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Key Designer – Eric Barone
Eric Barone the Sole Creator of the hit game, Stardew Valley had a very interesting path to the games industry as the first prototypes of the game were created as practice for Barones programming skills. (Ligman, 2016)
As a child Barone Fondly Remembers the game Harvest moon, he adored how it favoured domestic tasks instead of violent mechanics. Harvest Moon allowed the player to have social and even romantic relationships with the townsfolk which isn’t a feature that many games offered. Barone described this as “making the experience much more personal” (White, 2018) although at first he was discouraged from the games industry after often reading about its underpaid overworked culture. Based on this his career took a turn and he chose to instead study computer science believing this could provide him with more financial stability.
After graduating he tried to get a normal job where he could support both him and his partner. However after several attempts of failing to get an entry level programming job he applied for he decided that he had a better shot at a one of these positions if he improved upon his programming skills, he began doing this by learning how to program video games as he decided it was a creative way to teach himself and would keep him interested longer.
When he started he didn’t have a plan, but he was always focused on the player experience throughout the development of the game. Starting with player movement and navigation and slowly working his way up through different farming mechanics. Barone kept iterating and going back to previous mechanics and reworked or completely started fresh with them in order to create something he was happy with.
During the games 4 and a half year development process Barone never asked for help and did all testing himself until the final stages of the game. Towards the end of development those close to him including his long term girlfriend urged him to compromise the quality because otherwise she believed he would have never released the game, but actually caring about the details and being meticulous with the game is what Barone feels made it a great game.
Finn Brice the founder of Chucklefish made Barone an offer. 10% of Stardew Valley profits would go to Chucklefish and in return Chucklefish would act as a de-facto publisher for Barone’s game also helping him with some of the more tedious aspects of games development such as public relations and legal documents. Barone felt this was a good deal because if a larger publisher had approached him first they might have asked for 60-70% of the profit. (Chucklefish, 2018)
Key Designer- Sean Valesco
Sean Valesco and 4 of his friends worked at Wayforward making games quickly for popular IP’s and Shantae Series , however at the end of each project the staff would be shuffled around, this meant that seas Valesco would be split up from his friends during the work day so they all started to meet up at Valesco’s house after work and at the weekends and work on smaller projects. After some time doing this they started to discuss making a Nintendo inspired 2d platformer that could capture the nostalgia of the Nintendo Entertainment System and its games but with smoother animations and a much better quality. (Wayforward, 2018)
Valesco and his team decided to create this game with no large publishers as to avoid releasing a game that was in his eyes only 90% finished. The team decided to set up a Kickstarter for the game as it meant they would have creative freedom but would still be working towards a promised deadline.
Shortly after this the team left Wayforward so they could work full time on their iconic 2d platformer Shovel Knight. Their funding goal was set at seventy-five thousand dollars. At this time the teams problems were that nobody knew about the game they were making or their Kickstarter so they started to prepare for PAX where they would be able to showcase their game, they began working tirelessly on a demo to show off at PAX, although while they were there the game did not receive much attention they met some other developers who had also funded projects using Kickstarter and they were given 2 good pieces of advice, number 1 being update the Kickstarter every day and the other being to send your demos out to YouTube creators and Twitch streamers.
When the team returned from PAX they took the advice and started posting to their Kickstarter daily, interacting, posting updates and hosting art competitions. Doing this and as well as sending copies of the demo for the game to YouTube and twitch streamers started to create a fan base for the game so by the time their Kickstarter campaign ended on April 13th 2013 they had surpassed their funding goal of $75,000 and managed to raise $311,502. (Yacht Club, 2014)
This project was going to require a lot of crunch time in order to finish it on time while also trying to create a great game. Towards the end of their deadline Valesco pushed it back and although this meant the team digging into their own savings to get by, they pushed through and finished the game releasing it June 26th 2016 and selling 75000 copies in the first week.
Although this was not a wild success, as the stretch goal promised boss knight campaigns were added in they sold more copies of the game and the fan base grew until they were getting contacted by publishers asking for the game to be ported to other consoles, eventually leading to shovel knight getting its own Amiibo figure which was the first of its kind not being from one of Nintendo’s own IP’s.
Team 17 is a video company based in Wakefield UK, the company was founded in December of 1990 through the merging of 17Bit Software and Team 7 who was originally based in Sweden. There are many benefits in working for team 17, they are as follows according to the team 17 website
Career progression at all levels – it’s up to you to shine!
Varied projects – we publish games across many different platforms and use a variety of middleware
Training workshops for both tech and soft skills
Health Care & Life Insurance
Subsidised gym membership
The staff reviews written on Glassdoor about the working environments are generally positive, with some complaints about overtime, however this seems to be a common issue with most game development company’s as ‘crunching’ near a games release date is a common occurrence within the industry.
The salary for Artists According to the team17 Glassdoor page is £24,000
Rockstar is a large AAA games company which has a reputation for creating immersive open world games, Rockstar is an international company with many different branches, one of them located in Leeds UK Which is local enough for a daily commute. However according to Glassdoor the pro’s of working within this company are very few the main Pro being that you get to work on some of the most coveted games. However the cons are abundant including, low Salary, Poor management, an outdated overtime pay structure and little to no intrest in employee development.
There are many ways in which someone can join the games industry the first of which being, working at a AAA games company this has advantages such as a chance to learn from others more experienced than yourself as well as a stable income for the duration of the employment contract.
