Behind Massive Screens - a Game Development Podcast

Behind Massive Screens - a Game Development Podcast

By Massive Entertainment - a Ubisoft StudioTechnology
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Behind Massive Screens - a Game Development Podcast episodes

  • Gameplay Programming in Video Games - The Fika Sessions [Episode 9]
    The Fika Sessions are back, this time with Gameplay Programmer Natalia Belova, to discuss programming and how features come alive in a video game.
    How does the process look to get a feature into a game? How does a programmer work together with the design team? What does it take to make a character pet a dog? Natalia answers all of these questions and more, as we dig deeper into the world of gameplay programming.
    Tools & Links:
    Learn 3D Engines:
    Unity Learn - https://learn.unity.com/
    Learn How to Use Unreal Engine - https://www.unrealengine.com/en-US/learn
    2D Engines:
    Cocos 2D - https://www.cocos.com/en/
    31 min
  • Talking about Communications at a Game Studio - The Fika Sessions [Episode 8]
    In this episode of the Fika Sessions, we meet Communications & Event Manager Emilia Drakeus, to discuss the inner world of corporate communications.
    What does it take to communicate to both employees and the outside world on a studio level? How do you become a communicator? What is the best way to get information out to the studio? Emilia also gives us practical tips on how to start writing.
    And if you don't like cream, how do you eat a traditional Swedish semla?
    Tools & Links:
    Books
    Dana Gioia & R.S. Gwynn, "The Art of the Short Story" - https://www.amazon.com/Art-Short-Story-Dana-Gioia/dp/0321363639
    Online tools
    Grammarly - https://www.grammarly.com/
    37 min
  • Shining a Light on Light in Video Games - The Fika Sessions [Episode 7]
    In this episode of the Fika Sessions, Luca Buonamici, Lead Lighting Artist at Massive Entertainment, gives us an insight into how you work with light and lighting in video games.
    Compared to the 2D planes of a movie screen, how do you light up a scene that can be viewed from 360 degrees? During the show, Luca shares his knowledge about how light affects mood, guide players and how it makes "the beautiful more beautiful".
    Also, what are those wafer-thin cookies on the table?
    Tools & Links:
    John Alton - Painting with Light. https://www.amazon.se/Painting-Light-John-Alton/dp/0520275845/
    Blain Brown - Cinematography Theory Practice. https://www.amazon.se/Cinematography-Theory-Practice-Blain-Brown/dp/1138940925/
    42 min
  • What is Game Design in Video Games? - The Fika Sessions [Episode 6]
    In this episode of the Fika Sessions, Andrada Greciuc, Lead Game Designer at Massive Entertainment, joins host Petter Mårtensson to answer the question "What is Game Design in Video Games?".
    While the phrase "game design" might seem a bit abstract, and the job of “game designer” being one of those easily romanticized, Andrada makes her role easy to understand as she gives us the details of her craft from concept to release. Together, she and Petter tackle topics like design documents, collaboration between teams, systems design and of course, how to develop fun game features.
    Andrada also brought some classic Swedish Fika, but with a bit of a twist! Are those name tags…?
    Resources:
    Celia Hodent – The Gamer’s Brain
    https://www.amazon.com/Gamers-Brain-Neuroscience-Impact-Design/dp/1498775500
    Benedict Carey – How we Learn
    https://www.amazon.com/How-We-Learn-Surprising-Happens/dp/0812984293
    Raph Koster – Theory of Fun
    https://www.amazon.com/Theory-Game-Design-Raph-Koster/dp/1449363210
    36 min
  • Audio in Video Games - The Fika Sessions [Episode 5]
    In this episode of the Fika Sessions, Petter Mårtensson sits down with Alex Riviere, Audio Director at Massive Entertainment, to discuss audio direction for video games and his unique journey into the gaming industry.
    How do you create a sound? And how can a sound affect how we play and feel about a game? These are some of the many topics that Alex walks us through as he talks about his role as an Audio Director. It's a role that includes everything from defining strategies and visions for games, to implementing individual sounds, and travelling the world to capture the sounds of a specific bird.
    Alex also brought some fika that is highly inspired by his home country!
    Tools & Links:
    Books
    Aaron Marks “The Complete Guide to Game Audio” - https://www.amazon.com/Aaron-Marks-Complete-Guide-Audio/dp/1138795380
    Articles:
    Florian Titus Ardelean “The Bible of Getting a Job in Game Audio” (a compilation of articles) - https://docs.google.com/document/d/1sAd8xOdngsdLJqKfcOnyL8xRhPi3Uitys6fEXU9O2X0/mobilebasic
    Blogs:
    Audiokinetik Blog - https://blog.audiokinetic.com/
