magically the screen size is super tiny it's like a little box right um so delivering the promise of what that video was um like there are years away from that right and then on top of it i had no idea what it would take to make that tech cheap enough and small enough where it would be so bulky and cumbersome right um so yeah like i think they're way way way way far off and that's kind of that's also kind of why you do the pivot now right you're like hey um we're really far from this money's going to run out so let's uh kind of make a pivot and see if we can make a sustainable profit business just focusing on the people that will pay thousands of dollars for the hardware yeah i mean this pivot definitely is admirable for any company that can see the dangers and actually have a chance or give themselves a chance but
this type of pivot kind of reminds me of like the game stop type of pivot where it's the last roll of the dice yeah well for sure for sure it's a it's a hail mary roll of the dice right um the one thing we're not talking about is how it's how they did this during coped right and kind of mentioned cove it as a reason why they're doing this um and like and that's that's yeah to me that seems kind of disingenuous i'll say it a nicer way it seems disingenuous right it seems uh it seems like to blame it to blame it on covid why their product is uh five years old maybe being into fruition yeah maybe maybe it uh it played a role in it maybe um but like i think it was like when they announced it and they said they were shifting to um enterprise like
like i was not shocked by such a an announcement right that's just that just made sense yeah even with the pivot to the enterprise space and this is something that um i feel uh a very similar headset that was promised by microsoft a few years ago hololens did but they saw kind of the path clearer and earlier and they actually pivot towards enterprise and have secured like a major uh american military contract uh since and they're not as in the news as much for a consumer market but they're definitely making money and profiting and are probably leagues ahead magically uh i don't know how much do you know about that uh headset as much no yeah yeah no i've actually tried both and i do think the magic leaf magic loop was better in my limited interactions
um you know i had bigger bigger aspect ratio right i don't even know what the current state of the hololens tech is these days i've been just having to look at any new hardware or anything like that if there is anything to do um but like everything about measurement seems seem better um better quality image and everything seemed better than hololens like the at least the last version of hololens i tried yeah but i'm pretty sure since um you know magic doesn't make money anymore and hololens is getting military money that they updated there yeah yeah i better be sure if that's if that's if that's profitable that way i have no idea right so i can't comment but uh but yeah yeah well you don't imagine if you'll be there to get that military money eventually from somebody i'm pretty sure they're getting that kovitz uh sba loan money if anything [Laughter]
but in terms of uh actual money i think they're far from it man a thousand people lay off and even investors now are i feel like are a bit too naive to think that they're going to be turning this around anytime soon they've lost i think people's faith uh in its product and uh i'm pretty sure the ceo is looking for a way out if anything and then count yeah yes maybe yeah yeah maybe if they're smart about it i don't know maybe they're just going to talk to gamestop and work together somehow i just think so it's just as ridiculous but uh good rinse hopefully this is the last time we talk about them i always track them because they've always been super hyped uh but i i never really i've never tried the product right it sounds like you were impressed with it but from what i've seen through the demo it just seemed too far away for it to make an impact
immediately yeah no right and i think it's the same with all this stuff right like with the early vr stuff the newer vr stuff is built on the learnings of that technology has improved there's hololens there's magic leap there's other spatial computing stuff like people like ar kit just on your iphone um there's there's there's things that apple might be working on that that people keep kind of hinting at right um there's all sorts of stuff right that um that you're gonna see down the line that's gonna kind of try to improve on this tech and you know sometimes you're the first part person there and you fail and then other times you're the first person that you succeed right right so it just depends on the time right um i think it's the same thing with like you know google stadia right stadia um is on the line of working on tech that was developed before that really failed
dramatically like on live and guide kai dramatically and now everybody's back at it again trying to uh be successful with with game streaming right and maybe everybody who's trying now will fail too but then there might be somebody that comes after that improves all the technology and learns the lessons right i think that's the main thing it's about learning you know there's a lot of failures along the way to actually being successful yeah yeah yeah i i think through the rotting corpse of um magic leap and stadia that we're gonna get something really good out of all this
my next presenter is with scott knapp he is the principal lighting artist at turtle rock studios and his topic will be about flowing between worlds lighting and games and film this talk will go over how to navigate working in both industries as a lighting artist we will deep dive into how to make yourself marketable in both industries and steps you can take to get your foot in the door as a lighter for both i'll discuss well he'll discuss the differences and similarities of what you need to know if you're seriously considering transitioning from one to the other all right so scott by this time everyone should be able to hear you man how you doing good can you hear me good to go yes we are good to go man all right whenever you're ready to kind of take the uh baton go for it all right cool
yeah just a quick introduction about myself um like brandon said i'm a principal artist at turtle rock studios we work primarily on aaa games but we've done vr stuff um notable projects that they they've worked on in the past is like left 4 dead and evolved um for me i've worked in feature film television games even simulation um one of my first big game jobs was at ea then i transitioned to zoic went to frame store then turtle rock then did a little feature film work at npc and digital domain um so some of the projects i've worked on in feature film uh recently i worked on avengers infinity war which is super cool uh batman v superman and night at the museum um some of the video games i've worked on has evolved and evolved stage two uh and madden nfl 25
so i just want to talk about like uh i guess what this whole presentation is going to be about um i want to talk about how i got my foot in the door um what it's like lighting for games what it's like lighting for films and then kind of steps you could take to to get into both industries um so what do lighters do lighters drive the mood and tone of a scene um they they kind of craft and shape what viewers are looking at or gamers are looking at and where they're supposed to go they help help drive and direct um they're kind of like digital uh directors of photography i guess you could say um you use light and shadows and reflections um fog things like that to help create depth and separation um create visual interest using contrast color and composition and a lot of times you know we usually try to draw inspiration from real life on real lighting phenomena so uh things like caustics balance light um all that kind of stuff we use as like tools to help help uh craft things make them look
believable um so here's like a quick comparison of like where we've come kind of as an industry with film so this screen shot on the left is like one of our first animated movies toy story and then toy story 4. so you can see like the models aren't too different actually um a lot of what's changed is the rendering and the lighting and the way they've they're mimicking how cameras uh function so you have things like bokeh so things like depth of field and stuff um you have rim lights and bounce light whereas in toy story one you know it's it's pretty flat um so that's a film comparison here's a game comparison so here's uncharted one on the left an uncharted four on the right um you know they're using tools like silhouette uh purposely placing the camera here during this climb so that the character silhouettes against a bright background or on the left you know it's it's kind
of a limitation of the hardware and um also just you know probably not having real lighting artists going and craft that stuff a lot of times back in the day it was just environment guys so lighting is super important for both film and games it's kind of what's helped push a lot of that stuff forward um so i'll talk a little bit about lighting for games uh i kind of got into it in the first place i went to school at ucf in florida and got a degree in digital media and thought i was going to do the feature animation thing but i actually started falling in love with games so i went into their master's program at fia which is still part of ucf and uh they had like an interactive entertainment course and i was like the only dude interested in lighting like everybody else wanted to be character or environment guys but i always loved lighting uh so i dug deep into that and any kind of projects we had going around at the studio like i always wanted to be the one to help do the lighting for them uh so i you know really try to push my
portfolio um start networking stuff like that um i did do an internship at a motion graphics studio uh during my time at school so you know really just trying to get my foot in the door and get some experience um so i did an internship a studio called deva studios they do mostly type mostly like title sequences and stuff so i was doing rotoscoping work um like plate cleanup stuff um then i transitioned to a simulation company so that was kind of my first job doing real time stuff um i got to model texture and light simulators for like military and drone work and stuff um so i was doing all that stuff while i was in school but when i graduated i was kind of rough like i you know apply to everywhere and you know as a student usually your portfolio is not the best you don't have any professional work or anything really uh so i just started really focusing on crafting a portfolio and uh trying to do more real-time stuff uh collaborating with people um just to
to get some kind of uh portfolio of those shown that i could do real-time work um but i started networking and uh the lead lighting artist on madden um came into our school and did like a talk uh joe warren who was still like a good buddy of mine now um he you know me and him connected and since i was the only lighting guy he kind of took an interest and we talked a lot and when a lighting position like an associate lighting physician opened up at ea i was able to scoop that which is super awesome so a lot of it was just networking um being at the right place the right time and stuff so um [Music] so day to day for a lighting artist and games uh most of the time you're just lighting environments so you're you're gathering reference and you're you know you have an entire scene to compose and uh you know set up you're working with designers and stuff to uh make sure the gameplay um you know is accounted for and that you're leading the players where they're
supposed to go stuff like that so your lighting maps your tuning like volumetric fog and effects um color grading the whole image uh definitely optimizing so you can see in the screenshot even with uh goliath from evolve uh he's got like a fire light next to him but it doesn't cast shadows so you know you have to like make choices like that uh as a lighter a lot of times because performance just you know it can't handle fully shadow casting ray trace lights yet so a lot of it's optimizing and making sure you're in budget um debugging things a lot of times there'll be bugs lights doing weird stuff or light maps not breaking properly so a lot of it's debugging stuff and knowing how to do that um play testing the games um especially at turtle rock we play test the crap out of our games uh and are just constantly iterating on stuff so play testing is a big part of it and then just pushing the quality like up to the very end you know as a lighting artist you're kind of able to
really really push push push uh until ship really um to get the quality where it's at while still maintaining performance you know so if we want you know less shadow casting stuff here because we have a hero area you know we might make those kind of sacrifices um here's another shot from evolve uh so collaboration collaboration is huge in video games um i'm constantly getting out of my desk and going and talking to other departments i collaborate with designers so if there's you know an important blocker or something like that for sightlines but we still want light to come through maybe we can ask it are we able to punch a hole in the wall or something like that to bring in some natural light um so you constantly work with those people to see you know are there things that we can push and pull to make the lighting better um and then what's important for the map so where we want players to go what's the story beat uh how they how should they feel in this area should it be like dark and moody or should it be
you know inspiring and exciting so you're constantly you know collaborating with those guys rendering programmers because they're the ones who make everything possible they're the ones who uh you know give you features and and help you get tools the tech artists as well get tools and stuff to to really push the lighting they're the ones who make all the tech um character artists a lot of times you help character artists with shading or uh materials and textures and uh like what their setup would be so they light properly visual effects artists a lot of vfx kind of add to the entire image so you know they help with the ambience and the mood of the of the environment so it's very important to work with those guys uh environment artists are probably who i work with the most so those are the world builders the guys who are composing the scenes so we you know a lot of times we'll go together and block stuff out um i'll block stuff out with lighting and we just go back and forth a lot um to make sure the level looks as good as
it can and then the art director of course so the art director you know he's got the big vision and you're trying to help sell that vision um a lot of times i do stuff like make marketing renders um ui renders stuff like that that you know you might have in maine menus and whatnot um and then a big thing that i've been doing at least at turtle rock is helping maintain uh consistent texture standards so you know a lot of times people might have albedos that are too dark or you know base color textures are too dark or their roughness values might be at a range for what the material type is so a lot of times you know because materials go hand in hand with lights that's something that working in feature film has helped me with a lot because everything's so physically accurate um in film i've been able to bring that knowledge over to games and kind of help elevate um you know what like our textures and materials and stuff would look like um some technical knowledge stuff so
people who've worked in feature film a lot of these things you've probably never heard of like draw calls and like spherical harmonic probes um there's a lot of technical things that we have in video games to fake things that we don't have to fake in future film so uh yeah a lot of stuff is profiling your image so checking what the stats are for your gpu for your cpu and like what your costs are for your lights because every light has a cost and this thing's got to run at a frame rate where nerdos can be happy uh shooting people and stuff so it's got to be at least 30 frames per second most people want 60 frames per second these days um so yeah a lot of it's just profiling debugging um getting stuff into a good performance range and then trying to use these tricks to make the the image look better so using cue maps and reflection captures and screen space ambient occlusion uh screen space post processes like uh you know depth of field and stuff like
that it's it's a bunch of things that just kind of all come together to help it run and look good uh being able to debug why models light strangely is really important there's a lot of times like i'll open up a scene and something's just black or it's got artifacting on it so being able to open up someone's model and see if the normals are bad um see if there's bad light map evs all that kind of stuff is super important um it's also really important to familiarize yourself with how game engines do render passes and make good choices with your render programmers based on what kind of game you're making uh to stay within budgets because uh you know forza might have a very different uh lighting pipeline and setup than something like battlefield where there's like 60 uh you know players on screen at the same time and then working within constraints like in feature film a lot of times you don't have as many constraints i mean the constraint is really time with film uh you know you want to make sure your render times aren't crazy on
the render farm and stuff but um for the most part you know you're able to render millions millions of polygons and have tons of shadow casting lights everywhere and it's okay but in video games it's it's a lot more constrained than that so working within those constraints is something that's kind of a learning curve um luckily though there's tons of resources unreal engine is what we've been using at work and their documentation is like stellar like they really deep dive into a lot of different features and if you just want like a broad overview this rendering overview one here is is excellent and that's on their main uh documentation page um so there's tons of things that you just dive into and learn uh just from digging around so and plus the engines are free now you can download unity and unreal engine for free so there's like no excuse not to just like jump in play around they have sample scenes where you can jump in and kind of see what lighting artists have done and why they made certain choices um so it's a lot of really cool stuff um
and it's a great time to get into lighting uh in real time for sure um so for getting a job in games uh i would do just that i would download one of those game engines bang out some real time scenes um there's tons of free assets there's characters you can practice with there's environments there's ones you can purchase but there's also ones that are free um i would definitely showcase your ability to you know guide players act as if you're lighting an environment and you want to be the person who's playing in the level so that you can you know show that you're able to what tell people where the important parts are um also showing your ability to work efficiently have nice optimized scenes so if you were to you know pop open something during an interview you can show them how you might have saved some memory saved some frame rate that kind of stuff is you know it's not as important as making a pretty image but it's still pretty important like people want to know that they can trust that you won't come in
and uh just yolo place tons of shadow casting point lights everywhere and make the frame rate take they want to know that like you are doing something that is uh efficient and practical um and also when you're applying for jobs you know dig into what kind of aesthetic they have what kind of um environments they they have and what kind of lighting they typically do like if you're going for like an overwatch type uh position you know they have a very stylized kind of disney-esque um look for their shading and their lighting um if you're going for something more grounded and gritty and realistic like naughty dog you know gear your portfolio towards that stuff um so that's definitely something that's important is making sure that you're crafting what you're presenting to whoever you want to present it to um getting familiar with industry terminology and pipelines so understanding uh kind of where you come into the pipeline is important uh typically
level designers will do like a gray box or white box version of the map so they're just getting layout done but still even at that early stage it's important to start thinking about lighting so understanding where you come in in the pipeline and how you can help people do their job until it's time for you to go in and really polish is good something else is creating art station for sure our station's kind of taken over um as like a digital platform for you to show your work uh back in the day people probably use cg society and stuff uh which is still like a valid thing to have a portfolio for but art station's like one of the most viewed websites uh for this stuff in the world so um and a lot of recruiters go there and actively are checking out people's work to to recruit so definitely make an art station account and only post your best work you can let go of the stuff that is years old that don't really show that you can light like it's good to to clean that stuff up and only show them your best stuff um and do stuff that's unique too like
uh you know if you go through our stations sometimes it's pretty fatiguing because a lot of the pieces just look the same so i would suggest do something that's different uh look at what cinematographers do in future film and like how they craft scenes in a beautiful way check out like deacons and uh chivo and like those really really good digital uh cinematographers who they know how to light so try to make something more interesting uh to make your stuff stand out um as much as possible try to gear your portfolio to real-time lighting since that's what you're going to get a job in like it's cool if you're able to lighten arnold and renderman too it shows that you're able to light nicely if you have a good portfolio but it's important to show real time stuff and collaborate with others there's game jams contests um indie projects you can be a part of where you don't have to compose a whole scene uh you don't have to do something from scratch you can work with character artists and animators to make a little cinematic
or uh you know work with environment artists to just really craft something that you guys both think is cool um let's see also reaching out to recruiters um linkedin is a great platform um i have gotten probably like three or four jobs um through linkedin and i get offers from there a lot because it's just a great platform where people are able to network what you've done they can see recommendations so it's like a great online resume so definitely using linkedin as a tool um and this is something so like i was saying before you can download uh free marketplace stuff so this is like a paragon asset it's like a really high quality character that epic gave away for people to just practice with and play with so this is a scene that i composed it's just a simple backdrop and like a cool kind of magenta cyan studio setup um and yeah this is something i was able to bang out like in a day or whatever um just like having fun setting up
different lighting setups so this is the kind of stuff you can just do really quickly to make your your portfolio kind of stand out use use the tools that are there also quick so just made mega scans completely free for unreal users so you can use their whole library and just compose simple scenes and they have they actually have tutorials on youtube and stuff on how they compose scenes so there's a lot of cool stuff there all right so uh lighting for visual effects and film um so for this after my job at ea um in florida there's like no other studios so i knew i needed to like make a choice um like where i was going to go my wife luckily is super super awesome and she was down to move um so i was like look everything's kind of in la um and it was in canada as well but in the us mostly as la and new york so i was like i you know i enjoyed my time at davis studios so much uh because that was an internship in california uh that i was like let's just go back to
california like i would love to to work there so i kind of moved out there um and couch surfed for a little bit on my buddies on my buddy's couches while my wife uh was back at her parents for a little bit um and i just kind of hustled like i went around and like i i wrote tons of recruiters uh try to get uh you know jobs put out my feelers as much as i could and uh one of my buddies that i ended up working with at ea rory jones he reached out to one of his friends who was a recruiter at zoic uh laura costner who's she's really awesome and she uh saw my portfolio i was like hey like we got a show coming up like would you want to jump in on that so my first show in the industry for visual effects was once upon a time which was like a fun little show like it's got like tons of characters and uh you know magical fantastical things so it's pretty cool like first job uh in visual effects and i met like a ton of cool people there um
so something that you do in visual effects um a lot of times it's just matching plates and plates uh if you're not familiar with that or just like the practical photography so it's when they go on set and shoot actors the plates are what get sent to the visual effects studios and the visual effects studios have to integrate all the cg elements to the plates so a lot of times you're just looking at how you know robert downing jr is being lit and figure out where that his key light's at figure out where his fill lights are at all that kind of stuff and as a base typically you'll just match that um on set they'll usually capture hdrs and stuff so you have an understanding of where the lights are at it's just matching those and then from there it's iterating so it's a lot of you get you get a toe base it's the proper lighting for how it was on set now you got to make it actually look cool and look nice so a lot of times you'll have your lighting leads your supervisors um all those guys will have daily
sessions you present your work so you'll do a lighting pass you'll slap comp it and slap comping means you just take your your cg elements and put it over the plate and see like how it integrates so you'll do a lot of daily sessions where they pull up your screen everybody's looking at it on the team you'll get feedback and you'll to get notes production coordinators will take those notes down and then you go back to your desk and you try to bang out those notes you try to you try to hit it it's just that iteration so it's that that loop of do something render it out get notes fix the notes do something render it out and it becomes like a very clean pipeline eventually another thing you do sometimes is look development which is a lot of shading and material work so a lot of my time at visual effects companies has been in a pinch you know they might not have time to texture things or things might not have time to go back to texturing so
look development artists can go in and oh let's add some damage here let's put some dust here though specular roughness isn't responding properly can you fix that so sometimes lighters are expected to go in there and do some look dev as well and you work with a ton of other departments um so here's what i was talking about with plates so uh for the batman's shot that whole thing is uh just practical that's a practical set but in post we ended up redoing the whole thing because there's tons of destruction there's rain and the action was super intense batman crashes through and slams superman onto the ground so obviously we didn't want actors to have to do that and anyways both both characters are completely cg and the environment is like a cg matte painting so it's it was you know doing volumetric uh fog lighting and all that stuff this isn't a shot that i actually lit this is a
look dev shot that i did so i i did all look development on batman but my buddy daniel lit this shot um but you can just see like how they use the onset lighting to guide how they let the cg characters make it look more believable same with vision and thanos on the right uh practical vision and then fully replace cg vision and uh replace josh brolin with thanos obviously um but you can see here like we matched the plate but then we also went in and made it look more interesting like the plate was a little bit flat and you couldn't quite see the emotion on vision's face as much in the plate so full cg face replacement besides like the teeth and the eyes for vision and thanos we did stuff like add rim lights things like that so you match the plate and then you make it look cool and interesting um and then stuff like this where you have a practical person interacting with a cg object so uh captain america
in this shot was actually grabbing i think a hockey glove that josh brolin was had on his hand or something and anyways we had to go in and compositing how to do things like reshift his arm placement um we match moved we match moved uh chris evans here with a cg digi double and use that to project his hand on and get proper reflections on thanos gauntlet so there's like a lot of technical things that you do to make these things look more believable and look more grounded um collaboration so you work a lot with compositing those are the people that you give all your render passes to some places lighting artists are actually expected to do the compositing as well but in my experience i've always just passed it to super good compositors to make stuff look way better you work with animation layout vfx texturing modeling matte painting cloth and groom
production coordinators look development it's just a huge big collaboration and everything gets assembled in a lighter scene usually usually everything gets put together all the different departments are doing their jobs and then you assemble a scene that comes in from layout and stuff you assemble all the lights and bring everything together and you're the one who kicks out the renders make sure passes are separated properly and then yeah there's a feedback loop i kind of touched on a little bit earlier um technical knowledge so strong understanding of how lights behave is super important like knowing like what kind of uh you know how lights decay uh proper key to fill ratios for situations what kind of colors make sense all that stuff is super important to make things believable uh understanding how to manage scenes and bring things in you have to do stuff like bring in olympic caches from visual effects and animation uh being able to do things in a pinch so i had a shot for example uh with thanos where
he had like some of his muscle penetrating through his shirt or something like that and that shot was ready to be final everything looked good um the only thing was that penetration so being able to go in there select some verts and like push it back in through his cloth just for that shot you do stuff like that sometimes like they're little band-aid fixes um but if something's really ready to get funneled sometimes you do that that kind of stuff just to get it out um being able to diagnose render issues if you have artifacting being able to figure out where that's coming from a lot of times uh reflections refractions caustics some some stuff will look buggy unless you have proper settings so being able to diagnose where stuff's coming from is important uh breaking out render passes for compositing so compositors like to have stuff separate so they have full control being able to separate the foreground and background elements um give them the proper passes so they can tweak things in post um also uh using onset data is super important
so like here's a picture of me i was on set for a super bowl commercial here which is super cool and the gray ball chrome ball are used to help show you where lights are coming from so you're able to recreate uh where those are lit usually what you do is you'll take a shot of those balls and then you'll play cg balls in the same area where it would be on set and light those until they match and usually that's kind of your ground truth you can check your colors check your intensity um everything's shot full dynamic range so you're able to to get accurate lighting information with that stuff and you also capture uh proper hdrs there to make sure the lighting is like correct and stuff um so getting a job as a lighting artist um i think showing that you can light uh and integrate stuff with live action stuff is really important that's a lot of what you'll be doing you'll be taking a cg robot and putting it in a real environment or sometimes it could be set extension sometimes it's things like
we're going to make this look like it's the 1950s instead of a contemporary street so you're putting in cg background stuff to make it look more you know retro or whatever so i would suggest doing things like that because that's the kind of work you'll be doing also this is a great time to collaborate with other disciplines uh to do cool stuff so if you do have someone who's a really dope character artist and a really good animator put a really good looking robot in a scene or something put something in there that you know will make you stand out and looks professional uh doing difficult shots uh is good as well like the thanos interacting with uh captain america is a good example like making it look like it's believable that someone is interacting with a cge object you have you know in future films you have richard parker being pet like the giant tiger from you know the movie or whatever so things like that things that show practical interaction with the cg element is really good um and again only show your best
