Afleveringen
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In this episode of Behind Massive Screens, Petter and Dóri meet Brenda Bae, Lead Concept Artist on Avatar: Frontiers of Pandora and Océane Näsström, Associate Lead Character Artist on Avatar: Frontiers of Pandora.
Hear about their roles, how they got to where they are today, and what went into designing the clans and characters in Avatar: Frontiers of Pandora – and making them come to life in the game. How the environments in Avatar: Frontiers of Pandora affected the characters in the game, in everything from their silhouettes, hairstyles, clothing and gear – and much more. -
In this episode of Behind Massive Screens, Petter and Dóri meet Mikhail Greuli, Associate Art Director on Avatar: Frontiers of Pandora and Kunal Luthra, Lead Technical Artist on Avatar: Frontiers of Pandora.
Hear about their roles, how they got to where they are today, and of course what it was like to create the immersive world of Pandora – as we deep-dive into the creation of biomes, scattering systems, shaders, destruction of plants, pollution systems, and so much more. -
Zijn er afleveringen die ontbreken?
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In this episode of Behind Massive Screens, Petter and Dóri meet Martin Jansén, Expert Game Designer at Massive Entertainment, to talk about the Game Design in Avatar: Frontiers of Pandora.
Hear about Martin’s role, how he got to where he is today, and learn more about how Martin and the team worked with player movement, haptics, the three Cs (character, camera, controls) and much more. -
In this episode of Behind Massive Screens Alex Riviere, Audio Director on Avatar: Frontiers of Pandora, joins Petter & Dóri to dive into the role of an Audio Director.
Hear about how Alex got to where he is, and of course about some of the design, systems, and tech behind the audio in Avatar: Frontiers of Pandora now! -
In this episode of Behind Massive Screens, Petter and Dóri meet Johan Flote, Live Producer in the Ubisoft Connect team at Massive Entertainment, to find out more about how his job works and to talk about the open beta.
During the summer, Ubisoft Connect launched their open beta. But why did they choose to have an open beta? What sort of feedback has been implemented? Also, what is a Live Producer and how to you become one?
All these questions and more are among the things Petter, Dóri and Johan discuss on this episode of Behind Massive Screens. -
In this episode of Behind Massive Screens, Petter and Dóri meet Julia Stegemann, Lead Knowledge Manager in the Snowdrop team at Massive Entertainment and Ola Holmdahl, Snowdrop Operations Director, to find out more about how their job works, through a discussion that touches on Academia, table-top games, late medieval love songs and more!
The Snowdrop engine, with its flexible and empowering tools, has helped develop a number of Ubisoft titles such as The Division, Mario + Rabbids, The Settlers, South Park and more upcoming games from Massive and Ubisoft.
But how did Snowdrop come to be? Why was it developed in the first place, and how do you set up the users, the game developers, to easily find the information and guidelines they need to do their craft? -
In this 20th (!) episode of Behind Massive Screens, Petter and Dóri meets Conny Bengtsson, Technical Artist for Tom Clancy’s The Division 2, to find out what makes “technical art” technical. The discussion turns into a journey of spinning backpack fans, how you make glasses fit on characters’ faces, helmet shaders and – believe it a not – a big pile of virtual shirts that needed fixing.
We also get an insight into how Conny and his team worked on the latest The Division 2 apparel event, Nexus, and what brand-new innovations they brought to it. -
Once a video game has been released, how do you keep track of all the discussions surrounding it? How do you gather actionable feedback to improve the game? How do you keep a conversation between developers and players going? And how do you make sure that a game’s community stays engaged and informed?
In this episode of Behind Massive Screens, Petter and Dóri meet Daria Ilyina, Community Developer at Massive Entertainment for Tom Clancy’s The Division 2, to find out more about how their job works. -
In this episode of Behind Massive Screens, we delve into the subject of online programming together with Senior Online Programmer Omar Elbehaedi to find out what makes online games tick. We also delve into the subject of why code is beautiful and discuss that most forbidden topic – netcode.
You head into a Team Deathmatch, the Dark Zone, or a 4000-player battle in a space MMORPG. The players are located all over the world. The bullets are flying. But how does the technology that makes all this possible actually work? What do the online programmers do behind the scenes to make sure the information is sent over the Internet, in the most effective way, and that all those connections are stable?
Resources
Books:
A Tour of C++ 3rd edition, by Bjarne Stroustrup - https://www.stroustrup.com/Tour.html
C++ Templates: The Complete Guide 2nd Edition by David Vandevoorde, Nicolai Josuttis, Douglas Gregor - http://www.tmplbook.com/
YouTube channels:
That Dev Ops Guy YouTube channel - https://www.youtube.com/@MarcelDempers
Onur Mutlu Lectures - https://www.youtube.com/@OnurMutluLectures
Tools:
Kubernetes - https://kube.academy/
Intel VTune
Valgrind
perf (Linux)
Prometheus
Loki and promtail
Grafana -
In this episode of Behind Massive Screens, Petter and Dóri meet Marthe Jonkers, Associate Art Director at Massive Entertainment, to learn about the role that art direction plays when creating a game – the impact it has on a game’s development, how it helps set a game’s style and tone early on, and how it together with concept art communicates ideas to developers.