    Massive Blog – Alex’s Top 5 Audio Portfolio Tips - https://www.massive.se/blog/recruitment/my-top-5-portfolio-tips-audio/
    34 min
  • 3D Character Art in Video Games: The Fika Sessions [Episode 4]
    In this episode of the Fika Sessions, Petter Mårtensson sits down with Océane Näsström, Character Artist at Massive Entertainment, to discuss the ins and outs of Character Art and 3D modelling.
    A Character Artist transforms 2D concept art into fully fledged 3D characters and bring them to life in the game. They master a wide range of artistic and technical skills, and seamlessly move between different software to create their art. Océane gives us an insight into how it all works, how Character Artists interact with other teams and her journey from being “the art kid” to working on AAA titles in the games industry.
    She also brought her own baked fika. What are those delicious things?
    Learn more about the Fika Sessions on our website - https://www.massive.se/the-fika-sessions/
    Tools and links:
    Education:
    Game Assembly - https://www.thegameassembly.com/
    Art sites:
    Polycount - https://polycount.com/
    Artstation - https://www.artstation.com/
    3D modelling:
    Maya - https://www.autodesk.com/products/maya/overview
    Blender - https://www.blender.org/
    Sculpting:
    Zbrush - https://pixologic.com/
    Engines:
    Unity - https://unity.com/
    Unreal - https://www.unrealengine.com/en-US/
    Cloth:
    Marvelous Designer - https://www.marvelousdesigner.com/
    Texturing:
    Substance Painter - https://www.substance3d.com/products/substance-painter/
    Substance Designer - https://www.substance3d.com/products/substance-designer/
    Cruffin recipe:
    https://grabandgorecipes.com/easter-kulich-cruffin/
    41 min
  • An introduction to programming: The Fika Sessions [Episode 3]
    In this episode of The Fika Sessions, host Petter Mårtensson sits down with Ólafur Waage, senior programmer at Massive Entertainment, to discuss programming and how to get started with it.
    In the games industry, there are not only game developers – there is also a support structure to make sure that the games end up in your hands. Ólafur will not only give you an opportunity to learn about programming and his journey to the industry, but also give you insights into what this aspect of the games industry looks like.
    Also, what does that tasty, oblong fika bread taste like?
    Learn more: https://www.massive.se/the-fika-sessions/
    Follow Ólafur on Twitter: https://twitter.com/olafurw
    Tools and links:
    Code{}School, season 1: https://www.massive.se/blog/games-technology/codeschool/
    Beyond FPS playlist: https://www.youtube.com/watch?v=DSamxtiCIyM&list=PLcKpytGyWm9o6SHKuag4Rj-J_0yQxJ4PV
    Tom Scott’s The Basics: https://www.youtube.com/watch?v=CINVwWHlzTY&list=PL5ZXG50fTM7oZBZmFhJygA2419Hsg6v8H
    Richard Feynman’s Computer Heuristics Lecture: https://www.youtube.com/watch?v=EKWGGDXe5MA
    Pluralsight: https://www.pluralsight.com/
    Include C++ Community: https://www.includecpp.org/
    42 min
  • Designing Levels for Video Games: The Fika Sessions [Episode 2]
    In this episode of the Fika Sessions, we meet Michael How, Lead Level Designer at Massive Entertainment, to find out more about how levels for video games are made. How do you start putting a level together? How do you make them fun and meaningful? And how do you work with the other game development teams to bring it to life? And perhaps most importantly - what pastry did Michael bring for the fika?
    38 min
  • Narrative in Video Games: The Fika Sessions [Episode 1]
    In this inaugural episode of the Fika Sessions, host Petter Mårtensson sits down with Anna Megill, Lead Writer at Massive Entertainment, to find out more about how writing stories and narratives for video games works.
    What makes writing for games different from other forms of writing? How does a game writer work together with the other development teams? What kind of material is a writer on a video game expected to write? What tools are used and what do you need to think about if you want to apply for the job in Narrative?
    Also, what does the tasty fika taste like?
    Tools and links:
    Twine
    https://twinery.org/
    Scrivener
    https://www.literatureandlatte.com/scrivener/overview
    Final Draft
    https://www.finaldraft.com/
    Ren’Py
    https://www.renpy.org/
    Anna Megill on Twitter
    https://twitter.com/cynixy
    Lussekatter
    https://en.wikipedia.org/wiki/Saffron_bun
    https://sv.wikipedia.org/wiki/Lussekatt
    37 min

About Behind Massive Screens - a Game Development Podcast

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Massive Entertainment - a Ubisoft Studio is the studio behind classic games like The Division, The Division 2 and World in Conflict, and that's currently working on Avatar: Frontiers of Pandora and…