lighting work uh you can let go of old student projects and stuff if they're just not that good just make new stuff that's better and then reach out to recruiters and be willing to do roles that aren't as glamorous uh and that you know you'll work your way up like i like i said like i was doing mostly mostly rotoscoping work which if you don't know what that is it's essentially just tracing objects so they can be pulled out of a plate um so i did a lot of that kind of stuff early on until i got a real job doing lighting so be willing to do that so you can make connections and make relationships uh you know don't be too too proud to take a job like that because at least you'll get your foot in the door i've also seen people who are uh at visual sex effect studios that are runners like they'll just go around and like restock the kitchen do stuff like that and then they end up getting into like either a lighting academy or something like that to where they're able to transition into actually doing shots and working as a visual effects artist so sometimes you have to do that kind of
stuff but you know it's a way it's a way in for sure another thing is just being willing to move uh depending on where you're at uh there's also there's obviously like big visual effects hubs canada is a big one uh la it's more commercials in television now not as many feature films but la new york london so australia there's like a few hubs so being willing to work and move to those places um you know it's it's going to be likely that you'll have to do that so the core differences between games and film games have heavy constraints for performance so it's always a balance of quality and perf uh film is all about quality uh but deadlines are tight so things need to be done efficiently there's a lot of one-off uh things you have to do to complete shots kind of like the the muscle penetration stuff i was talking about um film you light to the shot so you know there's a locked camera
angle and you might have a rim light coming behind a character to make it look more interesting and then you flip the camera 180 degrees the other character and he also has a room light so that your lighting to the shot just to make it look more interesting right uh where in games it's you know 360 degrees the character can go wherever so you kind of have to craft moments more in games than crafting a single shot so if you know a character's gonna come out of a door you can craft that shot of what they're gonna look like when they come out of the door so there's there's some control there but you're you're completely lighting an environment i guess working in games as a lighter is a little bit more comparable to working in like future animation or something um in film you have typically like a lot more clear direction there's a lot more like uh r d and and stuff that's been done before you get there so there's a lot less to figure out it's more just like here's your shots this is what it should look like you know let's let's do it and let's make sure that the sequence is all consistent
um wherever you get like fully cg shots though sometimes you get a little bit more control over how things look there especially if you're like the sequence lighting lead you can kind of pop in there and set establish the look i guess um yeah i guess in games something that's pretty cool something that i've really liked is that i'm able to experiment a lot more i'm able to try try things more it's not something where i'm constrained to make it look how it looked on set you know it needs to look perfectly photorealistic in video games you can kind of experiment and stylize things and cheat a little bit more so it's kind of a little bit more liberating um cultural differences i'd say games is a little bit more laid back it's a little bit more of a nerdy culture people you know a lot more likely to play d d and uh play video games in the kitchen and stuff we're in visual effects it's a little bit more serious you have a lot more uh dudes like wearing scarves and stuff
like taking themselves seriously uh i guess the comparison i always say is like at game studios usually you have dudes drinking like red bulls and and junk food and visual effects studios you have to use drinking like green tea and stuff uh that's a stupid comparison but anyway uh so yeah if you guys want to connect with me like i'm always down to to answer questions um sometimes uh sometime in the near future i plan on doing a lot of tutorials trying to help people transition from games and or from film into games and vice versa so uh if you ever want to talk or reach out you know just you can hit me up on twitter uh our station you can email me as well um if you go to my art station my my emails on there i forgot to list it here um i'll just uh the next slide is just my reel so i guess i can just let this loop while we talk brandon uh and if anybody has any questions all right man uh thanks for uh
for being part of g ducks dude and uh i always welcome and like talking to lighters because i i feel like the the next step for graphical fidelity if unreal is is any uh indication it it always is leading with lighters and material creation i it feels like those are the natural steps to kind of elevate our medium to the next level and even if you're not an artist even if you're working in other disciplines it's good for you to kind of get familiar with that and with your talk too like being able to kind of um uh move across industries and and stay put like in la like what you've done right if if for some reason the game jobs have dried up you know you have a whole other industries to kind of move across without having to uh to leave which is a lot of issues that game developer uh have you know the and it's the perfect time i kind of alluded to that before before the your presentation where a lot of these industries are
opening up for game developers so places that we never really really thought of and uh it's exciting to kind of hear your take on that man yeah there's a ton of that stuff now man like uh even for feature film uh there's just technology like i know what uh they'll bring like light lighters on set because a lot of times for things like avatar they have fully cg environments so it's good for the director and the director of photography to be able to have an idea of what their shot's gonna look like at the end so they'll have onset lighters you know doing stuff in a cg environment like real time stuff so they can see through the camera what something might look like and we talked about in the in the last uh game dev uh unchained talk about you know things like the mandalorian where they're using real time lighting to light practical actors on set now so you're using things like um the projectors and like the onset uh lighting workflows super super cool
yeah it's huge so i this is actually a perfect time for me to kind of remind everyone if you want to have questions answered directly with uh scott uh it will be filtered through me because we want to make sure all the good questions go through but uh so far we haven't had any bad bad problems with that so uh this is a question from shadow marnar so do you make and develop the cgi models as well as apart from the lighting when creating the scene uh typically no um usually like i i've worked more in uh i guess i guess it depends on the studio so some studios you're expected to more act like a generalist usually you'll see that at commercial houses or television so like when i worked in commercials you know i've had to model cars and texture them model model some assets so i guess the answer is typically at
smaller studios you will be expected to do some of that stuff at larger studios or on larger projects they want your full time dedicated to lighting sometimes like i said look dev and compositing but usually it's just lighting for video games i think it depends as well like where you're at um at turtle rock i've been doing a little bit of texturing a little bit of modeling but usually i'm spending most of my time just doing lighting right so uh like this is more like for me too like um you kind of mentioned this before where environment artists used to kind of have to kind of take care of everything right you know i come from a background environment art and i have very little knowledge with lighting like uh you know the the most that i do is just turn on the light switch to this motel room right so i don't really do much aside from that
thanks you dude uh you know credit to the guys who created this place but uh but that that that is the limitation now i feel where maybe in the ps3 era where environment artists can get away with lighting uh the world but like current generation and most deaf point next generation we can't do that anymore and the remnants of those type of mentality at studios are are disappearing like there there may be smaller studios that still think that way whereas like hey i know a little bit lighting and placing things here and there it's like no you don't right right but i i feel like that that is a dying breed and uh it's a fully dedicated uh like you know where you're coming from a job to kind of make sure that it's it's done correctly and it's getting more and more complex and complicated as we're seeing the you know unreal engine 5 demo uh which is actually a good good i would
want to would love to kind of hear your thoughts about that uh i'm sure by now you've seen it right oh dude i'm so excited like i uh just the idea of not having to bake light maps and stuff uh super exciting dude having uh real time global illumination and uh sharp shadows on you know million billion i think they have a couple billion polygons and their scene is like insane dude so it's stuff that we've like these constraints uh just being lifted and with that uh time to like not having to bake not having to wait around for stuff uh being able to completely light in real time and and see exactly what your image is gonna look like is a huge time saver like uh there'll be times where i'm at work and i don't really know what something's going to look like until i do a production fake so a lot of times i'll do my production bakes before i go to sleep at night and i'll wake up the next morning and see how it was uh but you can imagine like that iteration is super slow and even with
like preview quality bakes for a lot of our environments it takes like 15 minutes uh to really see what it's gonna look like even at a previous preview level so uh being able to light in real time uh without looking that good with like that kind of bounce light and stuff is crazy exciting uh because it's just gonna make things look way better artists are gonna be able to craft things way faster it's gonna be able to get art directed way better because you'll be able to have people tweak things uh next to each other in real time and really like block out what a scene's to look like so i'm stoked man this is a question from byrne how hard or is easy was the transition from games to film stressful the change between the two industries with deadlines etc um there's a little bit of stress like it it's you know i think you get a little bit of um imposter syndrome right a lot of times when you're starting something new seriously oh dude i don't belong here these people are freaking pros you know me bro but
you pick things up quickly yeah it's like obviously learn from me guys step back now i'm kidding but yeah dude like it's it's uh it can be nerve-wracking a little bit but just get out of your own head and just be dependable and don't be afraid to ask questions like even if it makes you look like a noob that's okay because you will be a noob like when you're when you're transitioning you're you know you're just learning a lot of this stuff try to do as much research as you can and learn stuff before you get that job but you know it's okay to ask questions and even if it makes you look a little dumb at least you won't mess something up because messing something up makes you look way worse so if you render something badly or you have the wrong settings or you're not doing things properly within the pipeline it's going to be way worse than just asking a dumb question so um i think as long as you know you're willing to to really dig in and learn you're going to learn something new at every studio you go to too like even working within film i've used probably like four or five
different renders and tools uh because each studio has their own pipeline so they're not expecting you to know everything about their pipeline because you haven't worked there yet so it's it's okay to have that little bit of growth a lot of times we'll have learning programs like when i was at digital domain they have really really good proprietary stuff for maya that helps lighting just like way you know manage things way better than maya out of the box so if you can light uh you know using maya's default stuff you can definitely like using a studio's proprietary tools because they're making things better and cleaner for artists to come through and stuff great uh so this is a question what are your recommended resources for upcoming lighting artists to learn from and uh let's answer that one first he has two questions dude i uh for me it was a lot of a lot of tutorials like in school i didn't have a lot of teachers that that were super familiar with lighting a lot of them were animators or
or a layout artist or something so yeah like i just went deep on tutorials uh gnomon usually has pretty decent ones some of them are dated at this point but a lot of the the theory and stuff is still really really relevant um tutorials that i fell in love with early on that probably still hold up today uh jeremy vickery is he's a really really good lighting artist from pixar he put out some gnomon dvds like way back in the day um and that dude's like a double threat he's able to to do concept painting and uh you know digital lighting so he's he's just a stud and he's also moved back and forth between film and games like he worked at pixar for a long time and i think he was a naughty dog and ubisoft and stuff so um yeah i would say learn from from tutorials uh there's documentation it you know i would say be a little bit wary of of uh youtube tutorials because sometimes there's some bad information but also reach out to people you know um
i've done mentorships with people in the past like official mentorships so you know that's something that i might consider in the future so i could be a resource to help people learn um yeah reach out to people uh all i can say is dude leave me alone like try not to pester people you don't want to be like uh you don't want to be bugging people about stuff but a lot of times uh people know what it's like to start out so they're willing to kind of give back and help people learn and stuff yeah i think this is definitely a relative um there's a cool way the social distance before social distancing was cool right i mean yeah she kind of read the situation and and at conventions if anything it's um it's a lot more intimidating to walk up to professionals and you have all these weird uh quirks right that you have to work over but online i i think there's a way to kind of compose your message and and and time it correctly and and come across a little bit safer
uh yeah but you know the other side of that is it's so it feels so approachable that people go overdo it right um and if anything i i always uh related to how people should sell things right you're selling somebody you're selling yourself essentially to somebody for a possible mentorship for advice um there has to be an exchange in value somehow right there has to be the more that you can create that benefit for the person you're asking something from and and and giving them some value in return uh the better the exchange um the the more invested they will be to kind of help you so you got to figure that out uh yeah because you're you're you're paying for someone's time at that point right and people get off work they have families and stuff so you know answering a bunch of questions might not necessarily be what they want to do at that moment but like you're saying like if there is like a some kind of more formal thing like i
know cgma has really really good mentorships and programs so there's stuff where you just you know instead of going to school you might be able to just do something like that and you know it's a little bit of money but it's worth it for things like that so this is a question from roberto uh would it be better to have animated models instead of static when doing lighting uh what is the difference um i think so yeah i think having some kind of dynamic uh movement is important when showing off your lighting just because uh you're able to see how shadows and reflections are playing off a surface seeing the spec highlights and stuff and how they roll off a surface is really important so if there's no movement it's hard to see a lot of that stuff so screenshots are good but having like a subtle camera move like a pen or a tilt um just something to show it off if you can have animation that's even better
as long as it's good animation if you have like really dodgy animation uh it's just gonna make your whole piece look like so i'd recommend uh working with someone who's actually an animator making sure it's good otherwise uh just keep it static and move your camera this is a question from burn again do you see yourself staying in the game industry now or still jumping from games to films uh for now i'm i'm really liking video games like it's it's uh it's a little bit more slow paced i guess uh the the deadlines aren't as tight uh at least at turtle rock the the overtime has not been an issue at all um when i was working at other studios in television and visual effects i've done 19 20 hour days like two days three days a week sometimes and that's not super typical but it's not uncommon either you know it's a lot of times especially when things are getting tight with film you can expect to be doing like 10
12-hour days pretty regularly and i'm sure some game studios are the same way uh but at least at turtle rock it's it's been sick man like we've really been trying to manage scope and and do things to make it so people aren't working crazy hours yeah i mean that's so i'm digging games right now well i mean this is another follow-up they might have missed it but we can expand it a bit further uh it's the question about lumen using uh with within unreal five so um when i had ray on last week who's a graphic engineer we were kind of talking about because if anything that demo kind of kind of baffled a lot of game devs like how exactly what are they doing right because they haven't shared too many of the behind the scene of how it works right with you working on a lot of engines for priority engine and unreal i would love to kind of hear more of your thoughts behind the tech behind it um if it's something that what you're guessing how it works how optimized it is and how realistic
it's going to be used across all studios dude it's it's really hard to say because they had so many dynamic things uh in the scene so like you have like dynamic effects i don't know if is their niagara system or what what their effect system was they're using but a lot of effects and things that were following that also receiving global elimination so like it was like legit it seemed like it was legit real-time gi um and how they're accomplishing that i'm honestly not sure i don't know if they do like a i'd assume they would do like a pre-computation of the scene so figuring out what objects are static and what's and what's movable and able to you know at least have the renderer know where things are at so that if a light does hit the surface like what would be the proper bounce response so i'm sure there's some kind of precomputation where it knows like this area is terrain this is not going to move this is you know static and then it kind of stores that i imagine a lot of times
uh at least traditionally there's you know spherical harmonic probes have been the solution for lighting like dynamic gi like faking dynamic gi and essentially those are just capture points of lighting data that interpolate between each other so you'll do like a big for your scene and then those probes all know uh where things are coming from and they can light movable objects and stuff like that it's kind of like the uh the volumetric light maps in unreal engine um so there's there's been fakes in the past uh and lighten is like a pretty solid one that that does you know real-time gi but i haven't seen it look as good as the ue5 demo dude like that thing was looking real juicy dude real tasty so yeah i uh my max resolution in the house is on a 4k so i watched that like five times just to nitpick and study and and froth at the mouth right uh magic that's one of the things they haven't
shared too many details not not a lot of people know we're all guessing really it's not just a lumen system it's your uh night night system you know the polygonal how they're reading it per pixel and stuff because yeah they're changing the complete way things are textured and everything dude like there's like no mips and stuff anymore apparently like it's like it's crazy man so uh and that was on a playstation 5. it like wasn't even on a beefy pc it's on a ps5 so it's it's pretty crazy man i'm excited it's pretty crazy yeah it seems like it's very doable because they wouldn't they can't lie to us this early i mean this late before a launch right so this programmer in the corner finally came up with this it's like now that i have money i'll i'll work harder um yeah it's definitely exciting and um as an environment artist it feels like a
very natural step for for for people like me to kind of like all right let's let's kind of like go outside of my comfort zone and at least understand um this a little bit more so i can talk to you guys to that department and look kind of uh relevant and not so dumb but i i encourage all the other disciplines as well to think the same because like you said lighting affects everything animation visual effects i mean you guys are one of the last people in there uh before shipping so you touch pretty much everything and so every department needs to be able to communicate with you and it's super important to show off your work too right like if you're a prop artist or a character artist um you want to show all those details off that you've put into your your piece the best way you can so learning how to light is important for everybody i think um and you know traditionally things like mental ray uh you know pretty much hot garbage and stuff and there's like all these weird
tricks you had to do to make it look good but now things like arnold uh and even render man's wrists uh renderer there's things that are just like so much better out of the box like they behave better out of the box but there's still so like the tools and the light behavior all that stuff is a lot more accessible for people to use now but there's lighting theory and fundamentals that people need to research as well like compositionally you know what makes sense for for lights you know uh like how are we showing things off how are we shaping things so just because the tools are getting better doesn't mean that everybody can light i think uh if you're interested in lighting you should definitely study photography and study film and see how people like masters have done it in the past even like old paintings like rembrandt paintings and stuff like a lot of the mood and stuff is coming from how the lighting and the the shadows are are painted so uh cool this is a question from ahmet a moderator oh man hopefully i'm seeing
your name i don't i don't think i ever actually say your name out loud uh what is the hardest part in in lighting for you and what should people well this is a follow-up for me is like what should people concentrate uh for the next couple years to kind of be at the at the top of the game i think probably just you know trying to create something that feels grounded and believable and still looks beautiful you know like i think i i guess it's a lot of things right like it's it's hard to make something look grounded and and believable uh so you know using things like real world reference uh figuring out how how light behaves in real life you know i go around and i just look at stuff all the time like oh that's interesting the way the windows are bouncing the light off that skyscraper you know there's weird phenomena that happen with how light behaves and just studying that stuff and trying to recreate that
it can be hard sometimes without looking cheesy or weird or whatever so i think you know just studying stuff from real life as much as possible even if you're doing a stylized game it's still important to know like how light decays and how you can i can use certain tools that happen in real life like caustics from water stuff like that to make things feel more grounded and believable um so i i think that's something that takes time and it takes a lot of just researching and stuff so yeah great man and uh this is actually a perfect time to to tell everybody that uh they're pretty active in discord and we can spend all day talking to you for sure but again i want to be respectful you see that guys social distancing uh my approach to you so uh if scott you know if you don't mind you know uh he'll be in the discord channel and kind of follow up to kind of answer and talk to you guys uh
moderately right because he is busy and and uh we'll answer some of those questions for you for sure i want to thank you man for for coming on and hope everything is is going well for for you and your family and friends and everybody uh we we live pretty close but i haven't seen you guys over at toyotaro for a long time and it's just i know man we miss you bro yeah of course you do yeah thanks for having me on dude yeah of course when you play some basketball soon too man yeah yeah just come to the motel room at any point and we'll hang out yeah you got some hoops back there right i got a hoot i got i got a hoop over over the last two months because i wasn't going anywhere the gym is still closed and it was getting kind of bonkers yeah man well cool bro thanks for having me on dude it's been fun yeah well uh before i send you off let's kind of maybe throw up your your slide once again with all your contact information and i'll hand over the mic to you and this is a place for you to go ahead and and
shout out give attention to or tell people where they can find you and connect with you after this presentation yeah so um like i said feel free to add me on any of these and if you guys have more questions or whatever like i'm always kind of open to talking with people especially if they have questions pertaining to this if you guys just want to talk about you know the weather and stuff that's cool too but uh if you have like lighting questions and stuff you know definitely hit me up um yeah and just shout out to all the people who've helped me in my career really i've had so many really really good artists that i've worked with and leads and supervisors um people who have really helped me flourish and grow so i just want to give a shout out to everybody that i've worked with really i've been super super fortunate and haven't really had anybody that i don't like working with like i've had really really really good teams for like every production i've been on um so
i would just say as like a closing point just you know reach out to people uh really be dependable be the person that people want to give a task to because you can just knock it out and it won't be a problem uh try to really listen to notes and address them uh like people don't like giving the same note twice so if someone gives you a note on a piece uh you know make sure you fix it and you hit it and just yeah try to soak up as much knowledge as possible it's good to know at least at a fundamental level what every other department's doing that you'll be affecting uh so just yeah try to try to learn and you know keep growing you all right well on behalf of everybody that has worked with you you're you're welcome [Laughter] i just want to thank you in particular it's a mutual feeling man it's been a pleasure working with you and uh it's always fun in the office it makes it a lot easier although i'm a huge proponent
for working from home but the things i do miss in the office is working with people such as yourself and it's always a fun time uh to be away from the family and just hang out with your friends basically for sure so yeah yeah dude let's just do game and change all week i know right i've been doing it for three days give me a give me a week off and then we'll resume but anytime of course when you want to talk about something and come back on we're always a platform so appreciate it man and i want to give you one more thank you to you for uh for never having albedos that are too dark or baking too much ao into your base color dude i appreciate that basic pbr settings yes uh i'll be sure to kind of continue that trend and a lot of that is again talking to uh lighting artists yourself and learning what the hell you're talking about right tight bro well yeah man i really appreciate it and thank you everybody for listening man it's cool all right scott thank you
have a good one man later you too bro all righty then well thank you everybody uh we are gonna be talking with more presenters throughout the day that was with scott and as always a lot of people are reaching out or are missing at least day one day two i want to remind everybody you can go to youtube.com forward slash blue champs right now they're in this long seven hour marathon uh mega video clip but eventually when i get some rest get hydrated moisturize and get some nice deserve sleep uh these videos will be in its own block uh hour so to make it consumable for for anyone that is looking for that one presentation that they missed so again that's youtube.com forward slash bluechamps uh as always um you know if you wanna hear it in more
digestible form it's kind of like what scott kindly mentioned and we've had them on the podcast many times the gamedev unchained podcast it is a podcast that you can listen to all your apple or android or anywhere that you listen to podcast you should be able to find it but again hanging out on discord is the best way to kind of make myself accessible to you guys to ask any questions and who knows you know the next g ducks is something that i've been seeing a lot of people are reaching out uh to not be exactly in a a presenter but a opportunity for them to kind of amplify their indie project or their work that they're doing the personal projects and it is something i'm really really really uh considering to make sure that you know the next edicts while i'm planning things to kind of invite these these guys and gals in between presenters to kind of promote and talk and that's what the caller
hotline is so i want to remind you guys you know if i see you guys hanging in the caller hotline in the discord i will jump in there and have an impromptu conversation to viewers directly and have you guys talk through the mic and hear your lovely voices because it does get lonely here uh in the motel room in between presenters so if i can talk to you guys that'll be a fun little segment that is unplanned and give me a little insight of where you're at where you're from and and how gdex is helping you uh gives me real-time feedback you know uh at the same time i can cut your mic if you're saying stuff that i don't don't like no i'm kidding so uh in the meantime uh before we go move on to our next presenter i do want to introduce an unchain report segment clip discussing about the ps5 is actually a perfect segue and not about just the ps5 but also the
onslaught of next-gen so you know we're talking about xbox series x as well and this is a conversation i've had with my regular roundtable crew a few weeks back and it's worth bringing up again because if anything i want to give you guys the best information of what's happening the last six months uh to kind of plan ahead because that's what g ducks is about so without further ado before we bring on the next presenter i'll have you guys uh talk amongst yourself but also watch and discuss uh our discussion on what the next gen console means for all our game developers out there enjoy the ps4 the ps5 uh kind of went on to uh have their little uh announcement but it was
disengaging uh within the ten minutes it was some kind of this is the kind of rape horn that he loves right but for the rest of us they're like what the is this it was literally this guy talking in front of a green screen with these fake people in the front wait and we're supposed to buy into that so i don't know richard uh wait wait wait are those people no dude this is technical no i didn't see it no no i cannot i could immediately tell that's dude i was and it's moving too yeah i saw them moving a little bit that that's it was oh wow that looks so fake but like they talked about stuff that i was snoring through so i i think it's fair to at least go over to ray right right at least can he break this down was it relevant was there anything about this interesting because they have yet to get right look at that let me break it down let me break it let me break it down two ways right first of all you have to understand that this was going to be a
much bigger thing at gdc okay what is gdc for gde gc is for game developers it's not for the consumers it's for game developers right and so if they're going to do a substitute event it's gonna be all about the megahertz and the gigawatts and all that nonsense right and it's gonna be about ssd and and the fast loading speed and all that right it's gonna be about the technical details and uh we got the technical details right and the specs of the hardware which is which is cool like that's exactly the type of event this was if people went into expecting more uh they don't know what gdc is about period right it looks like um the main thing to take away from this though is like from with all the stats all the numbers and everything is like they're really pushing hard on low times