My specialism is 3d Art which means the roles that I will be looking for in the games industry are either A Prop Artist or an Environment Artist, however since I will not have work experience when I leave university I am required to search for an entry role job as a Junior Environment/Prop Artist
According to (Glassdoor, 2018) the average wage of a 3d artist is 30k per year although this is not the case for the junior entry level position. Entry level positions usually pay between 20-25k per year depending on the size of the company you work for, for example as a junior environment artist at Ubisoft earns only 19k per year however the same position at Splash Damage offers 24k per year because often working for a smaller company means you will be a larger part of the team and will therefore need a more broad understanding of the development process.
According to a job advertisement posted for a trainee environment artist at SEGA the required skills for this position are “
· Visual flare and talent
· Skilled in 3DS Max/Maya/Modo
· Experience with ZBrush and Photoshop
· Knowledge of games development pipeline/environment/engines
· Self-motivated, good communicator, positive can-do attitude, team-player
· Love of visual environment creation” (GlassDoor, 2018)
The skills listed are attainable by all undergraduates studying games design, however one of the ways that you can help yourself stand out from the rest is with a portfolio which shows you demonstrating these skills, portfolios show employers you’re artistic and sometimes your technical ability, this is why it is important to keep updating and improving your portfolio.
A portfolio is the most important tool for a 3D artist as it shows potential employers what your capabilities are, it is your responsibility to make sure that your portfolio shows that you have a wide range of skills and talents and to keep it updated and relevant.
To stay relevant in today’s job market an artist’s portfolio must be online, the best options for 3d artists are Artstation and sketchfab. Artstation is the more popular option amongst professionals because it allows viewers to get a more technical view of the artists models separating the different texture maps, this can give a valuable insight into someone’s technical skill.
As is often the case quality is preferred to quantity which means that it is better to have 3 pieces that show your talents well than 9 that offer no insight into your artistic ability, as there is a lot of competition it is best to have your portfolio stand out, according to (Mon, 2017)
“Competition is hard and you have to stick out from the mass of artists trying to get their first job. Creativity and unique art samples help you do that. Metal barrels, wooden crates, concrete or brick textures are not exactly assets that will blow anybody away anymore. Try to come up with something refreshing and unique when building props or an environment.”
One of the ways to do this is to show that you can use different styles in your work for example an artist who shows they can recreate a cartoon style and realism shows a wider set of skills than someone who has only produced art in One of those styles. However all work in your portfolio should be of the same quality so if you feel one piece stands out as worse than others then work on it until it becomes of the same quality or create a new piece.
One of the games I believe had influenced subsequent design the most is the classic SEGA Dreamcast hit Jet set Radio which was the first game to incorporate Cel Shading which is an art style in which 3d art appears as 2d art to mimic that of a comic book or cartoon, this style has gone on to inspire other artists to recreate and improve the style for their games. Games such as The Legend Of Zelda Windwaker and The Wolf Among Us and over 250 other titles. (Wyss)
Cuphead’s Art style has been one of the most unique in recent years using the style of a 1930’s cartoon incorporating hand drawn 2D animations into an extremely difficult run and gun game. The artist Chad Moldenhauer although this game has been released too recently to influence any other game which has been released, the style is mimicked and adapted from 1930’s cartoons and includes effects which give the illusion it is being played on a CRT television which makes it one of the most unique looking games on the market.
Another game that heavily influenced subsequent design was Space Invaders a popular arcade game created in 1978 by Tomohiro Nishikado was the first Pixel art game used in the apast because of the capabilities of technology at the time but many Indie developers have used it in recent years for many different reasons, some use it because it is quick to produce and others use it to create a feeling of nostalgia in gamers.
I believe my route to the games industry from this point is to increase and develop my skillset in order to create a variety of art styles also to use an online portfolio to display my skills and artistic techniques to potential employers and to keep increasing the size and quality of the portfolio throughout a position as a Junior Environment/ Prop artist.
Chucklefish. (2018, June 26). Chucklefish Home. Retrieved from Chucklefish Blog: https://blog.chucklefish.org/
GlassDoor. (2018, August 5th). Environment Artist Jobs. Retrieved from Glassdoor: https://www.glassdoor.co.uk/Job/environment-artist-jobs-SRCH_KO0,18.htm?srs=TAB_OVER_SALARY_SEARCH
Glassdoor. (2018, August 5th). Environment Artist Salaries. Retrieved from Glassdoor: https://www.glassdoor.co.uk/Salaries/environment-artist-salary-SRCH_KO0,18.htm
Ligman, K. (2016, March 9). Stardew Valley developer says there were times when he almost quit. Ready Set, p. 1.
Mon, S. (2017, March 17). Everything You Need to Know to Become a Game Environment Artist. Retrieved from Artstation : https://magazine.artstation.com/2017/03/game-environment-artist/
Wayforward. (2018). Wayforward Home. Retrieved from Wayforward: https://wayforward.com/
White, S. (2018, March 20). Valley Forged: How One Man Made the Indie Video Game Sensation Stardew Valley. GQ.
Wyss, J. (n.d.). The Wolf Among Us. Retrieved from Wikipedia : https://en.wikipedia.org/wiki/The_Wolf_Among_Us
Yacht Club. (2014, April 4th). Shovel Knight. Retrieved from Kickstarter: https://www.kickstarter.com/projects/yachtclubgames/shovel-knight