We also get insights into what it is like to work in the Japanese games industry, and what it can take for someone from outside of Japan to ace a job interview there. And what role did a certain scary zombie girlfriend play in Marthe’s career? Let’s find out!
Resources:
Shotdeck - https://shotdeck.com/ -
When designing a game, how do you make sure that the player gets the information they need while playing? Or navigate menus and button prompts in an intuitive way? In this episode of Behind Massive Screens, UI artist Anna Kuzminska takes our dynamic hosts on a journey through the fascinating world of user interface design – from fonts and art to colors and shapes.
Resources:
We Can Fix It In UI - https://onewithmachines.notion.site/onewithmachines/WE-CAN-FIX-IT-IN-UI-9f588869324a45e2b2d0595546ce77d1
Design Interfaces: Patterns for Effective Interaction Design - https://www.amazon.com/Designing-Interfaces-Patterns-Effective-Interaction-ebook/dp/B082WQ28FM
Behance - https://www.behance.net/
The Game Assembly - https://thegameassembly.com/
Game Empowerment Movement (GEM) - http://www.gamehabitat.se/gem/ -
Ever wondered how game developers create stunning visual effects in video games? How they make red barrels blow up and explosions look great? How cars in racing games kick up dirt, or how the energy crackles from magical potions? In this episode of Behind Massive Screens, we meet John Behrens, VFX Artist at Massive Entertainment, who tells us about visual effects design and what is going on behind the scenes when the bullets hit the red barrel.
Real-Time VFX - https://realtimevfx.com/
The Elementary Particles (GDC Vault) - https://www.youtube.com/watch?v=o7wFPkGmWdI
Shader Sauce: How to use Shaders to Create Stylized VFX (GDC Vault) - https://www.youtube.com/watch?v=pqdVG_qcKok
John Behren's ArtStation - https://behjohn.artstation.com/ -
How do you become a playtester for video games and how does a playtest work? And what are the User Researchers, that are running the tests, looking for? In this episode of Behind Massive Screens, we meet User Researcher Hanna Rosvall, who will give us a look behind the scenes.
What tools do User Researchers use, how does a games lab look, and what’s going on behind those mysterious one-way mirrors? Let’s find out! -
Ever wondered how to start working on artificial intelligence in a video game and how the AI in The Division was put together? What do you need to keep in mind when creating AI for an NPC? And how do you get started in modding games and what can you create using the tools available?
In this episode of Behind Massive Screens, Associate Game Director Drew Rechner covers these subjects in detail, since he’s worked with both – and has built one of the most ambitious Neverwinter Nights mods ever created. -
In this special episode of Behind Massive Screens, we meet Thomas Parrott, author of Compromised, the latest The Division novel! Learn about how Thomas immerses himself in the worlds he writes about, the research he does, what inspires him and how he has worked with the team at Massive on both Compromised and the previous book in the series, Recruited. And what is it with The Division universe and its characters that make them so fascinating to write about?
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Join Petter and Dóri as they meet Keltic Vermeersch, Environment Artist at Massive Entertainment, to find out how environments in video games are created - from "simple" hallways to sprawling open worlds. They also learn brand new creative uses for lamps. Yes, lamps.
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Welcome to the Behind Massive Screens podcast! But what is it? Let Petter and Dori explain it to you, and then join us as we dig deeper into the games industry, find out more about the people behind some of your favorite games, and learn about what life is like in the gaming industry.
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In this episode of Behind Massive Screens, Petter and Dori sit down with Lead Game Designer Lau Korsgaard to talk about experimental game design, indie development versus AAA, what uses a regular controller can have beyond the norm, and how games without rules can encourage social interaction.
From being a part of an indie development collective to working in AAA gaming, Lau has gone on quite the design journey. Join us as we find out more about how his past informs his present, and what impact the indie scene has had on the major development studios. -
Join Petter and new co-host Dori as they sit down with Palle Hoffstein, Art Producer for The Division 2, and dive into his job and his long history in the games industry.
What does an Art Producer do and how do they work with the artists? What was it like to work in the industry back in the 90s? How did you develop a fully fledged FPS with only 20 people? And how was the experience of moving from North America to Europe? -
We sat down with Chella Ramanan, Narrative Designer at Massive Entertainment, to dig into the complicated subject of storytelling in video games – in everything from smaller indie projects to giant AAA games.
Chella has had a long career, spanning over disciplines like literature, games journalism and indie games, before coming to Massive. How did all of them inform her current job? How does game journalism help a career in actual game development, and what can video games learn from literature and theater?
Resources:
GDC Narrative Talks Playlist - https://www.youtube.com/watch?v=AY9igWPHZ4w&list=PL2e4mYbwSTbYD6zfuWTwz2nTfvKOZBWMe&index=1
AdventureX - https://adventurexpo.org/
Game Maker's Toolkit - https://www.youtube.com/c/MarkBrownGMT - Laat meer zien