and they want seamless load times and they want to reduce uh they're doing some interesting things in that area right and so there's a lot a lot that i'm excited about to see what how games utilize this hardware in order to do no load screens ultra high speed streaming and all this stuff right um so like that's that's that's that's the news and that's what it means to gamers right okay um to gamers is like oh like i could just get into my game and play it right away oh that's like that is the new thing right uh and the hardware is also like the gpu cpu is also great right so performance is gonna be crazy like we might actually start seeing games that actually at 4k actually running at 60 native or just running at 60 with some sort of dynamic resolution set up like there's a lot there's a lot to like about the announcement but of course was it dry and technical and absolutely
boring hell yeah of course it was right so um you know so i want to see the games now right so i want them to start talking about okay here's what we've actually built on this yeah it's worth noting that even with this being boring and it was a total bait and switch in my opinion uh it had 13 million views right and i saw an article measuring with the xbox uh uh what do they call it scarlett what's the next one l1x xbox series x xbox series uh that only garnered 10 million so even with this boring ass presentation it beat xbox's launch announcement with like typical gamer exciting stuff but you're saying that hardware was worth it it was at least something that that moved you yeah i also mind you remind you that the xbox announcement ii was very technical as well right okay these are gdc talks this is this is during gdc where
they're talking to developers making games for the system so of course developers making games for the system want to know how the hell this thing works yeah right like at this level right so uh so it just makes sense right like talking about like my xbox came out was like you know uh constant like if you saw the digital it was the digital foundry expose right foundry did a big article about xbox series x and it was just like talking about locked frame rate not very locked frequencies of the cpu and the gpu and what frequencies they were at talking about compute compute units and compute cores where most folks most folks that like most uh people that just playing video games just wanted to know oh i have more compute units than this other thing has right just to say hey i have a bigger number than you without really understanding how that stuff actually works um so like you know like it's it's yeah it's this is not the real news you want to see the games and you want to
see how they perform on the hardware all right so uh i'm going to go over to richard real quick uh right after i asked ray this one thing so just comparing the boxes right is it pretty much the same or what were we saying right here is there anything you saw from the ps5 that you're like oh okay that's more interesting than i thought it would be um i don't know i'm just a gamer i need to see the games i think like honestly man like yeah because like that question to ray first i know you're the game designer you don't care about this stuff yeah i yeah if you put them on paper side by side and look at all you know honestly the hardware that they're using is very similar to each other they're all based on amd um what is it our dna zentu architecture both of them so it's pretty perhaps the same cpu and gpu but with custom modifications on both fence
um so on paper but on paper uh the xbox series x looks more powerful on paper right uh but there's a lot of things that the in the sony talk they were talking about like i said with the with the hard drive and and uh the frequency clocks and all this stuff that it really is going to come down to the games right and i think i've been on here before where i said like xbox don't really have the games right now right um and so that's so crap uh they got whatever obsidian is doing no honestly honestly microsoft has the games if you look at it from like if if game pass is their way of making money right they have the games and they have the studios for that to give people a variety of different games right sony is like nah we're just gonna deliver you hits right this every first party game is gonna be a hit hit right and so
and so it really just comes down to what those what those games are yeah honestly because at the end of the day that's what those boxes at the end of the day is games game sale boxes right yeah uh ray uh is uh is it true like i just i'm reading this on tech radar right now that ps5 could potentially support backwards compatibility because that's like old-school playstation 2 days that i'm thinking about this stuff and that sounds really cool if it can do that well the only backwards compatibility that they're talking about is uh ps4 names right oh so it doesn't go all the way down no that would have been so dope i'm playing my yeah but like microsoft is like nah we're backwards compatible to like xbox 360 right like they're like yeah that's great wow that's cool yeah yeah yeah yeah no that that that'll uh i think that'll have a much bigger they'll actually
i haven't thought about backwards compatibility in a long time but that's really cool i think like especially now with like a lot of uh players like they have to like dig up games that they've like uh played like a long time ago because they're in quarantine now yeah buried in the garage and so like saying that you have backwards compatibility when you have a library as big as you know it's like you know people people like that stuff i i definitely would appreciate that for sure it's actually interesting you're mentioning this because i think people appreciate it but the actual people the number of people that actually use it like in practice like for real for real is like really really small yeah right and uh and like you do all this work all this blood blood sweat and tears to to get the epilation or whatever stuff to work and then like nobody uses it right you know what i mean and but then of course it's a major it's a major selling point when you want to sell the console right because everybody's like oh yeah you have to be backwards compatible and then the five people that really care about it um
everybody else just has their old consoles still hooked up but they just play games on that right so it's kind of it's really good yeah i see it as a long-term investment like um the same way that dvds kind of kind of left uh you know in the streaming world for movies kind of just have that huge library of inventory right i see once they have those 10 subscription up and ready from both xbox and ps 5. uh that's going to be a huge selling point to be able to play ps2 games on your phone or whatever right so i think it's definitely worth the investment for them to do it now but i think you're correct for the ps5 people that actually buy the console they're not going to really mess with that as much but the subscription service is going to be huge just having thousands of games available for 10 bucks a month man oh my god that is a dream game oh yeah oh yeah like you know imagine i mentioned like imagine game pass and then you add project xcloud like that's microsoft's strategy right they
like they want you playing their games everywhere right and uh and that's gonna be it's gonna be interesting yeah yeah i mean it's a very interesting year and uh we're we're at the hour mark but i also want to have your guys final thoughts right i'm very surprised that they're going forward with these consoles at the end of the year will there be people still having jobs to buy these things like is that a does that still happen it seems insane that we're going through this like economic downturn and then people will have enough like 500 i'm guessing right to kind of shell out to to buy these consoles i i'm very surprised that they haven't delayed this i'll say this right i think all these things all these things are coming out at the end of the year right so christmas right i think like you know everybody's hoping that this will be over long before christmas yeah right so that's that's that's what everybody's thinking is and that's what everybody's hopes and dreams are because if it is going on much longer like yeah it will be real
bad i think if that was to happen right yeah i um i think that what in the optimistic case and i want to be optimistic because i've got kids and uh you know you know and all that stuff no i don't know i left them having home but instead i'm talking to you no just kidding i'll still be here yeah uh yeah i know um i i want to believe there will be the uh coveted 19 before the end of the year for sure i think if we do i think what will happen is you know the global economy will kick back up slowly though i mean the damage is done there's not a lot of people have lost jobs unemployment rate is ridiculous right now across the globe um but when things stabilize i think people uh will want to start buying stuff again and um i don't know like how that compares to a normal economy uh when you have these
announcements and you have all the conferences to build up the hype um but i do think there's going to be you know once the coast is clear like a lot of people are just going to come out of their homes and just want to party and do things and live life like they like they used to you know and so uh end of the year is a pretty good time they always a good time because of christmas and the holidays and all um so we'll see uh yeah i'm hoping yeah well for everybody out there that is going through this uh we are at home with you and uh if china is any type of uh sign of hope you know it seems like they are in a better uh position after like four months or so so it seems to be gonna take us through the summer like everybody kind of am guessing right now so uh by that time we'll we'll save enough money to get a ps5 i guess that's dude
my next presenter is with jonathan gagne he is the ceo of masters peace vr who is also the sponsor for this year's gdex event he will be discussing with us the making of masterpiece vr using vr and machine learning to democratize 3d today less than 0.1 percent of people who have the technical ability to create 3d models the mission is to enable anyone to be able to take whatever they imagine in their heads and then easily create a digital copy of it in 2015 masterpiece vr
the team over there started a company from nothing to make this a reality experts told them it was impossible thankfully they were wrong today we have a strong or they have a strong team of over 25 and greatly simplified creating 3d content they used virtual reality and machine learning to help people create content 10 times faster and their software is over 200 times faster to learn than traditional tools what was the first in the world war world with real time co-creation letting remote team workers work together they have over 30 000 people using their tools today and are determined to grow until they have democratized 3d content creation for everybody so jonathan we see you and we're about to hear you man i'm going to pipe you in uh let's do a little mic check real quick hey how you doing perfect all right i'm always holding my breath making sure yeah absolutely all right so uh whenever you're ready to go uh the the show floor is yours man
thank you everybody for uh being out here and you know thanks for giving the chance to chat about this so um i'm here today to talk about you know both the story of the making of masterpiece vr as well as you know how all of you can use this technology to really simplify and accelerate creating 3d content especially for those of you who don't have any previous experience creating 3d modeling you know here's now an opportunity where you can do so so a little bit about me i'm the ceo as i mentioned the masterpiece vr leading a team over 25. we've got over 30 000 users in virtual reality using this today and we're growing exponentially before that i got a master's in systems engineering uh university medalist at the top of the university and i've got the highest national research award canada for the level in machine learning and the technology inside virtual reality
i've raised millions of venture capital and grants i've got you know over 5x business awards and dozens of tech awards so now here's what we're about to talk about today you know first part one is the story this is about the lessons of the passion and perseverance and why failure is really absolutely necessary i know you know some of that's sort of hard to take sometimes but it really is very important and that first part comes across as like a story and then the second part is uh talking about how you can actually use it it's very a shift of gears and being less about story more about as much information as we can give you in a short period of time now when i was uh asked to talk about this they it said that you know we don't just want to hear all the positive things we want to hear of the challenges and obstacles along the way but i don't think they may have known how
deep this rabbit hole goes and the truth is is that i've never actually told this story before so you're all about to hear it uh for the first time uh well actually anybody's about to hear for the first time but to understand it it starts uh many years before uh ever even creating this company you know at a young age i had to go through a lot of struggles and obstacles and this is what helped me grow and to be able to do what i could do today and i'll go back to grade two and i was misdiagnosed i had a appendix ruptured i was hospitalized for an entire month and i had to fight through that the doctor said i probably wasn't gonna survive and every day i had to fight to you know to make it through that well you know thankfully the doctors were wrong and here i'm here today but you know it continued on in this way
shortly after um you know my parents broke up and that could be hard for you know a child to be from a broken family but uh what made horror is that you know we didn't have any money like you know like charity presence money sort of uh you know like so little that uh you know you'd get gifts from like charities for christmas sort of thing um and my mother's uh partner was uh you know after my father was um a huge alcoholic so that was sort of every day was a challenge done that way we had a rough neighborhood and uh you know he eventually drank himself at that so you know there's been times where you know it's not even sure you know if things are worth living but you know as you get through that it just gets you stronger and stronger and now you know that can make a whole story on its own but fast forward a few years and you know i first get to university
this was the first out of any of my family trees to go to university and the truth is from the high school i went to uh less than 10 percent of people uh in the graduating class we're still continuing on to university even a year later um so you know not so surprising my grades weren't that great uh pretty much was failing out and then you know it occurred to me then to to start actually you know taking advice and following my passions so i really got into you know machine learning and specifically how the humans do it and that sort of flipped everything around where i went from you know all f's to basically getting you know really good grades and um you know but even with that flip you know i still didn't think i was you know good enough to get any type of scholarships or awards or anything like that but i was encouraged to apply anyways well i didn't get the
though i didn't think i was going to get the lowest one and i didn't get that one i end up getting the highest national one in canada uh where i'm from and you know next thing i know i'm getting a pluses and everything i graduated university medalist top of the university and then had all the universities across canada reaching out to me if i would come and work with them for grad work so then you know took an offer from university of waterloo where i got the opportunity to focus on uh the junction of machine learning computer vision robotics and um and the technology motion capture the technology inside of virtual reality so that was really exciting and did really well there was nominated for international awards um and um uh essentially from from that point then you know i was considering uh an offer from uh i was a lab at mit that wanted me to go there said i've been in school
long enough head back to ottawa and uh where i'm from and there's no jobs so um so basically you know i started over from scratch again where i had uh you know i basically picked up a job as a web developer i specifically know jobs in my area of machine learning and all that stuff about a decade ago before it was popular and i started from a junior engineer and then within you know two years i went from a junior engineer to technical director uh leading large-scale government projects you know we've been doing uh the prime minister's office uh and a number of number of others you know at this point um you know i i decided i was going to do my own thing and this is where the start of masterpiece vr comes um can you hold on one second please sorry
[Music] oh my sincere apology about that there was just uh someone here it was really important um so i was at uh that was the start of masterpiece vr and you know i took all the money i had and you know instead of buying a house and a car i used that to see start this company and you know i maybe had a little bit of tech but i knew nothing about business and as of now my role as ceo that was the most important part of what i had to do you know but knowing nothing about business i i couldn't get any funding i couldn't
get any grants i couldn't even get any customers uh because i was really that bad at it and uh so so i decided you know just just when i felt like i was low and i wasn't good enough to do it i actually got uh bell's policy and had half my entire face paralyzed um now it's hard enough as it is but trying to make relationships where you know this is where you make a smile um the doctor said i wasn't going to recover from it and that i just had to make a decision you know give up shop or you know just keep finding a way so i decided on the ladder just to keep finding a way and and that was great so i decided i read as many books and business i could i read over a hundred i got all the mentors of the smartest people i could find to help me understand this deeper and then i finally started to to understand how everything works
uh but then a downside came and i um uh we were running out of money so with less than a week left of having money we got accepted to the top uh startup accelerator in the world for virtual reality boost we see in silicon valley that gave us the enough money and turned out there was you know a lot of people doing these crazy things you know at the start everyone told me i was crazy doing this stuff doing this you know you're trying to democratize for you know hundreds of millions of people the creation of 3d content like what are you using virtual reality machine learning you know that's just kind of crazy talk where i'm from uh but now there's a lot of people doing it well so things were looking optimistic but right around that time uh vr went through a downturn and all the investors stopped funding virtual reality um
so that led to the next challenge you know trying to figure out how to to build something and add real value to the world when no one not even investors believe that it's going to be a thing anymore so we then ended up running out of money another three additional times now it's one thing if it's just you but now imagine that you have two dozen people and you know you they're about to be laid off you know and then have families you know that's a whole other level of stress so i continued to work like 80 100 hour weeks and focused all my energy and managed to pull it off you know time after time in these times and these crunches i managed to pull off you know a quarter million or half a million uh in extension funding each time and i'm sort of pleased to say that you know we're finally you know running well we've got over 30 000 users on our platform we've got one of the leading vr 3d creation tools
worldwide we've got partnerships with mainly the major tech companies and we're on exponential growth now and in one month we'll be able to do the entire production pipeline within virtual reality just you know greatly simplifying the creation of content so things are now looking you know extremely exciting i i can actually start paying myself now and uh we're now on an exponential growth uh and we're not going to stop until now until we get to you know hundreds of millions of users and enable a billion people to do this so i didn't tell you all these things so that you know you'd feel pity for me i told you then for you to understand that they're you know the more struggle you can go through them the more that you will build i mean to to do something great you need to accept the failure and take it as a challenge and grow from it and that you know the more challenge you
can't take the biggest challenge on unless you you know work your sort of your mental ability to overcome obstacles and persevere find your passion and persevere so you know if you're not taking if you're not failing often enough then you know that failing often is not a sign of losing it's a sign that you're taking on big challenge so if you're not failing like 90 of the time then you're probably not shooting high enough so i'd love to encourage any of you people out there who want to create a startup or create a studio of their own you know it can be one of the most rewarding things that you can ever do and um you know and i love it if you on your own time maybe you know either right now or later today just think about what are the obstacles holding you back and then don't let that smash through those doors so that's the the first part that's the story that's the first time i've ever told that story behind uh masterpiece vr
now the second part this is this is where you can learn about how to actually use what we've built and use what other people in our space will tell you about the whole ecosystem as well now create today creating 3d is a pain it takes a huge amount of work uh huge amount of effort to learn the software but it doesn't need to be this way so let's talk about what what's going on right now well right now you're creating 3d using a 2d interface a screen and a mouse and there's a mismatch between the interface it makes it slow it's expensive takes years to learn how to create this software sorry how to use the software to create things to give an analogy on why this is the wrong interface let's you know let's look at something similar if you want to create 2d with a 1d right etch a sketch is essentially two 1d knobs that you use to create a 2d picture now this person's created
starting nights but i'll tell you you know that's easier easier looking at it than doing it uh this is extremely challenging to do but instead you just use a 2d interface to do 2d like a wacom tablet then it becomes easy it becomes natural because there's a one for one match between the interface well virtual reality is the first truly native 3d interface and it allows you to easily interact and create 3d you know we've demonstrated well over 10 times improvements in speed and over 200 times quicker where the average person takes only a few seconds to be able to start creating organic 3d modeling you know when you compare that to the traditional tools where that could take you hundreds of hours to learn how to do so what we've created now is this amazing new platform the masterpiece
studio that lets you go from all the way from concept to animation i'll show you a quick video of this hopefully it streams okay we'll see oh and it is not streaming okay here we go extreme but i don't have the audios going through this yet [Music] oh i hear there's no audio uh that's okay as long as you guys can can see at least yeah they can get a rough idea yeah it'd be great to kind of like uh maybe to explain like what what they're seeing wow sure play the trailer again just to make
sure okay so here what you're seeing is a scene that was created using our software now what you can do is you can put on the virtual reality headset and you can start to sculpt with your hands as you see kind of happening quickly here you can create all different kinds of structures as well that should use in your scene you can then rig it and skin it so you can prepare for animation then you can export it and here we export it to substance painter to get some extra touch and then you can export and use it in whatever animation that you're looking to do and then i'll dive down a little bit deeper into that uh in a bit so not only can you create things quick and easily one of the powers that it does is to
give co-creation now our original product masterpiece vr allowed you to do this but in just one month we're getting an advanced uh update to that in masterpiece studio you know that allows real-time co-creation enabling you and your team to work and to create content no matter where you're located in you know lock down anywhere in the world you and your team could come together in virtual reality talk to each other interact and create together as a team [Music] so here i wanted to give a contrast in the speed comparison uh here was a speed a test done with uh to copy a robot and the the one on the left here was done in zbrush by jeremy uh he's got you know 10 years experience doing 3d modeling and it took him 10 hours to do that model to get it to ex explicit detail on the right using masterpiece vr ian
was able to do a similar one in just 45 minutes and he has no 3d modeling experience granted he is also an artist he has no previous 3d modeling experience so to put other way an untrained professional without 3d modeling experience was able to create comparable content uh to someone using zbrush 14 times faster now that's that's incredible increases in speed [Music] now when i talk about democratizing 3d content we're talking about the ease of use right so i like to make the analogy with you know making your own engine versus using unity unreal you know you know you guys are all gamers and if you remember back in the day before unity unreal people needed to make uh their engines from scratch now sure some of the large companies still do it this way but for the most part people will use unreal and unity because it just makes
it that much easier well we're looking to do the same thing with creating assets you know today it can be done with you know maya or 3ds max or blender but you know tomorrow we're looking at democratizing this allowing anybody to use masterpiece studio to do this now sure the large companies might you know if you need something really polished you may still want to put it into the traditional software too to get exactly what you want but you can do everything much faster uh when you have a product that's that allows it to be democratized our software works with all existing 3d modeling software so if you want to create something quick and edit it in a traditional app you're absolutely welcome to do so or pop it right into unity and unreal and start using it in your game it can be used for creating illustrations it can be used for creating animations you know if you want a 3d print let's say you have a character in your your
game that you'd like to 3d print i can send it right to a printer you can use it for making you know movies of your games and specifically you can make it for you know creating game assets as well now i i will mention that if you need the high polish you will probably want to put it into another product a traditional 3d modeling tool in the end to get those extra sharpness but this enables will enable you know your concept artists people that that may not have those 3d modeling skills to quickly create the content even to block out your scene [Music] so what do you need to actually use this well you need a first you need a virtual reality headset it has to be a pc based six stop one so any other ones you see here and you have to have at least minimum the minimum vr specs of uh you know 1060 or higher uh but you know i do recommend if you're going to be doing this seriously having a you know 1070 or 1080 or higher
will allow you to go in more detail so you know there's a lot on this page but i'm just going to quickly summarize it you know our tools virtual reality tools versus the traditional ones we're more targeted a little bit more towards the concept artists creative executives and makers fine artists designers or even a developer for example just wants to quickly try things out you know although we are useful for the 3d modeler and the 3d animator who do this full time with traditional tools they can they can use our software to accelerate it uh the biggest value that we add is is that ease of use um so we're particularly you know useful for the the creatives who are maybe perhaps a little less technical and ours provides real-time worldwide collaboration there's no experience required and as i mentioned we got speeds up to 10 times uh increase so here's a little bit about our platform it comes with two main apps masterpiece creator that's the main
sculpting app and then masterpiece motion which prepares it for animation we also will be inviting third-party apps to our platform soon to integrate uh in an easy turnkey way and as i mentioned before you know this connects to any existing 3d modeling software now here's quickly sort of the vr 3d modeling landscape we've got a masterpiece creator medium blocks and a number of other ones that are great for painting and i'll dive deeper into this in a second and then you have uh you know other ones for the animation part right you have masterpiece motion which will allow you to prepare it for animation or you can plug it right into your you know unity or unreal engine um or if you want to keep it within you know vr you can use flip side to bori or quill for showing it uh you know quickly kind of illustrating what you want to do so here's a kind of quick feel free to take a screen snapshot if you want of
this um but it kind of we've kind of broken down into what each app is can do now the ones that you see this 3d type there's a drawing and modeling you know the drawing is good for if you just want to do kind of quick sketches but the modeling is necessary to create solid geometry that's going to be used for your for your game and it shows kind of which app can do uh which feature beside it will also show what parts of the pipeline we can do you know uh there's many stages you know there's creating the concept the 3d model you got to clean up that mesh you've got a uv unwrap it texture it rig it so that you can animate it skin it so that it bends over the bones you know blend shapes you can do facial animations and things and then some asset animation and then in the scene animation you can either do that in vr or pop that into unity unreal and finish it there so talking a little bit about the vr space where you know we've been seeing
exponential increases in headsets uh the statements where vr's dying are completely ridiculous if you look at the steam data it is on an exponential growth and idc is one of the most respected market research out there uh they're showing uh estimating 86 million headsets by 2023 so uh this isn't even the highest estimate these are sort of the middle range uh you know very reasonable estimates then you got the backing of you know people like mark zuckerberg who who's you know invested billions of dollars into this and is doing everything his goal is to put a billion people into virtual reality and there's just a few of the companies that are supporting this underneath as well so right now there is a revolution happening here there's an amazing thing where you you know there's now an easy and quick way to create 3d content and this is leading to you know the democratization of 3d content where
there's today there's just this point one percentage of people of creatives can also do 3d modeling you know this opens up the door for the other 99.9 of creatives to create 3d content um so once again i'm john gunning the ceo of masterpiece vr you're welcome to reach out if you need anything and uh you know thank you everybody for listening john uh it was a great talk and i'm glad to have you on at this time because it's actually a perfect opportunity for me to kind of dig deep into not only masterpiece vr but also uh talking more in depth about you know the landscape of vr itself because you are the most expert person i've had on uh because you guys are constantly looking at this space and even with the previous guests and who we've talked to in our round table discussions it's only been speculative because we're we're only looking at it from a game developer but still outside that circle
um and i i think what your your last few slides and and everything that you've been talking about have illustrated that the vr space is growing and uh finally people are realizing the potential and uh how getting excited right and a lot of that is just a lot of what these other tech companies are kind of driving forward with and and making sure that it becomes accessible and a lot of that i i wonder how much of that is attributed to the quest just finally getting rid of like those 10 cameras set up know what there's there's so many key pieces the quest is is selling like hotcakes you know um people love the quest and it's great because it's just reducing friction right just as you said it's getting rid of those cameras which is keeping you don't need any external hardware and really that's happening every year you know we're removing roadblocks that are making it easier and easier for people
to just pop in and start experiencing it so that's one of the key things but the truth is actually um that for the last about six months most of the vr headsets have been sold out in most places um it's it's and if you look at the steam data uh we've got something like you know just over the last few months we've had something like double the the number of active monthly active users at the same time this is useful for the developers in hearing at this conference over the last year the demand for vr devs has increased 1400 percent over the year before fourteen hundred percent for you guys out there who are vr devs um other factors is half-life alex wow that's mind-blowing i don't know if you've had a chance to try it yet especially with the index controllers
