Massive Screens A Game Development publik
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Behind Massive Screens - a Game Development Podcast

Massive Entertainment - a Ubisoft Studio

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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 Star Wars Outlaws. In Behind Massive Screens, we dive deeper into games development, the gaming industry and the people behind the games.
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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!…
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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 ha…
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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 Snowdr…
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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 pil…
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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, Pette…
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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-p…
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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…
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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 co…
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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…
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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…
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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 …
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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, Recrui…
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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.Oleh Massive Entertainment - a Ubisoft Studio
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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 …
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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 …
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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 a…
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In this episode of Behind Massive Screens, Petter meets Concept Artists Topi Pajunen and Marie Isacsson to talk about their job, concept art’s role in game development, and how art can inspire the development teams and communicate ideas. We also gain insights into how fashion can help design characters, the limitations and freedoms artists have, ho…
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What goes into adapting a huge AAA video game to other languages and markets than simply English? How do localizers and translators work on the text, but also on voices and UI? How do you work with voice casting and actors, dialects, language differences, and any potential translation mistakes?And how many people are involved in localizing a giant …
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In this episode of Behind Massive Screens, Petter meets The Division 2’s Creative Director Yannick Banchereau to talk about his job, his background and the new content for The Division 2 that released last week.What does a Creative Director on a Live game such as The Division 2 do, what decisions do they make and how do they work with – and encoura…
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In this episode of Behind Massive Screens, Technical Animator Rasmus Björk gives an insight into what technical animation is, how it works and its place in bringing characters to life in video games. How do you make sure that a human, or an orc, or even an animal move in a realistic way? How do you build a skeleton that animators can then use to wo…
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In this episode of Behind Massive Screens, Cinematic Animator Soo Kang tells us how cutscenes in games are made – from script to motion capture, to ending up in a game. How do you plan for a recording, how do you use the motion capture data once it’s done, how do you go from a pair of moving dots to a complete scene? How do you create drama and how…
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Welcome to Behind Massive Screens, a new podcast from Massive Entertainment! In this inagural episode we meet Lead Data Scientist David Renaudie, who will tell us more about how data science can help us understand our players and our games better, and what it means for future development.Oleh Massive Entertainment - a Ubisoft Studio
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With all the puzzle pieces that make up a AAA video game, how do you make sure that those pieces are put together in the correct way and at the right time? This is where Associate Producer Lisa Kretschmer and her team comes in! How do you project manage all the different development teams in an efficient way? How do you plan the sprints – and what …
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In Episode 11 of the Fika Sessions, we meet UX Designer Izzy Martin to learn more about user experiences at Ubisoft Connect. How do you make sure that the users get the best experience possible? How is the design work done? What does the process look like, and how do you make sure - and test - that the user flows make sense? How do work with access…
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In this new episode of our Fika Sessions, we meet Daniel Gonzalez, Build & Infrastructure Engineer at Massive Entertainment, to discuss details about what it takes to get the actual game to your machines.So you have all the graphics, audio, animations and gameplay programming. How do you get all of that into one package you can play on your console…
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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 an…
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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 give…
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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 aff…
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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…
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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 …
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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 t…
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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 on…
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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 impor…
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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 t…
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