uh it is you know there's a reason why it's uh metacritic's top game of the year so far and one of the top 20 games of all time it is uh it is the truly the first you know true vr first triple a game that has ever been made yeah i think this is just a mention of you yeah yeah like what one of the long running joke between me and we have a frequent guest on uh named ray is that he's a huge proponent of like have you heard of beat saber right i was like come on man beat saber is great but i come from playing triple a i work in triple a i want to see a triple a quality game and i i'm with you with half-life alex i felt like it was a dawn of a new era for vr uh because game developers i think initially the hardcore it's even the word hardcore is hard to define nowadays it's like what does
harcourt mean but i i feel like at least my hardcore audience that i grew up with the people that love looking at graphical fidelity upgrades and playing the latest and greatest tech saw half-life alex as a blossoming of a new market of finally people are going to take this seriously and see the the realities of the outcome of use using virtual reality right and and i'm sure uh it sounds like you and your team are super excited because it's finally hitting that point where i felt like when the first oculus was announced through kickstarter that we've reached that stage where we're like okay now i can see myself living in this world and and and and be embraced by it fully yeah oh yeah this is you know that was an exciting time with the kickstarter and then there was uh you know a couple years after that the
hype cycle continued to go and it was just you know presented in a way to to appear it was the wow factor that got it but it wasn't at that point adding real value uh outside of the just the oh my god wow i'm in another universe it needs to add real value after that wow wears off and it's taken this many years and it's finally there there are games that are are amazing triple a game you know we talked about uh half-life alex um and you know the the mod kits have just been coming out and they're going to be continuing to add to so all these new games are going to explode from that one game at the same time even outside of the game space uh for you know well like i'm doing for example with creating their apps to support gaming um you know we've been working there's been uh put 70 developer years so far of work on on this app and uh it's taken that long just to crack the surface so you know we've been competing the
reality is we've been competing against billion dollar companies where the bars set so high for non-vr apps and games uh but would finally reach that we're finally adding true value today and uh you know that's the reason why even like apple and all these companies are starting to make headsets in the background um and what's really exciting actually is with uh 5g so you know what the what they're making in the background here i can't give names to this because we're you know we've got a lot of ndas here but the part i can tell you is that um there's headsets being built that are 5g enabled they will have a cable the phone doesn't plug into it right the phone sorry the phone the phone doesn't go on the headset it just plugs in and it then basically you just have the screen and the sensors on the headset it's lightweight it's really cheap to make the compute happens some of it happens
on the phone and the rest happens over 5g on cloud compute on the edge on gpu compute on the edge and that's that's crazy because then you can have a lightweight headset cheap headset low friction that can do rendering that your pc could never do yeah that's huge uh cloud computing cloud gaming over the last i would say even just a year have made major jumps i think initially when the last xbox kind of scared a lot of people saying that it always has to be plugged in the world wasn't ready right but uh but now more than ever people are embracing cloud tech um having that availability to move across different devices freely and openly and not be bogged down by the high prices of entry of a lot of these headsets and what you're saying
sounds like a another step towards a like hey man let's just make these super cheap and let's just have people put glasses on essentially that doesn't cost much for them to to kind of embrace because a lot of that a lot of the barriers i felt like before was just getting people to wear the the headsets right because once they put the headset on everyone gets it no one's questioning the technology after they play a demo especially if we put them on half off alex is like i get it right um and it's always just that you know first it was the the quartered pc element of it and then uh you know having the the phone explode on your face uh potentially and then we move past that removing all the cameras and then finally having like this very lightweight quest and then now you're saying well you have your phone anyways just having your pocket just plug it in and just power this very lightweight cardboard box uh not cardboard but like something you
know as not as cheap but like the idea of it being very accessible uh it sounds very very uh awesome and i always look at pioneers such as yourself and and like what valve is doing right when i valve is like a sleeping dragon right they they rarely do anything outside of you know their cash cow of steam and dota and all these counter-striking you know successful formulas that they've played with for years and then finally they're they announced their own headset they're they're dedicating all their future games to vr right that's when the game industry has to take attention because like all right something's going on with the space that they know about and what you guys are doing know about because um it it's completely true like um and i'll lead into a question i won't ramble too on so my question is this so yesterday actually uh we we had a zach rich on and it was a very interesting conversation to kind of cap
off day two where he kind of uh dropped some knowledge bombs more about the user generated space right we're talking about roblox minecraft and i feel like there's a lot of similarities to what you guys are doing where we're just removing the barriers for a lot of interested potential game developers and going through school myself i know there's like a huge influx of people interested in this space but because of the tools in application and the stress that comes with it a lot of people don't make it to the end right uh to actually gain development right so this is something i think what you and your company is echoing is like hey let's remove all that problem because user generated space is a lot of those people who want to be game devs who are doing game dev but without having to learn like the traditional tools of even unity unreal just skipping that completely and just making something from dreams or or these more accessible uh
programs and you're talking more about more vr being that entry way for a lot of people uh absolutely so you know vr just makes it it's it's that it's the interface problem that i was talking to at the beginning um you know when there's a mismatch it just makes it hard it's like using an inch sketch to draw a picture well that's the situation we're in with 3d modeling right if you can natively just interact with it then if everything becomes easier whether using a vr headset or actually there's some really amazing ar headsets that are just a couple years out from being into production that you know that are incredible like you know the truth is that people you know think ar is big with their phone no ar on the phone is the the reason that apple the reason that google are getting everybody into this space is because they're building headsets it's a fact that they're building headsets
and uh you know once you have you know a bazillion developers who understand this technology and then you have the headset who which is lightweight you know connects to the cloud it's stylish because they're made by um you know some of these design companies i think i think actually uh the facebook one when i heard i can't remember if it was luxxotica or you know one of these other sunglass companies uh possibly the ones that do great band uh they're anyways they're designing anyways the rumors are that they're designing the the headset so it looks great you know you look good while you're doing it it's cheap and it's powerful it's a no-brainer at that point yeah and you know to add to all this machine learning is just doing amazing things if you look what it's doing in the 2d world um it you could literally just take your pen and draw across the screen and go
trees road you know house and it will automatically adapt everything in the scene and create those as if it's realistic well we're just a couple years off from doing that in 3d but that's where we're headed you know right now we use deep learning already to automate a lot of these complicated functions uh in our software but you know in a few years from now we're gonna be generating content from scratch in uh with machine learning yeah a lot of what you're saying is is definitely what i'm seeing in the uh the underbelly of game development right so machine learning deep ai uh especially procedural um procedural world building is because i come from a bathroom environment art and um games are are growing right as i mean with unreal engine 5 and all these expectations the team isn't really growing that much more and so the only way to achieve that
fidelity is through procedural or machine learning uh relying on the computer to kind of assist with the world building to make it accessible to game developers to actually make and uh kind of like what you're talking about um i there was a company like procedural ai or i forgot the name but um you know it was a bunch of ex developers from naughty dog who who pretty much had this um like kind of like a surrey service uh that that helps design a bedroom right the idea is to like hey uh here's a bunch of references from the 80s make me a 80s like bedroom for a 10 year old kid right but it's assets provided into the machine and then it's able to arrange around and this is very early tech but when i saw that i was like oh okay i'm not completely fearful of like these guys are going to replace my job but it's more like
this is exciting because this is where it's going to be assisting me to um display my creativity right and it's the only way to do it because people are going to expect more the gamers the publishers anybody that's giving you money is expecting your team to deliver this fantastical world with your very limited amount of teams so the only way that actually give into that is using tools like like what you guys are doing for for a lot of creators out there like masterpiece vr to kind of speed up the flow uh and not necessarily compound more people and jump up the problem right that's what game developers our studios like to do they just throw people at it to make it go faster but there's a breaking point as we uh we all know in in our experience you're totally right with that i mean you know we're not replacing the jobs we're just empowering them to do more
right and you know you're always going to need people that are creative and that have the mind and can see the object you know it's a natural progress the tools get you know better over time and i'm gonna be honest with you even the downsides of our software you know there's reasons there's certain reasons why you shouldn't even use our software like let's say you need to to do something like super detailed and with you know pixar quality or like super detailed aaa quality and result you know our product is not great for doing that end result yet because it still needs to mature enough but i can't i i can't name the name here but there are triple a companies uh with you know with some aaa gaming content that is coming out where the uh the concept art and the original 3d models in the concept team are made with our software so you know if you're making like an indie game you can make it from start to finish with our software today and
especially oh wait till a month from now for a big update coming out it's a game changer update uh some really exciting stuff that's going to allow you to do the you know the full pipeline for an indie game inside of here but even if you're out there and you're coming from a triple-a studio and you know you're earlier in the pipeline uh well our software's super useful even for that so i have actually a question here and i want to remind everybody if you want to talk to john directly filter through me right somewhat indirectly go ahead and ask in the social channels as an aspiring vr dev this is from green gift what would your be recommended steps to get food into the door nowadays so this is kind of like jumping off of what you mentioned before there's an increase of need for vr developers how do you recommend these vr developers um where should they look where should they
start applying and applying their skills to i mean that's that's a broad question so i'll have to make some assumptions in that there's you know it depends if you're making your own studio or if you want to be hired from an existing studio um is there a follow up with that which restriction it is this is very let's just go with the maybe an existing studio for now until he asks again okay yeah if you're if you're in an existing studio then um you know then yeah i i would uh just continue to develop your skills in that area and you know meet as many people as you can um you know don't forget the power of networking you know a lot of jobs come about where people don't even get posts you just meet the right people and you showcase their skills um and and i can't speak for every studio but i can tell you what i i look for is i like to see that you're not just okay you've done more than just your you know your gaming degree or something
small inside i want to see that you have a passion for it i want to see that you're willing to put those those hours into just really making it something great so so i also look for you know having projects on the side that you're working on outside of your you know your school or your main stuff get yourself a portfolio something that you can showcase you know and and it doesn't have to be like massive one but if you can show like a few pieces that are super polished um you know that's that's really exciting to me uh and that's those are the kind of qualities that i'm looking for is that you know that skill and also that passion um other things now also i i can't comment on whether or not how much these games are caring about but i can tell you it's going to greatly improve your quality as a programmer one of the big problems is a lot of these gaming schools don't actually teach really good programming skills uh i hate to say that but like it's the truth um i've never met someone that came out of school that knew how to write scalable code
so you know learn what a code smell is learn your programming patterns learn um you know about dependency injection and ways that you can write code that's scalable because if you know sometimes companies will give an assignment right they may ask you to to do certain tasks and you can you may go home and you want to work on it well they might look at you know the quality of what you've done you might look at your code quality too so i guess to sum it up there i'd say you know showcase some great stuff if you can do some great computer graphics stuff it seems like from in my experience you know those are very valuable skills um and you know get something to showcase learn how to code properly not just the crap that some of your teachers told you um and um and then go out there and network meet people as many people as you can in the industry and learn from them and i say that would be your best bet guess for the follow-up for me
personally if you are a vr developer uh what companies or what industry should i be looking at right now to to apply for jobs uh by industry do you mean like gaming or other like well gaming is the biggest right game is the biggest oh yeah gaming is the biggest um the right now that the the headset manufacturers they're they're looking all over the place but they they know that like the gamers have the best usually some of the best pcs right so there's a big opportunity there for for gaming the majority of the apps still made are our games uh and some of the highest grossing apps right now are are still games so uh the great thing is that your your game development skills are useful in anything relating to to vr because night like 95 plus more than that more than 95
of all vr apps are built off of unity or unreal to some level um so i'd say your best bet would be you know look for a gaming company in your area or even remote that's you don't need someone with your skills um but the great thing is that if you want to decide to do something outside of gaming your game development skills are are really useful and i want to tell you uh something else exciting this is a little bit outside the question but um it's my personal belief that uh union and unreal are the next generation of not just gaming engines but our of per computer programming we're all going into a digital visual world so i really think that your your skills there are just going to be you know even outside of gaming give it you know five to ten years and they're gonna be needed everywhere yeah i i definitely sign off on that i'm seeing a lot of these enterprise companies already looking at unreal developers unity developers to kind of help develop
their product and not just programming but every discipline who who have game knowledge especially in those two ecosystem uh are very valuable uh for sure uh this is a question from nightwolf uh can masterpiece vr work with ar for those that do not have a vr headset uh so right now there's there's sort of only two ways to do ar there's the phone based one and there is the ar headsets now the hey our headsets are really in a primitive state right now and they're not really good for um you know direct interaction with the world like you could do things like this and stuff like that but it doesn't have the fidelity to create so you can't use a an ar headset to do it and you also can't use an ar phone yet to do it because you do need that that touch that high precision touch interaction so you you'll need a vr headset today to
use the software um in a few years you'll be able to use an ar headset but also just to know later this year well this is not public yet but i'll let you guys know we're also going to be building a non-vr version version later this year now it's a sort of graceful degradation of capability you've got the best power if you've got a headset but uh i can't say that as i said before the price is going down a lot and it'll get easier and easier to get one of those definitely um it's actually a follow-up question for me you know you were mentioning about ar and how um the the phone is kind of being used as a trojan horse to kind of get developers feet wet in learning that tech and and being used to developing for that tech but they are building ar headsets a lot of these tech companies i mean we saw some of it with microsoft and uh magic leap
but at least the microsoft said they're they're militarizing it within the army and but we know for a fact the other tech companies are are definitely seeing a future with ar and uh in a lot of ways i feel like ar is like the the the entryway for a lot of people into this space yeah a lot a lot more natural um and it's a crazy amount of applications to kind of be a medium or a median between me and interact in the world so like an extra layer right um with that being said i want to hear your take about if you can educate us more about the ar world as well because it's something that's been kind of kind of quiet versus vr uh and i i think if anything they're they're just very they're very much just developing behind the scenes but any inside on that would be great well
so how to focus on this this is a lot so there's levels of development there's a technical amount of uh complexity that's required to do ar now phone ar is one thing but i'm talking when i say talking about ar i'm saying you know that's just a gateway to the headset ar which some people call mr mixed reality so as you said you saw you know magic leap uh microsoft but you know the bigger one some big ones in behind the scene um is google they're they're building one as well uh apple they're building one as well there's some other ones that i can't speak about because they're under nda uh i'm allowed to say those ones because i happen to know about some things but it's also public um but there are other head companies as well making high quality headsets in this space but um but there's a delay between it and and i
you know to avoid going to the the detailed complexity of like uh you know basically motion capture technology and basically what they have to do is like an advanced version of something called slam it's where you do a type of uh complex filtering where you you understand basically you simultaneously have to solve the equation of where the environment is based off of where the headset is and where the headset is based off the environment so it's this this statistical you know uh equations and and often it includes a machine learning where it it does this really complex process to be able to get it and that's where the the um you know the quest and and these things have started to do pretty well but you know you need to keep doing this better and better um and you need to have it in lighter lighter ways uh to get the for the ar headset that's been a challenge and now
that that's starting to get better um there's still other huge challenges like uh that the screens right you know the there was one um uh a few years there's been some headsets where you know it basically has like a mirror on top and you have a screen and it projects it onto onto the glass and uses a like 100 year old technology called pepper's ghost but that's really bulky and it's not scalable instead some of the better headsets like the hololens and stuff they use like wave glock guides but there's huge problems in extending the field of view to that um so there's a number of technical challenges to get it so we're a couple years off from getting to ar but the way i kind of see it is we're going to have sort of three stages first because vr is a little bit easier to to build uh vr is going to be the bigger one right then once the ar headsets ar is going to be the bigger one because now they're going to look sleek and you can
walk around anywhere with them and then so some people think that ar is the bigger one but i actually disagree i say it depends on the time frame i i truly believe that in the next stage after that in the long run you know we're talking we might be one or two decades away from that that vr will eventually be even bigger because you know once the virtual world gets better in every way than the real world you know why the hell would you be in the real world you know like and then there's always going to be some people that are that are like nah man i don't like that i like the real world you know cool that's no problem but then what about the next generation what about the kids who grew up in that they don't already have an affinity to any world they're going to pick whichever world's better so i think vr is bigger now ar is going to be bigger in a few years and then give it a you know one to two decades vr is going to be the biggest of them all i definitely uh sign off on that message uh there's a
reason why the matrix is in vr not not hey so uh i want to thank you john uh we are at that hour mark and i want to thank you for coming on and sponsoring for the event i want to it actually is a great time to kind of remind everyone to we are raffling off copies for masterpiece vr to go ahead and go to gtox.nb2 to see how to enter people are already thinking and tweeting at masterpiece vr throughout the last three days talking about which their favorite presenter is and what the presentation means to them so go ahead and do that but before uh i send you off i'm gonna hand the mic over to you to kind of give the shout out give attention to uh tell people how to connect to you after uh g ducks oh thank you for you know having me out today i've got my information up on the up on the screen in the bottom left you can uh you can follow us we've got our website masterpiecevr.com uh twitter and
insta at masterpr facebook at facebook slash masterpiecevr you can also reach me if you need something at jln.gagne masterpiecevr.com now just like to say one more thing to those those license we're giving out um just for any clarity that's not the original consumer product masterpiece vr that's uh the subscription you know the the better the professional product masterpiece studios that would be giving license out for that um so uh and as i mentioned before you know it's great right now but in one month from now check it out again then on top of that and you're really gonna be impressed by uh you know all the capability that it has well thanks a lot so once again thanks everybody yeah thanks for being uh having an honest conversation talking to to a lot of developers out there who are looking to start out and and push through and and become a success man it was really
enlightening to kind of hear uh your story and how masterpiece vr kind of came about and it's a story that i want to amplify as much as possible so thank you for coming on well thank you i'd like to say simply i didn't scare anybody with that you know maybe didn't put enough emphasis on how effing rewarding it is so the bigger the challenge the more rewarding and this is the the single uh best decision and the most rewarding thing i've ever done so i encourage anybody else who has any ambitions to do anything in their space to do the same well thank you again man and uh i'll be sure to connect after this perfect take care take care all righty then uh so before i to bring on my next presenter i i do want to introduce a a
clip um unchained report this is another roundtable discussion and this is actually a perfect time to kind of talk about this because uh as mentioned you know vr er is is is coming and ps5 the next gen casa of xbox is coming uh cloud gaming uh has been making the rounds uh especially the last six months with xbox with playstation with stadia there was so much cloud gaming services out there for everyone to try and more than ever during this pandemic during during these trying times a lot of people are looking for escapes that don't really have the best and craziest rig or the latest and greatest consoles so cloud gaming of anything is becoming our future to a lot more gamers and it's a subject that i think everybody should at least made aware about and start discussing within your own group so here's a clip
from a roundtable discussion about i would say a couple months ago so enjoy yeah well the main summary was they showed a bunch of indie games that are coming to stadia um they announced uh what are they events ea um the last star wars game fallen order jedi fallen order or whatever um that is available this will be available in savior now um and what else pubg pubg is going to be outstanding those are those are kind of the big the big takeaways fifa fifa maddener um and they and then they showed off a bunch of indie indie stuff um you know more variety kids co-op multiplayer games um so yeah like you know they're they're they're swinging for the fences right um i oh i can't i think that's uh i think i'd be a little bit too strong uh it's not exactly strange for defenses because like a lot of those games some kind of like i don't know um but but uh like about two i'm not too
excited i'm not too excited about a lot of these games but but i think they're they're trying to beef up the the catalog right trying to be forgetting this is where i feel it was a mistake i mean this guy's face right here i think i've made fun of this guy enough i've seen this guy's face at every single console right we're talking about initially sony he had a weird statement microsoft which was and now he's over i'm not gonna i'm not gonna hate on this guy like like this that's og og shipping consoles over many many years right so you know but bro there is about being the front man of a a competing product that just devalues the product right you can't be at tesla and say tesla is the best car in the world and then next week i see you over at bmw saying no this is the best car in the world it just it just leaves a bad
taste of consumers how can i trust somebody sometimes things happen man then you gotta keep it moving right well that's why nintendo didn't have them because they understand good pr [Laughter] but like definitely like give it give it away give it away two months two months to stay be a pro you know so you get a bunch of free games with stadium pro and and then they made a bunch of announcements you know yeah do maternal yeah yeah sure i got a taste of the two months stadium right it popped up in everyone's email i think it was a smart marketing decision for sure to at least have people try i logged on for about two minutes i looked at their catalog and then i immediately unsubscribed yeah yeah dude no i said it already with magic leap i'll say it again like you know content salesman and and they have some stale content on there they have stuff that like is old
and people have already played and like you're not gonna get a whole lot of people attracted um they are working on first party brand new stuff and when that stuff hits like maybe it'll be successful right but right now it's like it's a waste it's a wasteland of old games that you've played already you know that's like that's what that's the number one thing but that's why they're doing this though to say hey we may have the old games that you've played already but if you haven't played these games um you know and you don't want to install them and you don't want to download them um you're all good you know octopath traveler is a pretty good game you know what i mean so why not play it and i think too like um their whole founder's edition thing was kind of holding it back um but now it's just you could play it in a web browser um it's free to to try it out right so like there's no harm in trying it out right hey yeah except you know there's so many dreams that you should be playing right now and not waste your time on
[Music] also saying it's probably not for us right it's not really for us right like but who is it for yeah that's a good question that's a good question you know like i can't really say who maybe people that can't afford or don't want to buy a super expensive console uh well here you go you could play you could play on stadia you don't need to buy the console right um [Music] i just wonder what like for me like the proper rollout would have been kind of like a closed beta right just to get people testing until the first party content was ready to go right i don't understand why they had such a lackluster launch knowingly so and then have basically vacant months of not producing content for their uh you know
they're they're number one fans right it's just underserving everybody and well the two big they're two big games right were um were uh odyssey and uh destiny right uh but if you're a hardcore player you've already played these games right but for folks that like i said they haven't and you didn't buy a console right like you could play on stadia why not right um it's it's yeah it's i don't understand it i don't understand i don't understand how it's gonna be successful but i think i think it has to be successful with um this looks so much like fortnite anyway um but uh it can be successful um you know with a really standout first party title that really leverages the cloud based machines leverages youtube leverages all of the
cool features and says this is why you have stadia right right now none of this is saying this is why you guys stayed here you could play this on a bunch of other systems right and they're announcing some exclusive very announces of exclusive games right that are going to be first first on stadium so they're going to release first on stadium and then probably be everywhere else later um so that's cool they're trying to lock down some exclusives right but you know it's their indie titles are like you know very fun games to play you can play with your friends play it on the couch or whatever but you know um it isn't destiny right or is it it isn't a game of the destiny caliber right yeah it's definitely what they can afford right now for sure yeah they're trying they're trying to they're going for it so like yeah i would say this right um in this time where you got sony microsoft and
nintendo like this is if anything the best fourth console uh that you should be competing the only thing with this is kind of relevant to what we were talking about with how magic lee pat this hype at the beginning right and that eventually died down we're talking about three to five years before that first party game from the assassin's creed team uh is producing it's gonna be out maybe right does this have enough legs until then uh can they afford basically operating at a loss until then is google cool with that i think well it's google shows yeah is google cool with it it's the real question um i know google google can spend the money yeah sure yeah um but like yeah they have to be really devoted to this right and yeah only time will tell with that right uh i have no idea
what i'm seeing right now is it's just without sound in context i am so bored what is he doing well this is uh yeah i think this was like testimonial testimonials from streamers and players saying how awesome it is all right um that's that's what that is it clearly isn't you gotta get some random ass gamers that isn't ready for camera time right interlaced with boring gameplay video as if that was your cutaway shot and your cutaway option i would say almost it is what i'm seeing here is i'm seeing a lot of rdd right and a platform that you want to reach a bunch of different people you have to bring the priority right you have to bring many different experiences all right same thing with the like you know xbox game password has a lot of different experiences and different types of caliber and quality of games you got to do that you got to do that on
these five farms like for real for real you know um i think it's at the end of this video where they show the pubg stuff um all right let's go let's go pubg so what's the big announcement with webg it's free completely yeah yeah it's available now it's available now you can start playing right because it's so that's a big deal a lot of pubg players out there they're definitely getting a lot of mileage out of that game already so they don't get and the thing is it's it says free with stadium pro and they're giving you two months of stadio pro right so you can play it for free for two months right so hey yeah man don't play all these other battle royales that are free play this one on google stadium she's the is the granddaddy right it's uh i guess whenever i look at this stuff i'm just so [Music]
i get it i mean it's good to have a fourth player in the foray of things google is a major player i just don't understand why they launched this way they could have done closed beta and we wouldn't be critiquing it as much it would have been just fine they would have had the same amount of paying customers you know the hardcores and it would have been forgivable if they weren't updating every month on their stuff but it's very weird that they launched without a key first party game i don't know if they thought they needed the launch like i wonder if they thought they just needed to launch before xbox one series x and ps5 right um like these need to get out there before the new console cycle sucked all the air out of the room all right i i mean i don't know man if they're stadia they're all about the cloud like who cares if it's a console well that's something the biggest thing that i said
yeah yeah no go ahead but um i was just saying that's one of the biggest advantages is that it's in the cloud right because then you can upgrade the hardware whenever you want and they can just get faster so why why try to be a ps5 when you're gonna be a ps 5.5 at any second right or any minute i don't understand that yeah but the biggest the biggest draw for me when they showed that trailer was the youtube future the ability to kind of jump in like that's huge that's a huge future not only are they attacking twitch but like all the consoles at once they should have just worked on that and have a division like game ready and just launch with it they would have had a better success than what they were doing now but you becoming a joke but you also but you also know that like it's hard to make those happy games like completely unique experience on some new experimental hardware um i'm sure like when
the when the kits were working a lot of those features weren't even working yet right those are promise features but that weren't quite working yet weren't quite ready for prime time we're quite ready to scale out to all the players and so they're kind of doing a gradual release um i do think the baron wasteland that is the content offering is is pretty it's like bad it's really bad um but uh but yeah like i don't know how you launch it unless you were working on it working on the games three years before the launch rate you know what i mean and we're brand new like when it comes to making video games like google's brand new who doesn't know how to do this right so um so that's why it's taking longer yeah i mean the only lingering hope that i have is because they have a lot of your old co-workers over there some key players um from they've got somebody yeah they've got some folks they've got some folks
i mean they can't just lay all those people off at once i'm anxious to see what games come out like the the flagship first party games like what what actually comes out i'm super hyped to see what happens right and now you know it's small plus small plug too like you know you know there's the google what is it stadium makers program with with unity of course so so folks can make stadia games with unity right so yeah you know you know how it is [Music] to live off of you can reach once you can reach every platform right where they can publish those games yeah no and i'm also curious to see what happens with like you know project x cloud for microsoft and sure and whatever
whatever somebody said so do you see that you know we'll spend too much on this topic but do you see the x cloud what sony is doing threatening what stadia is doing like stealing their steam and or do you think they can still coexist because state is so different now i think it depends on the business model and it depends on the games right you you know um from day one when project xcloud is like out of beta or whatever and you have your xbox series x or whatever um those first party microsoft titles are going to be on that thing that's right you know you know your game pass you know your game pass you probably have game pass and pay extra five dollars and then all of a sudden now you have their all your game pass on next cloud like you know it's going to be something like that and and if it's exactly what if it's yeah and if it's that it's gonna be a problem right the extreme it's already a
problem dude right i've seen the games that they are beta testing right now it's way better than what because you're talking about the xbox library right and sony has the same ammunition they have the sony library day one that's hundreds of awesome games greatest hits content is king always always so i don't see my own opinion is i don't i don't see how stadia can can do anything i mean but fall back on youtube flagship first party games right but they're not going to have hundreds or species but microsoft doesn't have hundreds either microsoft has a solid five right but uh right but sony bro sony every every 35 years stadia can have
maybe 0.5 awesome game right like how are they going to beat any of these systems in the long run it's impossible how is it going to work but also like i said right um does it need to win right does it need like define define what is the success right like is it you know what i mean right like oh it has i'll just find i'll just find google's google maps google the search engine all right these are wins uh yeah that's what i'm saying that's what i'm saying that's why i'm so worried for your friends in their mansion right now shaking in their boots over at the studio camp
they know the outcome has to be better than just good it has to be the best console ever
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[Music] hey everybody welcome back uh the next presenter i'm gonna have on is a dear friend been a while and we always like to check in uh with him his name is jeff spoonhauer from resonator and he will be demoing their game a new the distant light
how are you doing jeff by now i'm going to pipe you in let's do a mic check whoa not hearing your audio just yet we do see your face though what is going on uh while we get that going uh i want you guys to go ahead and uh go to gdux.me uh to talk and to uh hang out and connect while we get this going so give me a sec guys while i work this little little issue here one sec all right there we go perfect i hear you
oh my god oh wait for some reason i just i heard you and now you're gone try it again oh maybe because it was whatever you did let's just redo that yeah okay so i hear you okay okay what is going on well one sec guys so i hear you but the the listeners and viewers can't hear you so let me kind of get that get that going for you guys on discord one sec guys
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[Music] hmm [Music] all right you can hear me right so i can still hear you let's just try this out i can hear you all right let's uh let's i want to check them yes i can hear you okay cool i can see you i believe let me just check the channels here to make sure that there's no weird echo going on that'll be horrific let me check these guys let me know if you guys are watching right now um if everything's sounding right
let me check the moderator this is part of the g ducks fun right here yeah technology okay everyone says that we're good all right all right i see it i see you i hear you the only thing is i can't figure out why the game audio is not going through so uh the live streamers of anything we're just gonna have to settle with the lovely voices of ours to narrate through and we're gonna fix it in post because i believe you're gonna record that in the background and if anything we'll do a cleaner recording uh after the fact of of the gameplay so um i believe at this point you're just getting things set up and uh jeff uh if i haven't given enough introduction and i haven't uh i i i i i share a special kinship with you because i i started my career at 2k and you you're in the industry way longer than i
have but i way back then i believe i told this story many times you know when i saw you and saw what you could do which was everything i looked at you and i look at myself like i didn't know those people exist where they can just do the pipeline from beginning to end and having no input from myself or any other people they can really kill it right and of course we know the resonated team is is uh is made up of a group of two or three people right besides you uh yeah two person myself and my dev partner steve copeland yeah that's an insane small team so uh i always root and uh it actually is perfect timing because we started podcasts right around when you we started development of a new and we're we're at that point where you guys are having exciting news and i'll let you kind of take the the the field here uh to tell more people about the game and what your team is about before we get started yeah sure um so yeah i'm jeff spoonhauer um thanks for having me again brandon um
working on a an indie action exploration game um people like to call them metroidvanias called the new the distant light um i guess while i'm talking i'll just let the demo go into it what we call in the biz the attract mode uh which is a bunch of video footage to attract people to look at this look at their screens um but yeah i knew the distant light um been working on this game with my partner steve copeland for um believe it or not it's coming up on six years uh in this coming july um so we've been working on it it's been a full-time job which is pretty crazy um but uh we're really excited about the game and we are amazingly enough staying motivated after such a long um development cycle um uh the game is sort of like the premise of the game i guess you could say is um something catastrophic has happened on earth and you are a baby and you're
launched on a spaceship from earth into the far reaches of space to this weird um alien moon and you wake up to try and find out who you are why you're there and what happened to your co-pilot who on the mission who's gone missing um and that's sort of the setup for the game um and uh doing lots of fun things sort of with the tried and true metroidvania genre we have um as you can see in the footage here and you'll see in the demo all sorts of different movement types so in addition to what you usually get in a game like this which is you're running around on foot we've got like swimming and jet packing and wall climbing and we have all of these crazy vehicles like mechs and dune buggies and flying saucers and stuff so the game is huge um obviously it's been a a lot to to take on for a very small team um but we can talk a little bit more about that as we play through the demo
uh i'll just pause the game if you have questions or we can chat about what the experience of making this game has been like so yeah definitely yeah so this demo itself like i always like to kind of hear as we're seeing through it um how long specifically do you guys work on this part and is it is it a demo that's reflective of a part of the game like how smart did you guys go about creating this because it's one of the worries of creating demos because it takes away from making the main part of the game yeah so this demo has been sort of this long burn thing that we sort of um have been working on for a long time and we continually sort of add little things to it and update it and and fix bugs and stuff like that yeah because the demo i mean demos can take a crazy amount of time away from development and when you only have two people um i also want to mention we're working with an amazing compo freelance composer named will roger he's writing the music for the game but
yeah anytime you do a demo it just it just basically destroys your production schedule um uh but yeah so basically our demo was really hard to make because again we're doing like this is like a really huge open world non-linear game um but you have to create a demo that can be used at trade shows so we've gone to like gdc and pax and e3 and stuff like that so the game has to like you have to put together a slice of the game that can be played in like a 15 or 20 minute chunk of time by someone on a show floor but it also needs to be like a meteor experience so something that's more like 45 minutes or an hour for someone like a streamers because we send out our demo to streamers on like for uh twitch and youtube and stuff to get press for the game um so what we ended up the basically the compromise that we did with our demo is that the demo that i'm going to show you now that we're using for our game is linear because you can't if you want to
show off like a diverse number of locations in the game world and like enemies and vehicles and stuff you can't really do that effectively in a non-linear way in a short amount of time because you're going to confine the player to a tiny little piece of the world so what you're going to see in this demo is basically sort of like this linear romp where we're going to we tunnel the player through a variety of different content um if that makes sense but the actual shipping game is going to be like this big open world um non-linear thing that's fantastic man i'm not challenged let me sneak my face can i oh no i can't my headphones is restricting me but i'm always impressed by your output man like a decade ago when i was only starting to recognize your skill set uh and then you coming out and every part of this game is so it looks so polished man like um and you're the main artist of the on the
team right like um yeah what what extra what extra things besides what you've had already that you had to learn to kind of get this from from start to finish um if you want to boil it down to this demo like what what skill sets that you have to pick up what resources did you use to kind of be the other half uh to to deliver yeah well thank you for saying that it looks polished i mean we've that's the thing is this we've just taken a six years you know so that doesn't come like quickly that's the thing and it's just really interesting you say well it looks polished you know it it takes a crazy amount of time and effort to make um a polished game you know uh and that's a decision as a developer that you have to make it's like well we're going to maybe make a smaller game that's less ambitious visually or with gameplay or we're going to make something that's blown out and we don't even know how long it's going to take us right so that's always a difficult decision to make but as far as like
um skills to get to the point where like i can take on basically all of the creative aspects of the game while my partner does all the engineering and game direction and programming and stuff i mean i started working in games in 2002 um as an animator at ea so basically my career track was like i started as an animator um went worked at volition on the saints row game as a cinematic artist worked at um worked it did like lots and lots many years of freelance animation and cinematic direction and animation and lighting and stuff for sony um uh worked at 2k for almost six years as a video edit editor and animator so basically like to answer your question in a short a short amount of time as possible like each step of my career i did something different and i stacked my skills and i kept building my skills from job to job so animation
stacked on the cinematics stacked on the you know lighting and rendering and editing for um cinematic design stacked on the video editing until all of that sort of came together to the point where i was like i think like i think i could probably put all that stuff together and build and like and put it all together in the production of an indie game if that makes sense so it was just a lot of time and a lot of hard work and a lot of like dedication you know yeah well you're telling me man and like the the the beginning problem with all our developers is that and i think your guys's approach is the best approach is the commitment to make the best product that you can no long no matter how long it takes because i feel like the no sacrifice approach is is um at the forefront it's great for the end product but at least it's uh more self-serving because i i i always feel like um when you look at a product and
you're building on it and you're like you know i can do much so much better but because i'm limited by time you know they're only seeing half my my my my flex right but like doing every step of the way 100 i feel like it's a lot better no and even if it takes longer it's definitely like the most painful route that you can take in making a game uh i mean it's like it's it's super super risky either way like if you decide to do what we've done which is to make this huge game that's super polished and it takes forever to make it's mentally and physically draining and it's also risky because um see t i have a full-time teaching gig at a university so i have a salary that you know allows me to live and to support my family which i would never be able to do this indie game thing without that um because i can't you know basically go offline for six or seven years without any money um but um like my partner steve was he
saved up responsibly his entire career as a aaa designer and engineer and has been working without salary for seven years on this game um i feel like engineers have so yeah i mean that's a huge huge financial risk for him but we're sort of like we feel like in order to stand out in like an incredibly oversaturated indie game market we right from the beginning said we're gonna make something that looks like super professional feels like it was made by a triple a studio and and that sort of drove the entire production and the decision making on our game and we knew that it was going to be really difficult and really hard and um and painful painful which it has been but we're also like we're getting close to the finish line and it's like super rewarding to see people reacting positively to it you know yeah i want to congratulate you guys on a couple fronts so it's like your your um your ability to kind of see things
through to have that ambitious uh goal and i don't know if part of what your your shift to to kind of focus on the game you kind of like uh created the situation so that you could finish the game uh taking on maybe the teaching job i wonder what came first was it teaching shop or the game or what what what what helped which goals yeah do you want me to play the demo while we chat yeah yeah go for it yeah let me go ahead and fire it up yeah we can i can just sort of address your questions as we go yeah um i mean for yeah the teaching definitely came first um so i got the i teach at the university of notre dame i'm a professor here um but yeah again like without my teaching oops getting some feedback uh without my teaching gig i wouldn't have been able to uh explore this project again just for like purely financial reasons um yeah so definitely got the teaching gig and then as a part of my
teaching and what i do academically this game is actually my creative research work uh for the university so yeah yeah that's huge man having a professor that actually is making a game that's looking this good and plays this well and getting good reception is a huge plus uh if i was a student in your classroom i'm just like a teacher is a doer ah that's a little different yeah yeah and that's really important to me personally with my students is as you know as someone who once was a college student and a grad student you're always frustrated some not all the time but sometimes with like your professors who have been out of the loop like out of the practice for so long you know um so i do pride myself on the fact that like everything i do in this game all of the like hundreds or thousands of things that go into the making of this game i i incorporate into my teaching in my classes to give to my students who want to some of them want to do this type of stuff yeah i mean that's incredible inside right there because as you're making the game the whole other side of business
and marketing relationship and strategies i i wonder how much do you go into that with uh with teaming and talking about it yeah um and that's the thing about making a game is you know actually working on the game is you know part of what you do as an indie game developer but a lot of there's a lot of bs that you have to deal with on the side with running a company and negotiating contracts and press and media outreach buildings your social media following like all of that it takes a tremendous amount of time so like if you're thinking about doing an indie game it's it's like uh it can become an all-consuming thing you know because so much of your time is you're just you're just your time is just completely absorbed seven days a week but yeah i mean sorry to answer your question um i don't really directly incorporate a lot of the non-development stuff into my classes um
as far as like the business stuff unless students are really interested in it and then you know we just have sort of side chats about it because just teaching the art and the design and stuff of all this takes up more than the amount of time i have allotted in my classes you know so this uh this demo that you're playing are we at the the beginning of the game uh yeah okay yeah so um what you just saw in the opening cinematic was the sort of you sort of get a hint of the of the destruct partial destruction of earth and you see yourself as a baby traveling through space and you wake up inside your ship so what you're seeing here is the actual inside of your spaceship that you traveled on and in it in and of itself this ship is a playable level or zone in the game that you have to unlock so there's all of these rooms that have different functionality within the ship you have to find figure out how to unlock these offline rooms in your ship
and you can sort of see these computer terminals hinted at there's functionality hidden in there so but uh we're going to go ahead and grab a weapon here you were mentioning metro venia being like a like a inspiration what other sources of inspiration uh at least in terms of art and design that you guys kind of drew from to kind of create a new yeah um so as far as like inspiration goes uh i mean for as the artist and the artist on the game [Music] the look and feel of the game i was i mean i probably am a little older than i might i may look but um i grew up watching sort of those classic sci-fi movies from the late 70s and early 80s like um the original alien movie um the last starfighter
some of the early like special effects sci-fi movies and they have like a certain look and feel to them from that era and i sort of wanted to capture capture that in this game in a way um so some of the technology um and the look and the feel of some of the architecture and stuff is sort of drawn from some of those uh um inspirational sources uh other sources of inspiration like for the look and the feel and the tone of the game the game is like the entire story is presented visually so there's no real text there's no dialogue so everything that you learn about the backstory and your character is all done purely through basically through live gameplay and environmental storytelling so some filmmakers like alfred hitchcock stanley kubrick uh we're definitely inspirational as far as the way they tell stories visually
um and then on the gameplay front oh i'm sorry gameplay front go ahead yeah on the gameplay front i mean steve is the game the game director steve copeland my partner um we knew that we wanted to make sort of a metroid style game so like gameplay inspirations come from the you know the core nintendo catalog like the metroid games zelda series and then games like more recently like hollow knight dark souls uh limbo just like emotionally tonally limbo yeah so those are some of the inspirations for the game you should be hearing me better now right i can hear you better i had my desk mic on so i was realizing oh man you must be hearing me from a distance so now it's not gonna be good yeah so um man it one the crazy thing is that you
you were able to kind of construct a situation to kind of finish the game to where it is right now but also found a partner just as committed as you are which is a double double lottery winning right there and uh for people who haven't been doing that before can you explain them like what that really means uh and how impactful that is to a project yeah i mean i feel incredibly blessed and lucky to have uh then connected to steve it was actually the story of us coming together was really pretty unusual um [Music] i'm gonna it's actually surprisingly hard to play an action game and talk and answer questions i know right actual like a dlc content for for future reference now you guys want to make it more it's all good man um so uh steve and i did not know each other we had never
met but we worked we both independently worked with a guy named tom happ and tom made an indie game called axiom verge he's actually working on the sequel now but uh steve worked with tom at um in a variety of studio positions i went to grad school with tom at rochester institute of technology and um weirdly enough after his first game axiom verge shipped steve and i almost at the exact same time independently contacted tom asking if he wanted to work on a game which was really really weird uh timing-wise and um tom basically said hey he introduced he put steve and i in touch and that's how we started working on this game together um so it was a very unusual sort of congruence of timing you know that happened but yeah steve basically quit his aaa career and wanted to go all in
on making an indie game and building an indie studio so we both had like the same goals at exactly the same time um and steve was is basically at the same point in his in his career um as i was i think you know he started working in games in around the year 2000 but he was like a high level senior level engineer and game designer and i was doing the exact opposite career track so our skills came together like really nicely and and what i realized now is an extremely rare uh you know combination of of two people that sort of had the same goals and uh experience yeah that's that's insane you guys weren't even friends before i became friends through the development of this that's that's even more of a rare situation it's like i've never met you before but let's uh get married and be committed for like the next six years it actually is like my wife is i always publicly thank my wife because without her we have three
kids i mean she does any crazy amount of work and has sacrificed a lot to allow me to make this thing happen but um yeah working with it's almost like i have um a wife and then another spouse as a game development partner so yeah there's a lot to have a lot to yeah so let's let's go with the uh as we're going through these puzzle elements right here let me throw you another challenge here so uh the original uh estimation of uh release versus now like it's a question i always like to ask um uh where you guys thought would the where the game would have finished versus uh six years in development like when did we think we were going to be done originally yep uh a long time ago yeah we never we never like it's funny because one the crazy thing about making about making games um
is that you don't really know how long it's going to take until you start working on it and building all of the many many pieces that have to go into it um if you know what i mean yeah but i i think i think our original estimates were probably maybe like three years um because that's as a studio developer typically like the longest project i ever worked on at a studio was maybe two and a half years and i felt like i was going to completely lose my mind spending that spending that much time on one game uh but what we realized as we continued to develop and build this game is that we just had so many ideas for the design of the world and the visuals and the story and the gameplay it sort of i don't know if i'd say it was feature creep but like the game just kept getting bigger and i think we were okay with that because we loved it so much and we really believed um
in what we were doing that we accepted the fact that it was gonna take a lot longer than we thought um if that makes sense yeah and i'm sure the feedback loop was uh pretty rewarding just to see something that you guys both created with the relatively small team and and seeing it yeah actually uh in in actual um fruition yeah and i'm sure by that time you guys were testing it a lot right a lot of feedback from those guys or friends and colleagues yeah i mean we've had the good fortune of getting um having been accepted into like a bunch of conferences and festivals like i mentioned uh we showed the game last year at pax east and gdc we've done a couple shows um one of them is a really great one called the mix the mix at e3 run by a really great guy named justin woodward um so we've shown the game publicly we went to actually uh comic con what else
uh we did the unity conference a couple years ago which was pretty sweet called unite um so those live shows were really really awesome to just get the game out there in front of people and just let them play you know get their reactions and feedback uh to what we were doing um and that was it was rewarding because you know if any of the people watching this that are making their own games know like 95 of the time making a game is you are you're just you're completely isolated you know you're working in isolation you're not getting any feedback and then you always question like what am i why am i doing this to myself um constantly doubting and full of fear and anxiety and so when you take it out publicly it's nice to get validation that what you're doing actually is working [Music] so how much of the um
i'm sure it was a collaborative process between you and your partner um the the story i feel like when i talk to a lot of any diffs it's a very personal one when it comes to applying it within the game uh what can you tell us about uh coming up with the theme and the backstory and what this character is doing to achieve the goals so the way that um the sort of like the relationship that steve and i had early on is steve steve basically said look i want to make like an open world like a non-linear metroid style game that was really the only high level direction that he gave me so he really said like you know he gave me total freedom uh to figure out like the story the backstory and like the characters and the look and the feel of the game you know
which was which was awesome um uh but so yeah like yeah i mean i just sort of thought like what what have i never seen in a game before what what type of story like would be really weird and different and unique um not only the story but just sort of like the visual style like what can we do to make ourselves unique and stand out so i just sort of went off and listened to lots of weird orchestral music um and uh a lot of progressive rock i like rush i'm a huge rush fan and um looked at a lot of surrealist artwork and that helped to inspire me um in the conceptualizing like the idea behind the game and the backstory and everything so that's huge yeah music plays a huge role and i'm sure when you guys
decided to uh invite someone into your party like the composer uh was it will what was his name again sorry do you hear me yep i got you okay what was the composer for you guys um our composer's name is will roger wilbert roger the second yeah okay um yeah he's he's great he's a he's a freelance composer um we we actually he's been working on our project since like 2015 on and off and it's actually funny because his career has really taken off and we sort of like to joke because like in the process of him writing the music for for this game he has scored a destiny game he has scored a call of duty game and he has scored mortal kombat 11. so like in between every aaa game he works on he
returns back to us and continues to chip away at the music for us sort of like this ongoing joke yeah but he's he's super super talented and a really nice guy yeah and i want to explain to the viewers right now they're not hearing the audio but i'm sure it's it's beautiful and we will be fixing it in post yeah we spent a ton of time on the sound design and music and stuff yeah yeah we'll make sure to kind of fix it when this clip comes out yeah but like the thing i i love about your demo and this is what i i see a lot from from animators or people who understand cinematography and and telling a story is that you really and this is probably a combination of all you guys together but i can definitely see your hand in um just playing around with the rhythm of a demo rhythm of the game you know how to cut a trailer obviously that's one of your background skills of many
so like the way you show off the game is is someone very mindful of what is the end product which is you know a second ago where we're seeing a mech and now we're going through the vehicles it's like there's a lot of variety here that i love that yeah that makes me feel like man they're so polished but this guy gets it of what makes you know you know just like music how to keep people engaged right yeah that's a really great observation and i think that's like kind of what we were talking about before where my experiences in my career sort of stacking you know so starting with animation adding on storytelling as a cinematic artist and director doing lighting and um rendering and editing for my in my cinematics work for sony how do you how do you like i got that guy stuck on top of me how do you get all of the how do you like jam all of those disciplines together into a genre like this like a metroidvania genre where you
typically don't see a lot of that type of stuff you know and so that's been a lot of fun and has taken a lot of you know when i'm just when you just sort of look at the game and play it for the first time if you're um you don't get the the the what the point i'm trying to make is all of this stuff takes a really long time and a lot of experimentation um to figure out and to make it look and feel right you know um so that's a huge huge challenge is figuring out all of the mechanics of the gameplay and how they relate to the visual presentation and simple little things that we do with the camera you know like pushing the camera in and pulling it out to dramatically frame to tell the player something you know um that it just it's a it's an it's a process of experimentation yeah and uh we've had the pleasure before having
a trailer editor come on to the podcast before and i think a lot of that is what we're kind of uh discussing right now is that having the ability of what to show really helps with not just game developments but like with the pacing um to kind of work backwards of what you're going to show to a publisher because yep those guys are seeing a bunch of thousands of games come across their table all the time and if you make it easier for them of like telling this story the essentials of the beating heart of your game and communicating that it really helps them like i get it right um and it sells and really clearly yeah exactly you have to know what the message is of your game it's it's super important to get that yeah because if you don't understand what you're trying to say with your game if you don't understand the arc of the story and the characters and whatever you'll never you'll never convincingly convey that to the player
you know and it's really really hard to do it takes a lot of time to figure that out and it's pretty painful process yeah definitely i don't i keep saying the word painful a lot i hope i'm not uh i mean it'd be discouraging but that's the reality of it it's the reality of game development and it's a it's a lot of self-doubt like you said is very isolating even if you're working on a big team you're finding yourself mostly by by yourself figuring things out yeah for the bulk of the time and battling imposter syndrome the whole time imposter syndrome is very is very real yeah the funny thing is is like i found that um the farther you go into your career like the higher up you go the bigger projects you work on and all that kind of stuff the more doubt i feel like i'm always nervous and i'm always doubtful about what i'm doing and i've i've had conversations with lots of
friends that i used to work with who are at senior level positions and they say it actually gets like worse and worse the farther down along the farther down the rabbit hole you go you know um but i think that's what keeps me motivated and i don't ever feel comfortable and i never feel confident so i'm always trying to improve myself and do the best i can this guy you you're shouting off a mountain saying that i don't feel confident but i'm looking throughout this demos like how the hell did you do all this i know it's it's yeah it's it seems like sort of uh it doesn't it doesn't seem logical but it is a weird thing this is the end of the demo by the way here so this is great i need to concentrate really hard i've only played it about 750 times [Laughter] dude ah of course the monster comes up see this is what i'm saying man a lot of games oh god
oh man but that's what i'm saying like you got everything in this in this demo is exactly what we've been been told to do by marketing over and over it's like yeah yo you need to amp it up every five seconds like every five seconds it's like yes yeah and it took us like i said it took us a long time to figure out like how do we what first of all what little parts of the game do we show we want to show variety how do we pace it out dramatically like how does it how does the demo feel like a little mini game that sort of builds right into the end and all of that took a ton of time and a lot of tweaking and feedback from our um when we showcased it live again man you know you work on something for six or seven years you better figure it out by the time it's done or there's no hope yeah i mean the way you did it is it's something i i feel like most game developers need to kind of um follow
yeah we just before we actually just hit a button we're gonna we're gonna just pause it there so it doesn't look ugly yeah yeah but like uh the way that you do it is what i actually encourage a lot of people like if you can't do it and stay committed and and stay on top of things for six years then don't do it at all you know what i mean like if you're not ready for the long haul don't start um because uh getting people involved and uh you know making sacrifices while you're yourself developing it it can be really tolling or take a toll on everything yeah yeah my uh my grad school mentor my grad graduate school advisor the first thing he told us when we first started in grad school he's like the reason why we start something is to finish it the only reason why we are starting this short film or this whatever you're working on the goal is to purely to finish it and we didn't understand at the time what that actually meant
but now i totally do because it's deceptively difficult to actually finish something difficult that you start um and that could be a game it could be losing weight or learning a language or learning an instrument or something like something that takes a crazy amount of commitment it's super hard to finish um so uh we're getting there man we're getting there yeah man and i'm glad you're getting there because it gives me a lot of hope and it is exactly what you say a lot of game developers a lot of people who are interested in nd i i know a lot of people who are very good at starting things because that's the way the excitement is right that's climbing yeah that's at the peak of the mountain right uh where it's like it's exciting you're brainstorming all those ideas are flowing and you're it's a fun thing and then when finally you got to roll up your sleeve that's where people start to deteriorate those people start avoiding meetings uh things slip
um because to me there's so many elements to what you guys have done and are are doing and and the game finally you know almost out where it's so impressive because this is your guy's first game right you know was there there wasn't any secret uh priya new indie game that you guys tried and didn't do right you guys stuck with it and this is amazing first first of time this is amazing yeah thanks um i mean it didn't look like this the whole time yeah um do you hear me we're going through a wormhole oh okay oh do you hear a weird echo i i feel like i just took a very strong hallucinogenic drug there that was fun okay i can i can hear you you can hear me now i can hear you um okay yeah i mean it didn't always look like this i mean it looked really really rough
early on um now there's no secret game i think like we worked really hard on it we didn't we didn't like publicly reveal or show we didn't like launch our website or show a lot of screenshots or footage until we had like a little piece of the game that looked fairly polished um and uh we we haven't put out a ton of trailers because they take a lot of time to make we will be doing that soon when we get close to our beta but um yeah it's just like it's just this iterative process of trying things they look really bad they they don't play well going back redoing tweaking um and there's like tens of thousands of things that go into a game like this and like each one of them requires a ton of attention and work and patience to iterate and refine and get to the point where it truly feels like something that should be like it's of of high quality um [Music] and uh
it's just it's uh it's just like a grind you know i mean i think probably a lot of the developers you've interviewed that are making games will say that it's not fun most of the time people always like the first question you get when you're talking to someone if i go into my kid's classroom or something they're like mr spoonhauer you make video games that's so awesome that must be so much fun and i have to sort of very like it you know it's time to grow yeah time to grow up um jeff just like smoking let me tell you about i have like i have like five cigarettes hanging on my mouth but uh it's just mo it's like 90 of the time it's a grind um but something inside of you there's this voice inside of you there's something in your spirit or i feel this i feel this way there's something in it's my soul or whatever that is against all odds um pushing me forward to uh finish this thing even though most
days it's a struggle and you don't you're always sort of questioning and wondering why you're why you're doing it so it's just a very for me it's like a super personal thing at this point it's like i don't care about if it makes money we want it to make money so we can keep making games but it's never been about that for the two of us it's always been like can we actually finish this thing and achieve the vision that we had in our minds from the beginning that's what's driving us forward you know and that i that is the essence i think from talking to developers such as yourself and me feeling the same like the essence um is is about um [Music] what pushes me forward and what i hear a lot of developers say is that the what what makes them finish is that they they have something very important to say and only they can say it right so having that passion behind it is great because it really helped drive through things but even passion is like oh my
god give me a sec let me do other things for a sec uh it's the uh it's the voice a lot of its voices like what what what what am i going to leave behind after i'm gone you know a legacy i don't know it's something like that where i feel like every game developer who pushes through all the hardship and sacrifices um it's that that message that they want to leave in the world and uh and a lot of his too is his ego at the end of it's like man i've been spending how long on this you know what no matter what i'm gonna finish this all these naysayers you know i'm gonna make sure i make my statement yeah i think it would just be a crime it would be a disservice to ourselves as you two or three human beings working on this to not finish it i mean we've just we've worked we put so much time and effort into it um that to not finish it it's just not even an option what is it like apollo 13 you know in the great movie apollo 13 there at the end they're
like failure is not an option or whatever yeah that's sort of the feeling that we have is like it's not we've been through so much um steve likes my partner dev partner steve always likes to say like a game like this is like you're climbing mount everest and uh you know you're you're climbing up the mountain and like you'll fall down you'll go up and then you'll fall down all the way back to the beginning and you'll continue to climb and then you'll fall and then you get up higher and then you start seeing like bodies frozen in the ice of the other developers exactly you know and like you're like you're pulling yourself up to the top of the mountain there's no oxygen you're like you're up there and you plant your flag in the ground and you did it you know i really love that analogy and i know it seems like extremely dramatic but but overly dramatic but it really does feel truthful when you're working through this process so we're going to finish it man you're going to finish it well look with that being said you know i know you guys have some exciting news to want to share and
i'll gonna hand the mic over to you to kind of shout out give attention and let the good people out there know how they can connect with you after the conference oops i'm sorry i lost you there brandon oh no worries i'll repeat myself uh so i'll go ahead and hand the mic over to you because i know you guys have some exciting news to share and uh it's actually good timing too uh to kind of help people find you guys and uh check out the game demo man yeah um so i after uh i finished up the demo i just pulled up our website um if you're interested in seeing more about the game we've got a trailer here uh it's just a newthegame.com yep some of our awards from shows screenshots um we just revealed our full world map uh about a week or so ago so that was really exciting to sort of tease the scope of the game um but um yeah sort of like what we're trying to do right now is get as many people as we
can to just head over to our steam store page and take a look at us and if you're interested uh wish list us that is a huge um it's something that's super helpful for indie devs we're getting close to launching so yep and that and then we have a really great community over on discord so you can click that button um or it's just uh the distant light is our server and yeah next week we were really excited to find out that we got accepted into the steam summer game festival so uh um so yeah so between june 19th and i'm sorry june 9th and june 14th you'll be able to download the demo that you just saw and play it for yourselves and it'll actually be a updated demo so we've put we've cleaned up a whole bunch of stuff fixed some things the game is running really really smoothly and yeah so that demo that we just streamed here will be completely playable for free to anybody on steam um next week
um that's it and then yeah we're just working on content and we're trying to hit our beta which will eventually turn into a launch so that's what's going on we're also on twitter too and we've got our social media right up here i'll do up my best to kind of forward everybody in discord to go over and i'm always championing you guys uh i appreciate it whenever i i look and see your progress man it gives me a lot of hopes it's like maybe i can start my six year journey right now we'll have a couple drinks and have a chat all right well thanks again jeff for coming on and uh for anybody that's tuning in we will be updating the the post clip with audio and upgraded uh gameplay demo so uh be sure to check that out on the youtube channel thanks a lot thanks for having me brandon of course have a good one yep you too see ya see ya all righty then
okay guys well we're almost there we're approaching our last presenter for the day and uh before i do that let me look at the schedule here um i think we're good to go i think let's gonna make sure the everything's set up so give me about five minutes guys while we have and set up the next presenter and make sure that he's all good to go i do have a clip for here an unchained report uh about the [Music] the danger of market over saturation it's a real thing and it's one of the warning signs uh if you are looking to go into indie game development that you should be very careful on because not only are you go enter a market where there are literally hundreds or thousands of games out there you go do what you can and what you should be doing is just following in jeff's footsteps over there
to look at uniqueness of your game to make sure that you're standing ahead above the rest and not just surviving but really killing it with your gameplay and game demo so this entering report is a discussion again a roundtable discussion about what's going on out in their the landscape of game development and games and uh have fun gaming gaming saturation it's becoming crazier and crazier out there in the market we just had um victoria on right a few weeks ago and she was telling us about how the week before we had her on there was a hundred
and seventy games that were released on steam within a week right and this is kind of becoming the average now every week and uh it's getting hard for us out there to stand out as game developers it's also getting harder for gamers to kind of notice the type of games that they usually like right it's actually asking them to do more work um what's your feeling on that uh i mean like it it has to deal with the age groups that they're trying to target but also finding the right game is just becoming a lot tougher uh i think i think that the industry is always going to keep uh expanding i think that um as game developers like the collective consciousness we'll figure out ways to like hit on niches that um you haven't really thought of before how to appeal to certain demographics that haven't been appealed to before um i mean i'm just talking in generalities uh i think you're talking about saturation within certain like
bands of a target audience so i think in general the number of games that are going to come out is always going to increase like i think i read some articles somewhere that like people over 50 uh are not a tap like audience yet and i could actually see like there being many games that try to appeal to gamers who are 50 and up like i myself am going to turn 50 and up at some point and uh i would love to have games that are more i guess mature or whatever right but getting to your point like i think that um yeah it is going to get harder and harder for game rooms to game developers to sort of stand out uh as an indie developer i think that the challenge is uh it's actually kind of a welcome thing for me i don't really think about how many games are coming out like every year i just try to make sure that like i've thought through like all of my product planning i've i've thought about like what people kind of want to see in the future you know um i really don't know where all these new games are coming from like like what type of new
games are coming out is it mostly on console or is it mostly on pc is it mostly indie i'm not quite sure uh but you know to me it's like nice to hear that like um people are always like willing to like make games and like it it really does help push the entire industry forward um but yeah you know like we kind of talked about this at the beginning of your podcast that like yeah you know like that additional pressure that desire to stand out is going to lead to like you know developers like overworking themselves and like uh producers and executive teams wanting to go over the top and that's going to lead to overtime and whatnot so whatever how about you ray like you're you're meeting with a lot of these types so you're you're part of the problem but i'm also on your opinion about i mean what realistically i feel like it's increasingly becoming this right a lot more gamer or at least awareness
are becoming game developers a lot more accessibility to actually go out there and uh present your ideas to the world and so i don't see it slowing down yeah i see it as a good thing though i see it's a good thing for i think lowering the bar for entry and letting all voices be heard is a good thing right um you know i'll make it about race and diversity a little bit where like um underrepresented creators that opens the door for them you know what i mean uh being able to make games easily and cheaply right uh but then when it gets to the point of like trying to capture the public's attention and be selling games uh yeah like i think that's just media right now right like if i want netflix right now i have nothing but choice of what movie to watch i have nothing but choice of what video game to play i have nothing but choice for what book to read what music to listen to it's just just
so much content being produced generally across all segments of the entertainment industry uh but that just is a sign of that it's growing and uh competitions again fears and it also means that people are going to really be making good stuff so that they can stand out um perfect yeah i agree with both of you i think it overall is a is a great thing that people are having a lot of choices and it just comes down to the individual or your team to kind of really appeal uh to their audience and and just bring it upon their shoulder and as long as it's fair competition i think everything is all game and and fun it's well it's not for your competition you already know that fair enough that if you really want somebody right
sure but i think there's enough on both sides that you can hear at least once in a while like a game that is a soul developer is able to kind of break it through as long as you keep hearing stories like that it gives you a lisa an ounce of hope if it's just like call of duty every year in battlefield every year that's dominant well they are dominating the headlines uh and all that's all you hear year round then i think it is pretty hopeless for the little guys to make it through but i think last two years or increasingly so we're starting to hear more and more about these smaller teams just prevailing through all that and actually providing a nice contrast to for the gamers to kind of choose from well what i'm hearing right i see these like yeah smaller indie teams right a lot of those smaller indie teams are backed by indie publishers that have 10 other games and they have they have the connections to get all the websites to pay attention to these indie games and hype up don't be
hating man don't be hating that's good homework ray's 100 right i made part of like what um since the last time i was on the show brandon and talking about doing indie dev like you know i'm gonna i'm gonna be talking to victoria like in a couple days about like marketing on a zero dollar budget yeah and then um reaching out to a couple publishers to help out with marketing and talk to someone else that i know to help out with like doing kickstarter and then you know it's like you know as ray said like it that that a lot of that comes intuitively to me because i've worked in the industry in the big corporations so i just know like hey you need like a marketing budget behind it and i think that yes there's more games coming out but that doesn't mean that i'm going to do things any differently i still think that if you are smart with how you do things if you use your resources wisely if you use your
connections wisely you can stand out and there's a part of me that always believes at least this is my thesis on doing our indie game that uh focusing on quality of the experience and then doing the right steps and then maintaining like building your brand as a studio as being like honest and transparent and that you're trying to deliver good value uh should work um i hope it does uh but yeah you're right like there's also unfair competition out there that like part of the reason why i do india is to sort of slide under it like i'm not gonna try and fight on quite like uh like uh blizzard or riot toe-to-toe there's absolutely no way that that's going to happen maybe like uh 15 years ago you could um but there was kinds of like you know like you said the market's saturated and people have figured out like pretty much almost every monetization uh model out there with like you know uh even just like the data that helps you point and predict to the next monetization model uh by the
way that's subscriptions uh it's uh those are things that like people are just more aware of nowadays than it was like a while ago my last presenter for not just today but for g ducks is a dear friend and old colleague ben sanders who would be speaking on art in a business world as contributors who are passionate about our craft artists can oftentimes tunnel vision into the perfect aesthetic but sometimes that is not what
production needs this talk explores the forbidden topic of money and how it relates to our daily tasks this will cover unconventional approaches to methods tools and mindsets that might be taboo but might also maximize our output so ben i'm going to pipe you in and people should hear you by now how you doing man hey all right i'm doing good how are you i am good dude yes yes it's been it's been a a lot of work the last three days wow a lot of marriages i mean i've been cooped up in this motel room it's hot uh yes i mean i never really thought about my clothing choice that that that uh that i'll be really i'm beastly sweating by the end of this so it's great to kind of end this with you and then talk about uh this very uh great topic that you got going here yeah yeah and i appreciate it i'm i feel privileged to be on
in the conference and to be to be the last one is man i just that's that's that's a marathon my friend wow you you put on a marathon and i i i well once once the quarantine is lifted and social distancing isn't a mandate anymore i'll invite you into my motel room i'll have a drink uh nice in a friendly friendly way that sounded the sound is kind of seductive but i meant that as an uh it's all good as a mutual friend so whenever you're ready you can you can take it dude awesome so i i was particularly excited when uh brandon when you when you invited me to speak because it wasn't just like let's just you know speak and hear real we really need you to speak on like this can you speak it was like well what would you like to speak on ben and and that that's what i love to hear because it's like i just have the freedom to talk about whatever i want and and this is this is uh a type of topic to where um i'm going to give a
heads up ahead of time for all the listeners out there what you're going to hear is is going to be it's gonna be a little bit pushy it's gonna be a little bit uh might rub you a little bit the wrong way or maybe maybe it might you might like it but it's it's just gonna be a little bit provocative and um i do it on purpose but i also do it because i think there are some nuggets in here that are worth thinking about that i don't think a lot of people do think about or maybe we do think about we just don't necessarily talk about um or maybe i'm just in my own world and and you guys think about this stuff all the time and i'm just i i don't know but um i do want to talk about kind of welding or the relationship between art and business and um to kind of give some background on me on why where i come from so basically i mean i'm an animator or you see here on the front slide um that is my background and more specifically a film background but i have been in games um i you know what i shouldn't have said
that i i half my career has been in film and half my career has been in games so i've been an animator for 15 years and um kind of like one of the my highlights that that i was pretty proud of is i was the youngest animator at my first job which is blue sky blue sky is um i'm sure you guys know it but just in case anybody doesn't they're known for doing ice age and so i came on for the film ice age two and i was i was age 20 when i started at the um animating for for them um since then i've traveled all around the world i worked at nine different companies in six different countries and i've contributed to um three academy awards as well as three additional nominations and some of the notable projects that i've worked on these are film projects is um pirates of the caribbean um part three actually pirates three also avatar i worked on avatar happy feet iron man part two this was before this is right as marvel was starting to ramp up and become like
a worldwide phenomenon in in the live action space and then rise of the planet of the apes is another another one that was nominated for academy award and right now i'm currently working in mobile games so i have some game experience um or mobile game experience i know it might be different from from aaa titles but i feel like there's there's a lot of similarities so what i'm what i'm gonna talk about in in this talk so i'm going to start with my backstory which by the way my credentials there was not my backstory i'm going to actually kind of express a little bit of where i came from my journey of how i got to where i am and then i'm going to talk about business mindset because the journey to get where i am now it couldn't like i it's almost like to turn a blind eye to a business mindset it would be just not uh uh ignoring a lot of what i went through then i also want to define quality this is where it starts to get controversial and this is what i think you guys really want to be here for us that's whenever i start to define quality and then i'm going to end it off uh like all this is funneling into this
really big um uh sort of i've got these these taboo production methods that i've kind of uh i'm scared to say this because i i don't want if i have colleagues watching i don't want them to think of me differently you know but um there there are production methods i think are just efficiency methods that don't necessarily hurt the quality but it's sort of taboo because it's kind of like well shouldn't shouldn't a true artist not be doing those things but it's like okay so i i'll that's just like a little teaser when i get to that point so these are the four things that i'll be talking about today okay so the goal the goal of this talk overall if we were if we were to get anything out of this as a group as a community it's to it's basically for an artist to attain a business mindset without compromising aesthetic passion so there's gonna be a little bit i i mean compromise is that the right word i don't know if i'd say compromise but there's gonna be just some back and
forth and understanding it's i think that's the word i wanna use some understanding and collaboration between art and business and not to consider one better than the other but just to understand that they can work really well together now as i as i mentioned before i'm going to give a word of caution because this talk is controversial i have a clip here of one of my favorite 2d animated films which is emperor's new groove i okay i just love this film but anyways this is gonna be a very uh controversial some of the stuff that i talk about so don't hate on me i i i have reasons for everything that i'm saying but that's not that doesn't mean that i'm definitely absolutely right if you don't do what i'm doing what i'm saying then you guys are just low quality or you guys don't want success it's not what i'm saying i just think it's worth talking about thinking about and if at the end of the day you're like dude screw that guy over i don't i don't like any of that
then that's that's fine but at least at least we could talk about it okay so let's get into the back story so it'd be impossible to talk about my backstory without talking about the big word baseball what on earth does baseball have to do with where we're going you know it has has a lot to do with my career because what happened is um when i was younger all i wanted to do i grew up in the midwest all i wanted to do was play baseball that was it i didn't have a job i didn't have a relationship i i just um um i focused a little bit on school i was like a b student but all i cared about was baseball i just wanted to go play baseball and play on the best team and practice and that's all and that's all all i wanted to do and and um the first point there dedicated my life truly that's that's what i did that's all i wanted to do and i failed miserably miserably i got to tell you guys this it was a miserable failure okay oh my gosh it was um imagine and and i'm gonna try to relate
this a little bit so that anybody watching who doesn't play baseball or whatever doesn't check out because what i want to do is relate this to something and everybody watching this might have a passion that they've dedicated to um and imagine dedicating your passion to that one thing for for me it's like 14 years of my life by the time i was 18 19 years old when i realized that baseball was a failure i the vast majority of my life was dedicated to this passion and then i realized that i it wasn't just that i didn't make it all the way it was that i wasn't even really that good at it i was like blinded by my by my just drive to go for it and and you know my my very loving and caring parents are like you can do anything you put your mind to and unfortunately that didn't quite work out in my in my favor at least when it comes to baseball but what i did learn a lot from this but i kind of i kind of want to like take a moment because like that was that was such a big moment in
my life and i don't want to like overlook it so just just be be with me on this okay because uh it was it was a hard a hard thing okay i there there are some sheer cheers tears shed there's some tears shed for sure when i found out that i wasn't even good at all i couldn't even go play college because i wasn't good enough um okay but what happened was it reformed my mindset big time totally before my mindset and i learned on my own that you don't always get what you work for and don't worry i'm this isn't like a discouraging message okay i find it very encouraging and and for some people out there they're like oh yeah i've done that for a while well i had to learn that on my own and and what i had to do was refocus stop trying to like don't follow your dream this is what i told myself don't follow your dream follow your reality find something you're good at then pursue that and it turns out i really liked animation and turns out
that i was actually pretty good at it and within uh uh i i went to a one-year school and then at the end of that one-year school i ended up working at blue sky at the end of it and a lot of it came down to the mindset that was reformed from baseball and a lot of that mindset came down to um well first of all nobody's gonna know me as as well as me nobody's gonna be able to to um know what is best for me except for me and so i had grown up being like just listen to authority they know what's best when they tell you to practice or this is how you this is how you swing the bat or that's how you throw the ball you just got to listen what they say there's some truth to that but but they're not going to know me as much as me and i really just need to know for myself how to do it and that's how the kind of mindset i took into animation and this was very um um pivotal in my career because in school taking this mindset my failure in baseball and reforming online taking that mindset into school and remember i went to a one-year school there were
some things that that um i i was questionable on what my school wanted me to do so for instance as an anime taking the animation path they wanted me to work on a short film and for me i was like i'm doing research i want to go work for pixar i want to go work for blue sky um what what are people doing to get into those companies and the research that i did show that people were doing animation tests not short films and they were doing like a weight test or an acting test maybe 10 second clips and not like a 60 minute 60 second or two three minute short film and so i was like i've just got a i just gotta do the test so i i scrapped the short film which was against uh recommendation i just did tests because i was like dude i've been here before all right i've had the coach who told me this is all you need to do just work on a swing do this and um and i've done it exactly how they say and i sucked at it um and so i took that mindset into school when they said you got to do the short film you got to do the short film this is what companies want it's like i'm that's not what i see i'm just going to
sorry you know my experience has told me otherwise i've got to do what what i feel convicted to do so um and this is really interesting because when i had my interview with blue sky i put in uh uh uh my my real back then it was a tape if you can believe it or not it was a tape this was back in 2005 and um the very first thing i'm not even joking the very first thing that that the interviewer said before we started watching my reels they said is this your entire short film i said no these are just animation tests and they said good okay keep going oh my gosh are you kidding me i was like so vindicated by then i was like wow i feel like i really made the right decision and i feel really pumped about that and and then i ended up getting a job so that was good um so that was a big turning point on my career uh early in school and remember this is all funneling remember started with my passion for baseball and what i learned from there brought my failure from there and i brought it into my my experience in school and then but
it didn't end there because i also brought that into my experience with work and so my very first job at blue sky i actually want to show you guys a clip here but um i have here on the second point i stole a shot during my first job and essentially what happened was um um i was like a fix animator i was getting shots that were you know like maybe leaves blowing in the wind um animating a character that was like two pixels tall in a distant you know or background characters that was like what i was hired on to do and um and they have an internal system of handing out shots and you check your every morning you would check what shots you have and you start working on them and so one morning i had a shot that i was like whoa this is like what we call a hero shot and um this looks like it's not supposed to be given to me um what am i going to do about it and i knew i knew that that once they found out they would give the shot to somebody else so i was like i've got a i've got a
window of opportunity here and this is this is a key this is the funnel of what i learned from baseball what i learned from school i was like this is a moment of opportunity and i've gotta freaking take it because technically i complete ignorance work on the shot and say oh well i didn't i didn't know it's supposed to go to somebody else and um but i was like i'm gonna freaking take this opportunity and um and i worked really hard that day and late that night to block out my shot and and then i showed it to the director before the producer could see uh before the producer could see it and the producer's the one who hands out the shots and so um the director who you know it's not his job to understand who does what shots so he he just was you know he critiques on what he sees and that's all he cares about so he looked and said okay yeah it looks good approved okay no joke next day next day um the next morning the producer messages me and says oh we didn't mean
to give you that shot now i already knew this i already knew this was coming i knew it so i said um and i tried to be as as professional as possible i said hey um that's cool you know i understand you know i uh you can give it to somebody else but just so you know just so you know it's already been blocking approved by the director oh that was that was a little bit of a curveball there right and i could almost it was in an email but i can almost see the producer thinking thought process and she responded and said okay go ahead and continue it oh my gosh that was such a big moment for me because what happened was ever since i did that shot my work has never been the same since and i've gotten some i got really great shots after that point and um um and it's been great and here was the shot and don't worry i'm gonna get into how all this ties into games and all that stuff but just in case anybody's wondering i'm gonna play this shot a few times it's just the simple one of the this beaver kid jumping on sid's head
that's all it was it was just up and down the beer jumping on his head and i was in charge there's a very first shot in my career that i was in charge of everything everything that you see moving i was in charge of and um originally i was just supposed to do the background characters but um when i blocked out the shot and the director liked it um anyways the rest is history so that's kind of i thought that was a big nice little turning point for me okay all right from this point i was i started to work on really cool projects and and great shots like it was it was i felt really good about my career but um i was also like unsatisfied in terms of wanting to understand the business side of things and so when i got to a point where i was really comfortable to just keyframe animation and and not feel um like i need to prove myself i was like well what what can i start doing with with maybe ideas or passions that i have and bringing them into businesses and um i won't get into all the businesses that i tried but i did try a
number like a dozen or so and um it got essentially what i've learned was you've really got the best thing that can happen with the business is to succeed and um actually this may have been i'm this may have been talked about um with one of the other presenters if i remember correctly but to succeed of course is the best thing that can happen the next best thing that can happen with a venture is to fail quickly very quickly the quicker it can fail the the the the closest it can be to to being um the next best thing and and i learned that the hard way i was on a project for like four years uh my own personal project um and ta even talk with venture firms and long story short i i i it wasn't going anywhere and i had to throw on the towel and i could have known that like within six months um but i just i refused to let go and and that was that was tough and it's a tough decision because sometimes if you refuse to let some things go then it
ends up being a success but sometimes it doesn't and and i had to i basically shouldn't have ignored the red flags there were red flags that um were very bright and clear and i should have not ignored them anyways um through through these ventures that i was doing during my time on film during my time where i was working 60 70 hours a week i had to learn efficiency methods and these are the messages methods that ended up getting the job done i think high quality but it kind of left you know the question of well is that really what you're supposed to be doing but what what ended up happening is open my eyes to the world the world of business and kind of understanding that what keeps me in that seat in that at this job whatever job i'm at first and foremost is is um if the project is making money that's like the number one thing i'm gonna actually rush through this because i feel like this this business mindset is a little bit less important but um
uh essentially if my um uh uh if i'm generating money for my company that's what's gonna keep me in my chair that's what's going to keep my job yes talent is involved but what's more important than talent is generating revenue and that's that's that's the the point so some some of the points here is uh job security is more connected to finance than talent that's something that i that i have experienced um and this is maybe the first dose of of controversy here is is is i would say that a quality artist who doesn't generate money is less valuable than a mediocre artist who does and i can't imagine this being different for any whether you're a startup or whether you're a seasoned you know been around for 50 years a company i i would imagine this is the same no matter what it's it's um the the the quality is associated with whether or not you can generate revenue and too often artists can can be so focused on the aesthetics that we forget
that hey man we got to make money out of this somehow uh it's it's not a for it's not a non-profit thing okay so when i say that the quality of ours uh who doesn't generate money is less valuable than a mediocre mediocre artist who does it brings up a very very big question of what what is quality what exactly is quality if if um if we're saying that a great artist doesn't generate revenue how does that even you know for some people that might not even connect because what do you mean a great artist would generate revenue well let's get into maybe what the definition of quality is so i have an example here of mcdonald's right everybody knows about the mcdonald's chain and um is that is mcdonald's a quality company now some people can argue like ah their burgers are nasty or something or a lot of people can take pride knowing i had last time i ate at mcdonald's it was five years ago i've i've had conversations with friends where it's like we had a contest of who
when's the last time somebody ate at mcdonald's because it was so gross but if it was such a bad quality product why have has their business model been copied by so many companies over the last 80 years right so it's it's you gotta it's an interesting way to look at this because the same thing can be applied to art projects games and films it's like you can look at at something that say um man i don't want to put anybody on the spot but let's let's say there's a project that that is not very high aesthetic quality but it generates a lot of money and the reason is because they they've developed a system that that works really well and their audience and it provides what their audience wants and it's like well how can i say that's a low quality product when their their audience is so happy with it so i'm i kind of break down quality into external and internal and um what i mean by that is extra external is what the consumers see so whether it be like
an iphone or a movie or a game that's that's the external product and a lot of times can people can associate hey that's a great company a great product because because it functions like that that film was really good but there's also an internal product that i think we shouldn't overlook um so you got external and inter internal is is um is the process that creates what consumers see so internal is the process that creates the external and if the internal process isn't really good then i almost want to say it doesn't matter what the external is because even if the external just happened to have a unicorn situation where it turned out like uh winning the lottery and it turned out to be a really great product if the team isn't even cohesive on the inside and there's no way to replicate what's going on and and there's like um
division within within the company of how to run this even even though it is uh the external product is good it's like that's going to fail it's still going to fail if the internal product isn't good and um so i say here without quality in both areas both internal and external the business will fail or the the product will fail eventually and so will our jobs so i i just i i say this somewhat controversial but i in my experience i find that artists are masters of external quality we know we understand how to it's our passion to to create that brush stroke that's just perfect or to create that animation that's just amazing or the characters and and to create the most visually stunning work that can be shown to an audience that we're really proud of we're masters of that but what i think we oftentimes lose sight of is the internal quality how's this replicated how what do we do about how this makes money um i remember in in high school and i gosh
it's crazy i remember this but um there was there was a really talented artist in like uh our art class when she was she was creating these pictures for for um people who uh uh she was making commissions off of off these these original artworks and and um and she was getting more work than she can handle and and uh i remember my teachers saying like you know it would be a lot less stressful for you and you probably make a lot more money if you just printed them instead of hand drew every one of them you would sell them for less but you could sell a lot more and in the end everybody would be happy so that was just like an example of of like i know it's our passion to create the most original fine piece of art but imagine if if we just connect it with business a little bit and and have the internal quality and in that in that example the internal quality of this artist would be that she gets more time to herself and she could probably focus on other things and she'd also
make revenue from it okay so um since we i believe that artists know about what external quality is i'm going to talk about internal quality and what i'm talking about specifically is not i'm not talking about like a robust pipeline so some some viewers watching might be like oh yeah i totally agree internal quality is like yeah we need to have like a really good file system and we need to have the tools in place yeah kind of that's it but i'm talking more of like the mindset like like we don't have to get into the intricate details of like how to set up a system we could just talk about a philosophy a mindset that's the internal quality and if this mindset can hook up with all everybody involved then i think that is is quality in itself without even creating anything yet so this might say what what are some of the things i'm talking about team compatibility so so i say this a great team without an idea is better than a great idea without a team um i i'm gonna say it again because i
think i think it's so so powerful like a great team without an idea it's still better than a uh it's better than a great idea without a team i remember going to uh venture firms when i had my my business idea and i was trying to pitch the idea and and something i learned that even when i was talking with with these angel investors is they they basically did not care it's almost like they didn't care what what the idea was like the idea was about five percent of their interest what they cared about the most was who the team is is the team experience is the team passionate is the team uh can they actually do what they say they're gonna do that's really what matters and and a a venture capitalist is far more likely to get to jump on board with somebody who is uh who has a great team and all they have to do is find a good idea it's this might this might be hard to say but but um ideas are a dime a dozen
so i just i just want to give a moment for a reaction i ideas are a dive a dozen it's so easy to come up with an idea ideas are so easy and so cheap what's really really hard is how to implement an idea and to implement an idea successfully that's that's where the real juice is like for so for somebody to say like oh i had this idea and somebody stole it like ah screw them and now now my life's ruined yes some of that's true but if they were able to implement it they were they were levels ahead of anybody who couldn't implement it and just had a great idea okay i just had to go off on a little tangent there um talent is another internal quality but but yes it's an internal quality that that we need to have and is good
but um as i mentioned before a great artist who can generate revenue is is uh a great artist who can't generate revenue is not as valuable as a mediocre artist who could so back to the high school example where i said the the the student who was drawing um and selling her drawings she's talented sure but um somebody who can who's not as talented as her but who figured out the business mindset who could just print and then find an audience who wants their work and then just dish out these prints really easily who's more valuable right maybe i'll just leave that as a question instead of instead of giving a judgment to it um okay i think internal another internal aspect would be managing the whole product not just the art and i know i know we know this but um i think there's one one of the points in my and at the end in the taboo section where
where um i'll mention now where it's like uh as artists we think that all we need to do is create something that's high quality and the money will come naturally that's touchy that's touchy is it is it really is that really the case um so this is why i say manage and i'm going to talk about more about that later is where i say manage the whole product not just the art who's the audience how can we market to the audience marketing is so huge um how do we how do we get the word out how do we how do we make it functional to to the audience now for film it's really the functionality is easy it just needs to you know fit in a digital form in the theater or something around your computer screen but um as a game it needs to be interactive function um that's we've got to manage the whole product and not not just the aesthetics boundaries for success and what i mean specifically with this is um
timelines okay this is the biggest word that comes to mind for me is timelines when i talk about boundaries for success very easily and i've heard there's many many times where let's say i'm on a team and and something doesn't turn out as good as we wanted but we know we we know we can make it that good if we just have more time and it's true hey if i just had more time however we work in the business world my friends timelines are necessary and if we can't deliver within the timeline that we promised then we haven't delivered we we can't say that we're gonna we we're creating high quality when when we can't even deliver in the timeline now that there's some back and forth with that you know but but i'm just saying timelines are important and it's hard as artists it's hard for artists to really wrap their heads around that and be okay with that sometimes but they are very important and i think in some ways
they can be our friends that deserves a whole talk in itself but i won't get too far into it um and then lastly which i think is the most important thing is is replicability it's it's just if you can replicate what you're doing whether it be a film or whether it be a game or whether it be the process inside the game like in mobile games we have a content cadence which is different from triple a games triple a's it's like you have a a four year production and then a big payoff you know that that you sell millions of copies of the game over the course of a few months and then trickles off you know years after that mobile games is is just a steady content cadence and um so especially within mobile games is can we repeat what we're doing do we actually know what the audience wants enough to repeat it and are we are we proficient enough internally to be able to repeat it without burning ourselves out or or anything like that i think replicability is a massive aspect to consider when when thinking
about internal quality um and so and i'm touched on this just a little bit but um but i to me a product is not quality if it was built on a system that that can't be maintained because it burns people out so again it's so easy to look at super high aesthetics and super high talented people and be like that's so great we can create the greatest thing ever but if if it was if it burns people out because it takes so much work or if it runs out of money because we keep missing our timelines how can we call that quality how can we call that quality even if it has the best people but the best artist on it so just some aspects there okay so now now for the juicy bits i i hope we're doing okay on time i don't see any i don't see any uh hate messages so far i don't see anybody uh uh saying um tell me to hurry or anything so that's good so the juicy bits that i'm talking about is um the taboo production method so this is going to be if you if you missed
the entire production until now this is the juicy bits and basically everything i set up until now funnels into these these controversial statements that i want to make that again i'm not saying this is absolutely true and if you don't follow it then you're a dummy it's just something worth talking about and everything that i've said until now funnels into why i've come to some of these conclusions all right so the first production method that i have learned in my experience is to reuse artwork reuse artwork now let me take a drink of water okay my friends so in that this is going to be so controversial in let's say uh um if you're gonna write a book or a newspaper or anything like that anything that you write if you were to
copy somebody's work it's called plagiarism and you can get really really big trouble for that there is no such thing in animation if you copy so or or in uh any any film production or game production if you copy an art asset unless you're like okay i gotta give this disclaimer unless you're like stealing art assets from another company or something but if you're within the same company if you're taking if i see an animation i would do this on film is is um the film would have half the film animated and i would get a shot of like say a character jumping through a window and and i'm like well there's been another shot of a character jumping through you know something else and it's kind of similar let me just take that animation's already been completed bring it into my
shot and now i'm i'm over halfway done it's like i'm like 80 of the way done because i'm reusing this work and why can't that be the same thing across many disciplines and not only do i not get in trouble for it it's kind of like praised because you not i mean it's a little bit of an art form in itself to know what is good what is good enough art to copy right but um i will say that on my demo reel i don't have anything that's copied so that's that's something to consider but in terms of like again the business production mindset the client doesn't care what's being copied i would dare say your production probably doesn't care if you're copying stuff they it's just we gotta get stuff done it's gotta be high quality and if we're building everything from scratch why why are we building everything from scratch every shot it's starting over from scratch why every asset's starting from scratch why i i worked at rhythm and hughes i don't know if anybody watching is working that rhythm and it has worked out rhythmic hughes for those
rhythm hughes went bankrupt on the film life of pie which was a phenomenal uh film with with phenomenal effects but they they were running to the ground um financially and they went bankrupt and it was just this juxtaposition that was such a big deal of like literally they won the academy award for life of pi for visual effects in within a few weeks after they won the award they went bankrupt and um of course there there's a lot of different reasons a lot of um controversy on whose fault it is but i will say this rhythm hughes has built numerous tigers in the past and life of pi the biggest effect of life was pie was was this time the tiger that was phenomenally done but i when i worked at rhythm and hughes
they did not reuse assets because the clients didn't pay for that and if you if you um um if the clients are going to pay for a tiger you got to build a tiger from scratch even though they worked on chronicles of narnia and and made the line for that even though they worked on um the golden compass which had numerous feline characters in that film and they had they worked on numerous films with furry creatures and stuff like that they still would not reuse anything that they've done for for whatever reason it might be and i'm not trying to put a judgment on to say that it was a bad decision i'm just saying it's worth talking about why aren't we reusing assets why why if we're if we can't build a system that allows us to reuse assets or or have a relationship with our clients that lets us reuse the assets why don't we build that because it would have okay anyways okay the number two here um procrastinate why what is this guy talking about
ryu's artwork procrastinate this guy's crazy he's gone nuts no my friend i don't think so in my career i've procrastinated more often times than not and here's and there's there's an art form to procrastinating it's not i'm lazy it's i'm gonna let things simmer when i'm given a shot an assignment that's like hey you want the character i'm like okay cool yeah yeah i a lot and some of it takes experience but i can a lot of times sense when i have a feeling that direction might change or i have a feeling that other things need to take place before this is going to start to make sense so i'm going to treat that as a low priority and allow it to sort of work itself out and then i'm going to attack this right so so when i'm certain that the direction won't change or we know exactly what we want then i really attack it and a lot of times i guess i guess the crude word i'd
use is procrastinate maybe you guys can come up with a better word but but um this isn't again this isn't about being lazy this is about being selective and and through experience understanding when to to go strong and hard at a uh at an assignment right away versus we got to let this play itself out a little bit okay do not stay on the underside of the drawer this is a this is a phrase that i've heard um coming from pixar and i read the i read the book i don't know how many of you have read um creativity inc and ed catmull in his book talks about sanding the underside of the drawer and basically what this means if anybody doesn't know is is like they put so much detail that that they put put some amount of detail in areas that people will never even see right sanding the other side of the door who opens up their dresser drawer and looks underneath it's like oh nice nice job underneath that
the phrase that they use and um so in in the book creativity inc and this resonated really with me uh mr catmull talks about on the movie monsters inc there's a shot where there's a pile of discs of like dvds i guess and they're all stacked on top of each other and and they were pushed over um in one scene well in each one of those there's like i don't know whatever 10 or 12 um dvd covers there each one of them had original cover art on each one of them you're never gonna see that you will never see that and um and and so catmull says in his book he said we maybe we took things a little too far at that point now i understand there is um when when we when we put um detail in areas that we thought we would never need detail a lot of times that could turn out good for us and that's true but just understand that
it can be very expensive and especially for like a startup um i don't know all right questionable i i think i think um having the intuition to know what we're going to actually see is more valuable than than sanding the underside of the drawer just in case somebody wants to see it so that's my sort of uh controversial statement there um the fourth the fourth point here the most common excuse that i see in production and this is what i talked about this a little bit earlier in fact let me go to my notes where are my notes here they are so the most common excuse that i've heard in production is if i just had more time i am sorry if i apologize if this if this is jabbing a little bit at anybody watching don't worry we're all in this together we're all family we're gonna we're gonna get through this um if i just had more time there is
truth to that the reason this is such a hard topic is because there is truth to that for many things out there if you just have more time then yes it could be a success but that's also can be used all the time and can be overused and if we just had more time i remember being on a production or my or my manager constantly was was running late on on on things but but um was so proud of how good the art looked but the art was looking good but the game itself was not doing well and and his mindset was like well we did our job right um disconnect from the business side of things is how i would how i've categorized that and and having a uh a mindset of if i just had more time i think a lot of times can be a disconnect from the business mindset i'd say that would be true if we can give a
compelling reason um if if a compelling reason as to why we'd need more time and what timeline we would need right that that to me would be true so so um uh to just always to just always um fall on if i just have more time well everybody everybody can say that okay that's number four number five we're getting close friends we're getting close almost almost done here um do not sacrifice user experience for aesthetic ambition do not sacrifice user experience for aesthetic ambition aka the the original way i i titled that point was um i said i said sometimes lower quality art is the right decision but that's way too uh way too inflammatory i think um but i do think it's true i hate to say it but sometimes lower quality art is the right decision i said it i said it
oh man we'll see what kind of hate i get from this let's see what kind of hate i get from this but i have a very very very good example um to use um i'm gonna and and i'm not gonna show a video here because uh just for the sake of time but i just want you guys to imagine with me because i think just the concept of imagining this situation which is a real situation but just i don't need to give visuals um there's a i play league of legends i don't know if anybody else plays and i really like that game and i think it has great art um but the original art was not that great it was um you could tell they focus more on functionality than they did on art and they had like a big um art turn around later on in their in their uh lifespan but there was a character called ezreal and ezreal's this this um ranged character with magic shots and and um his animation was um cringy to me it was as an animator i was like he's like his run cycle was very like just
boxy just like that's how he runs he has like no fluidity when he when he was running it was just like very boxy and like i didn't like it well if you know anything about league of legends they also have um their biggest money maker is is by selling skins skins is like a reskin of a character the character is no more powerful or functional or anything it's just a different look for the character and a lot of times these skins can look way cooler and have cooler effects and stuff like that and it just kind of enhances the game experience so people buy the skins and it's a big money maker um but interestingly enough like you you can understand why ezreal who was one of the earlier characters was not animated as well as some of the newer characters um and so you would think okay well that was that's because it's an older character and and okay you know we'll give some grace for that but the thing is on new skins they would still have the same walk run cycle what why why we have all the resources i this is i'm i'm
i'm paraphrasing as though if i were to work out riot it's like why we have all the resources we have we have you know uh a world-class artist now work-class animators why can't we you know make the the run cycle better why can't we make the animations better but the thing is that's overlooking the business side of things because if we were to change the run cycle on one of the reskins for ezreal the the animation is not just an aesthetic it's also a branding so the way that the character runs is a way that as we're playing the game we we subliminally recognize the character by their movement not just by their by their model so if the character has different movement on on different um skins then it can really mess with the game experience and that's a very risky thing to do because if you're going to have one skin where the run cycle is this and another skin where the run cycles that that you can get confused on oh well is that ezreal or is that not and and it can mess with the game experience
so i don't know if they did it on purpose or not but riot did not update the run cycles even though they had all the resources to do until later when they did a complete rework of the whole character so this is a key point here because when i say sometimes lower quality art is the right decision i would say on this example with ezreal you should not update just one just the newer skins for the sake of quality because that would have lowered the user experience but when you have the chance to update the entire character across the whole board to where the entire branding of the character's movement can be updated across all the skins yes now you do it and that's exactly what they did and the the animations now look amazing i think they look so cool but they waited until they can update across all the skins so that's just an example of like sometimes lower quality artists are right it's the right decision um but to be more diplomatic i say don't sacrifice user experience for the
sake of artistic ambition another example this will be quick if you consider yoda from star wars like from the 70s when star wars was made you have yoda as a puppet well it's interesting that now when we have all the resources to make him you know way more fluid or something we choose not to right the filmmakers choose choose not to they choose to still treat it like a puppet and the reason is because us as an audience have an affinity with the original way that yoda had moved or was created and if we mess with that affinity it's messing with the user experience right so as a user as a viewer we almost don't want yoda to be super high quality because in certain areas like at least the the movement it would take us away from from what we know yoda to be okay listen to the subconscious of your
audience i think i think i touched on this a little bit because um uh uh with this yoda example it's like if the audience prefers prefers quality over aesthetics like sorry quantity over aesthetics then let's stop trying to make everything look so pristinely perfect um content cadence is is another example that i come back to if if we have a content cadence and and the care your audience has an affinity with a certain aesthetic style that might not be our favorite we still need to stick with it because that's what our audience wants and even if we put side-to-side comparison of like even doing an analysis of questioning your audience which one which one of these do you like better um they might even say the higher quality art they like better but the truth is they respond better to to what they're used to we need to take that into into account all right um i'm gonna go to the last one now the biggest lie about business
and this is what i touched on a little bit earlier and um and then i think i'll be i'll be ready for questions and such after this but um the biggest lie about business what am i talking about what what am i talking about i think the biggest lie in business is if you make a quality product the money will come naturally i said it i said it friends the biggest lie in business is if you make a quality product the money will come naturally i've already used rhythm and use as an example they won the academy award this is and it wasn't years later it was two weeks later after they received the award they went bankrupt um i've seen projects um and in mobile games i've seen some amazing like artistic projects in mobile and
mobile games and i'm sure in aaa as well that had great art uh great qual even a great gameplay but why aren't they the the most successful product um it's it's true that we have focus on quality is a valuable thing i'm not saying it's not a valuable thing i'm just saying let's let's weld together our business let's get in the right frame of mind for both sides to connect and just because we make something quality doesn't necessarily mean it's going to make money we've got to have people who understand the business side who can connect the dots and as artists we need to understand that if we're going to really call our product quality then it needs to make money and we need the business people on our side and we need they need to be on our side as well um and all these connect all these things together so
that's that's my um my big spiel i i hope i didn't offend too much but i thought it would be good to talk about and uh um yeah i'd be curious if any but anybody has any questions man thank you for that dude and ben it's always a pleasure to talk to you and connect with you and have an honest conversation it's what g ducks is built around and especially with your uh jump from different industry as an animator it really helped kind of paint a better picture for everyone that's out there uh that is interested in game development and as well as the visual effects companies and it's it's a very real thing i just want to double down on what you're saying is that um especially with the visual effects and and and and and in that film business right uh we're seeing like an in a huge amount of export into canada and overseas you know the la area with
visual effects is pretty non-existent even in the bay area uh ilm is taking a step back like this is the biggest that's the biggest visual effects company and they're taking a step back and sizing down and and shipping a lot of those jobs in their other studios and um it's it's a shame that they can't adjust if not for their bids but adjust internally how they do things uh for output because um it's just an eventual downfall uh if if one doesn't give in to to to another yeah yeah and so i'm gonna go straight to the question i want to remind everybody just go ahead and drop it in the social channels we do have our moderators out there reed conan uh and i'm gonna ask away now so this question is from night wolf uh can you copy a games or movies asset from scratch as a way to show that you can meet their standards and in their portfolio
um i'd be curious to know the context of what you want to like if you're saying we are we're a company that can make games for clients and we're going to copy some other game and show a client that we can we can do that i don't know if that context would be okay um do you do you have an idea of what the context well uh the night well feel free to follow up on that uh but i think my take is that um let's say let's say i want to work uh for metal gear right for konami and as part of your portfolio piece you have a like a fan art essentially from metal gear and submit that as part of your portfolio to show that you can match their art style essentially i think that's what they're asking oh yeah i think that would be good um that i think that'd actually be really good if you're if you're so yeah if you're if you want to do a game for konami and you are you are
taking some of their projects as inspiration to create your own character now if it's gonna be the exact same character um i still think that would be impressive like like um to be able to create the exact same character that they have on in game but i think i would imagine if somebody's recruiting they they'd want to see a little bit of a spin to to know that like could you create something like like with our aesthetic but a new character um i i think i would i would encourage it wouldn't be like frowned upon to create the exact same character but it would just be more impressive to to take their art style and and add a little like a new character i think uh this is a question from tom sanjo how do you praise the animator rigger for their work so they know you're paying attention and not just looking
great when you're not an animator yourself oh well i will say that it's always it's always so lovely whenever somebody wants to praise praise the work that i do and and it doesn't even have to be hey that animation was great it could be like you were really great in that meeting or you're really great to work with um that's that's really good as well but and i think that would be good for anyone but um i think the best compliments for me when somebody's complimenting the aesthetics of my work is um is when i can tell they're not just throwing out compliments so so i remember getting a compliment once of like an animation piece that was actually a mistake um like it was like submit submit your latest work and we'll talk about it in the meeting and i submitted something and it was like it was it was actually a broken a broken animation that was like all whacked out and they were like oh this is great good job really great job and then and i was like
oh man like that was that's like a botched compliment because i don't think that was a good job and um that really that really hurt the experience of that being a compliment but um but if i know that that if they if they say hey like the way that you had the hand move and that fluid arc and like the expression on their face was like i could tell what they're thinking without even hearing any dialogue that's like a really powerful compliment that that um that i really like and and even i remember one time when i was um looking for compliments if i could say that um i would show my animation to to a friend and i wouldn't look at the film the the video with them i'd look at their face to see if they're responding the way i expect them to are they laughing when i expect them to laugh and if they do then that's a compliment in itself without even them saying anything that's a good question uh i guess this is a personal question like uh well a question for myself um
you you being jumping in different parts of the industries and seeing how at least the the movie industry is kind of in disarray now and i don't see them really getting better so it's wild right so yeah i'm sure you have a lot of colleagues still connected uh with you and um how are they faring over there is is is the move now into games or are they still sticking it out in canada or wherever else they are right now that's a good question um i haven't talked much with my vfx friends um and i kind of i say vfx versus like feature feature animation because feature animation is is a house that owns all their their their ip and so they they can afford to just keep their people on but vfx houses are basically a vendor to and they uh they create work for people who own the ip and that's a much different world because if you don't if you don't if
you're not get given work from a client then you can't pay your your employees and so that's that's much different um i have not talked with my vfx friends lately um i'm actually curious as to it's i i feel really saddened by by what's going on especially for them because i don't see live action i see live live action a pretty hurtful place but conversely to that i see feature animation in a huge opportunity right now to where you can create films from home working on your computer you can't create films from home when you're doing live action right so i think there's it's almost like there's there's a huge opportunity for for animation because disney plus is going to need a huge amount of content um netflix is having needing a huge amount of content and then you have all these streaming services um well what content can they do except animation so i think there's
there's um some interesting aspects there that um i'd like to see play out but when i talk to my friends from feature animation that i think the big topic right now is will feature animation feature film allow you to work from home that's such a big topic because working on a mobile game that has content cadence every two to three weeks if something gets leaked it's it's not a huge deal it's it's very unprofessional it might look bad on you even if you didn't mean to leak it still look bad on you but it's it's gonna be okay if that same thing happens on a film the whole film could get completely demolished and and it could be in ruins if something gets leaked so the chance of something getting leaked because of security issues or you know naivety if somebody doesn't mean to leak something and ends up getting leaked um i think it's a very real thing and
uh but yet i see when i when i see feature animation potentially being open to that i've talked with friends from dreamworks pixar and uh and disney and it i'd say to the extent that they haven't shut it down they haven't said oh there's no way of that happening it's more of like dude who knows because we can't go back to work um we got to figure out something that's that's kind of the conversation and and that to me is kind of a step in the direction of we've got to do remote work for that uh this is uh that's actually what you pretty interesting that you're saying that too um with games right now we're obviously there's a lot of companies that are forced to kind of make this remote working work right so visual effects uh especially and and and these companies that are set up uh with very valuable ip and nda are are you hearing
a shift on that so how are they getting work done uh because they're not they're i think they're less set up than us uh to to do this um yeah i i think you you you phrased it correctly the valuable confidential ip is i just i'll just say i'm super fascinated maybe where this goes because if if we can create films and we can create triple a games working from home and i put triple a games and film kind of together because i do think that has the valuable confidential ip that if something gets leaked um if we can do that from home and it's effective and trustworthy and and company executives are not on pins and needles at all times because at any moment anything get leaked and if we can do that effectively
i mean it just blows my mind because what that to me is a changed world that to me is like we are experiencing right before our eyes in our in this very generation in just a matter of months maybe even maybe years we're seeing like one of the biggest shifts in human history of of we were all working in the office once upon a time now most of us can work from home and we can do it effectively and with high co uh confidence and confidentiality um it's it's such a fascinating topic for me i and i i'm about 50 50 on whether or not that can happen with films and triple a games um but i think i've always had a dream whenever twitch first came out i shouldn't say first came out but but it was maybe about five years ago when i started getting involved with twitch i was like it would be so cool if we just all worked online on twitch with an audience making a game and we were all just
you know we could it didn't matter we could show our ass show the production assets what like i can animate a character that maybe not be released yet but it's all publicity anyways to do it online um and i wonder if if that might have some some appeal as well i doubt i doubt that but um who knows where we're gonna go because you know a year ago or even six months ago i wouldn't have expected that that we would have be having a conversation that that we'd have these kinds of productions working from home and also to think about um what do you do about hiring right how do you hire somebody for remote work how do you get how do you do orientation how do you get them their computers and get them all set up and get all the the software and everything it's navigating that is uh i don't know if anybody if anybody's not interested in that i i it just blows my mind because uh
i think it's a changed world to be able to do that yeah i i definitely um agree with you there like the last two months of anything a lot of the friends and colleagues around the industry are are battling with that exactly it's like not everyone has a nice rig at home and so these companies are finally um having to cash up and get these systems there because uh you know deadlines have to still be met even though eventually they're going to be delayed but uh we got to get people working and like you said this this pandemic is um [Music] it doesn't really have an end date just yet people were hoping by the by june right yeah well it's already june and now people are kind of looking at the in the summer but to be honest i think the rest of 2020 is going to look like this until this event yeah yeah yeah and then you're hearing more
and more companies um uh talk about work from home until the end of the year um i i know that uh that that my current my current employer is um i think it's okay for me to say is voluntary work from home until the end of the year it's mandatory until september but voluntary through the end of the year and i think a lot of people are going to are going to capitalize on that and work from home um and honestly i i think people should right it's who knows what's gonna happen but but also um i think the more practice we can get working from home the better these processes will be also i was i was i think facebook was the very first if i remember the first major company to say work from home until through the end of the year and in a way i was kind of like well that kind of makes sense because facebook would would benefit greatly from creating tools and processes of working from home they could actually create a product of a work from home
product that might even have good good um security features that they can actually give out as a product to clients because they've done it all internally themselves like it's actually really advantageous for them to develop systems that work from home but i don't know if i how i could ever wrap my head around somebody not setting foot in the office and you hire them and give them what would you like mail them a computer would you mail them a desk i i don't really i don't know how that that would work um but i think this is almost like an entire uh talking itself of what my what might happen with with the remote work situation yeah maybe uh i mean the next g decks will have a better insight but for one yeah when i'm talking to people who who are working from home who are working on aaa these companies that used to say no you
cannot work from home are doing it because they have to yeah are are doing exactly what you're saying they're shipping computers out to these guys oh and i also want to add i also want to add that um and this might be helpful like a nice interaction with with the um the business mindset is is um i i think that when companies start to purposely not have enough office space because they're they're focused so much on people working from home that's when i think the the like we will have turned the corner um when when the the companies are like we are we we are purposely going to save money by not having as much office space because we need people who are from home i think i think that's a a big a big turning point um but in addition to that so you said like now it's almost like companies don't have a choice and and i think that's true and i think that's part of the business aspect like i think companies have
always kind of like thought about this i know i know my my company has and and i know of others who have where it's like we allow people to work from home occasionally well you know why don't we allow people to work from home more often there's actually a big risk factor to that if you're a company who's like okay we're gonna let everybody work from home well nobody no other companies are doing that so if something doesn't work out if the production starts to lose steam because of i don't know for whatever reason you're taking a big risk as a company to try that out but since every company is forced to do that right now the business that there's no there's no extra business risk to do this because everybody's doing it and it's it's almost like the only way that that the world would turn to work for to to the world would turn into a work from home world is if something like a pandemic happened because no company would would take the risk on their own so i think i think there's some uh answers in that aspect when we put on
our business hats of of um why it might be working now yeah definitely man um and everything that you're saying in your talk is what i felt throughout the career it's like okay so yeah go ahead maybe i i'm not the only one who's thought about these things no well i mean i think you're the first one to um to really highlight it i think a lot of what you said is something that again uh haven't been said in that way right so it was refreshing to kind of hear because as we go through this industry we're always pushed to kind of work harder but not smarter so working smarter it's definitely giving you a longer shelf life and we've had uh presenters even during this gdex with mickey yesterday who talked about and he's like such a proficient artist um always pumping out work but he hit he hit like a wall in terms of um just
burning out and um there is that like internal passion that only takes us so far but when you're trying to up yourself or meet demands or hit deadlines every single time yeah are you going to be able to do that until you're 60 and i can't and most artists and developers can't do that so uh yeah i think shortcuts and and putting out quality at the same time is the best way to go well and also something that that something some extra benefits that i like i would i would consider myself like bullish on this idea um extra benefits that make me bullish is is you have a lot more um um patience right uh i've had people ask me like how do you not get angry when the director changes the shot on you and it's like well because i haven't worked on the shot yet i learned how to procrastinate
i learned i learned how to to not put my heart and soul into something until i know that something is going to be carried through and even even if even when i'm working on an assignment i kind of be like i'll treat it about 50 to 75 until i get like the final approval of like yeah that's what we want i'll take it to completion then i'll be like bam and i go really hard to make it like the best i could possibly make it if i'm making it super detailed all the way from the very beginning it's the best work i've ever done in my life that's super exhausting i don't think i don't think anybody can do that back to an analogy with baseball like when you're playing baseball um there's a lot of standing around right um if you with every with every pitch once the pitcher starts to run the ball then all the feelers get ready how weird would it be if all the fielders all the position players are like ready throughout you know the three hour game of just like you know i'm getting ready i'm getting ready i'm getting ready it's like dude the ball's not even like being
thrown yet like chill out chill out okay like just you're gonna you can drive yourself crazy you're not you're gonna actually lose steam you're gonna actually not be able to perform at your best when the ball is actually hit to you because you've been like so tense the entire game you know because you want to be ready the whole time and show everybody that you're ready um and in some ways i can compare that to to to working in animation you know let's just take some big brushstrokes here of doing this and that and kind of throwing an idea and i you know i'm not married to this i'm just you know it's just less collaborative and it's like oh we definitely like that okay now i'm gonna go hard at it now i'm going really really hard and um there have been times where i've had my heart broken with something that's been cut but it's it's been very rare um and i think because i've i've learned how to disconnect from um from those tough decisions that directors have to make or um that games have to make to to cut some work that that i've done um and they aren't they are tough decisions but
but i've always been able to respect it and be okay with it because um um uh i think a lot of it is the mindset of procrastinating the mindset of copying work if i've if i've if i've copied over if again to like jump through the window example if i have an animation somebody jump through the window and i copy over the animation and i show it to the director i haven't put that much work into it yet and if they don't like it then it's no no no uh no problem no harm no problem and it actually makes you look very flexible to be able to do that i am with you on that so um be environment artist right and building the world many times in projects where uh an idea has to be tried out and there's no way to show it but to show it and that you know building the world is a lot of work and you can get really fatigued from throwing away a lot of work and as an
environment artist the more experienced you are there's a smarter way to do it and a lot of it is just having these this library of assets that you've built in the past and use that as a resource to kind of build an idea quickly and um and the the best people are not like you said necessarily the best quality in the world ever done right it's the fastest the fastest shippable quality is usually the best yes in the office and the most valuable and they're and the employer usually in the client feels uh that person gives the most value because of that reason because he does something really fast it's shippable and uh most importantly you know when they bring in the bad news of like you know we got to throw that away or cut it uh his response is very professional right yes yes it's a very very definitely
yeah he's a cool guy yeah we we threw away like hours of work in their eyes right but for you it's like you know it's i made it for you guys because i know how you guys are so bad yeah it's very smart it's very senior mentality and then the ones that last longest have a that type of approach that i i definitely appreciate and i want to echo as much as possible yeah actually working smart i should have i should have said that i didn't say that anywhere my in my presentation but that that pretty much summarizes it i think i got you man i got you so uh we are at the hour mark and again i want to thank you ben for for coming on i can talk for hours with you and it's great to have your energy to kind of anchor the three-day conference that i've been going yeah i mean these suspenders look cool but you know they're kind of restricting and they're choking me a bit so uh uh before even the next g decks man i want to have you back on and open an invitation to to come on the podcast
it'll be i'll do it in a different room it won't be in the motel but it'll be on a different uh different set i guess well that that's an honor i love talking about this stuff so uh anybody who wants to listen i could talk all day about it yeah and i i know there's a lot of questions still so uh if you don't mind ben if you have extra time or not maybe immediately after but sometime in the future we do have a discord channel open so if you want to talk to ben directly uh go ahead and indeed well not dm i'm just talking to the gdux chatter uh aside from that before i sign off and and say goodbye i wanna hand the mic over to you if you wanna put your contact slide up so people can find you after uh the conference maybe they're watching a recording of this they can reach you at okay let me just i'll just put up my my twitter i think
um i do have your twitter on the tv here i uh yeah oh yeah there it is there it is finds fine double oh because believe it or not fine spine was taken from twitter feinstein was nowhere else on the internet but it was on twitter so i couldn't get finds flying on twitter um once i did it yeah but that's that's pretty much the best i think the best way um you can also connect with me on linkedin um i think that would be a good way just through my name um i also have a youtube channel but i don't really i i'm not really too involved with these things um it's more of like i don't know if if enough people were like hey where's that guy we want him back or something then i'm like okay well let me let me update my social media but but um for the most part i just i i'm pretty low key on on those things so i think twitter might be the best way to if you just
add me on twitter well you hear him people just tweet at him at find spline double o there you go and if you're watching a recording of this we'll we'll put all your information down there for you for everyone to click through if you're listening to this we'll make sure that you have it in the link description as well so ben thank you for being part of this time g ducks uh but uh maybe we'll hear you on the podcast in the future dude that's awesome i really appreciate it and love to be here thank you so much all right man thank you so much i'll uh i'll see you man all right later it's always a marathon man i uh might sound wrong but i always equate it to child birth i'm not a woman i've never given birth and i'm pretty sure it's offensive to
all women that are watching this but uh every g ducks that i do you know i swear to myself oh my god i can't go through that again because going three days straight uh with little hydration can be a tall task but as the months go by and the reactions and the responses and i'm already seeing it on our social channels uh the the value that g ducks is bringing to everybody out there hopefully you guys feel armed and ready to kind of go out and combat like the game dev world as a developer feel confident and have tools sharpen to extend your success right that's the whole idea we focus on the individual that's why when people come at me and want to work and help i refuse no that's not true we do have moderators and thankfully i do have support i want to shout out to ahmed for for helping moderating all the social channels ian for helping up
meets uh and supporting uh you know in the background uh i run a really tight ship and i only allow quality people do to to work with me and i having the honor to work with them and that gives deducts its individual voice and freedom without any corporate money behind it to do and say whatever we want and my message is very straightforward and clear i just want to bring the truth about our industry i want to bring professionals who have succeeded in our industry and i want to bring the message to you guys who are game developers not just trying to get through but survive and thrive right so this is g ducks june 1st through the 3rd 2020. i can't wait to talk about the next g decks but i i kind of can i kind of want to hit the sack
and rest up but uh for for everyone else if you have missed a part of this you can go to our youtube.com forward slash blue champs and see it in its own entirety raw cut mistakes and all or if you want to wait for next week or the weeks after these will be edited down to its individual block of time nicely produce volume leveled and have a whole nice post production uh to all the videos to make sure that you guys enjoy it in its final form right so uh with that being said i will be turning off the lights i want to thank you for all the donations uh throughout the three days all the support and all the thanks and warm welcomes that this community has given me i will be here as long as you are and hopefully you guys can spread the word until the next redux any videos be sure to reach out to any of these presenters directly on twitter which is probably the best place to do
it and let them know that their talks somehow impacted your thinking and your goals right uh and if anyway if i were to sign off very soon i keep saying that you know be safe out there especially in the united states guys it's it's kind of crazy man we we have uh an event after an event uh and i hope the rest of the year voices are heard and people are safe and you know i think if anything let's end 2020 right and do the best we can to to help each other until further ado you can tweet at me at any point you know my my my desk plate is right there i will retire the g duck set maybe until the next g ducks uh maybe in november
uh it's usually called the g-dux redux and i'm always improving it so uh it's a different one but uh same idea so uh feel free to keep following us and announcements will be made as usual okay i am done i'm going to turn off the lights i want to thank you for your time this is bryn pham and i'll see you next tuesday jesus christ i forget so uh it won't be another six months so we do stream the game dev unchained podcast every tuesday so wherever you're watching it will be there at 11 a.m pacific time so go to gamedevunchain.com for more of the info uh if for some reason you missed my voice or you need a voice to fall asleep too listening to the podcast uh audio form anywhere that you listen to podcast go for it but uh yeah i'll be back here tuesday
not in this room it'll be in my house you know i'm doing g ducks in a hotel room because my wife and family are get annoyed with me talking for seven hours straight so next week i'll be back in my house and uh that should be unveiled you know what that looks like and this is the new age for for blue champs so a lot of things going forward you can expect this level of production because i bought a lot of stuff man to make this work and i gotta justify it by using it so next tuesday i'll see you guys next week
The Game Dev Unchained Expo (GduX.me) 2020 serves as a comprehensive forum for navigating the complexities of the modern gaming industry, emphasizing the necessity of balancing artistic ambition with pragmatic business strategy. Amidst the 2020 pandemic, the conference highlights a pivotal shift toward remote work, which has enabled global talent acquisition and forced studios to adopt more resilient, flexible operational infrastructures. The core thesis posits that long-term success in game development is not merely a product of aesthetic excellence, but of efficient implementation, team cohesion, and the ability to align creative output with market realities.
Technical advancements remain a central driver of industry evolution, with real-time engines like Unreal Engine 5 and VR-based creation tools like Masterpiece Studio democratizing 3D production. Lighting has emerged as a specialized, high-impact discipline, transitioning from a secondary task to a foundational element of visual storytelling that requires a sophisticated understanding of both artistic composition and GPU performance constraints. While next-generation hardware and cloud-based services offer new potential for immersion, the industry remains wary of market saturation and the failure of high-profile ventures that prioritize hardware over compelling, accessible content.
Ultimately, the industry is characterized by a tension between the "grind" of long-term development and the need for sustainable production models. Experts argue that developers must move beyond a focus on "external quality"—the visual polish of a product—to master "internal quality," which encompasses business strategy, asset reuse, and process replicability. By prioritizing user experience and project viability over individual perfectionism, developers can mitigate burnout and navigate an increasingly competitive landscape. The conference concludes that the most valuable assets in the industry are not just creative ideas, but the professional discipline and collaborative networks required to execute those ideas consistently.
Thomas Brush · 2026
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