Archive for March, 2005

So Long, Microsoft

Today was my last day at Microsoft Game Studios. I can’t believe that it’s already been 6 months since I first set foot in Millennium F, thankful for finally landing a gig in the industry again. At the time, I never expected to be working on the Flight Simulator product line, let alone spending 3 months doing nothing but UV mapping models. However, a job is a job, and I couldn’t pass up the chance to work at a place as big and stable as Microsoft.

The last 6 months on the Aces team was a lot of fun. Even though the UV mapping got very tedious at times, the very cool people working there more than made up for it. The four different people I had supervising me at different times during my tenure there – Aaron, Pete, Greg, and Adrian – were great managers. They gave me plenty of leeway to get my work done however I saw fit. They checked in with me as needed. And we always had fun conversations. It was incredibly relaxing to work for them.

The various other members on the team, too numerous to list off, were also incredibly cool. After working from home for so long, it was great to be back in an office environment where I was interacting with people face-to-face on a daily basis. Although I never wandered the halls much, people did routinely stop by my office to hang out and chat for a bit. It never bothered me that I would get interrupted in the middle of something, because I always enjoyed the casual conversations that happened on a daily basis. It was refreshing, and it forced me to take regular breaks from staring at the monitor.

The last couple of weeks at MGS proved to me that everyone there was very cool. Even though I only told my managers that I was interviewing at Amaze Entertainment, word spread pretty quickly to the other artists. Every single one of them stopped by my office or caught me in the halls to wish me luck on the interview and then congratulate me after I got the gig. There was even a congratulations sign made for me in the weekly artists’ meeting (which I completely forgot to attend). They definitely made me feel like part of the family.

Although I’m leaving a very comfy and cushy gig at MGS, I am moving on to an exciting opportunity at Amaze. The crew up in Kirkland seems really cool (I’ve only met a few guys in interviews and have been chatting on MSN with one of the animators), and the project sounds like something that is right up my alley. I’m very excited to start work next Monday. Character animation, here I come!

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Are You a Handsome and Rugged 3D Animator or Programmer?

Levi Jeans recently put out a casting call for “real, professional 3D animators and programmers” for an upcoming print campaign. This is just too bizarre…

BARBARA BERSELL CASTING
2698 GREENFIELD AVE.
LOS ANGELES, CA 90064
TEL. 310 470 1670   FAX 310 475 4265

March 25, 2005

CLIENT: LEVI JEANS PRINT CAMPAIGN-ROUND 2   FALL, 2005

CASTING DIRECTOR: BARBARA BERSELL

CASTING DATES: TBD

SHOOT DATE: APRIL 14,2005 (fitting April 13)

SHOOT LOCATION: New York (client will provide travel if talent is not in NY)

USAGE: Usage for one year print buy out beginning with first run date of a communication for  Levi’s or its Retail Partners  containing the image. Levi’s and its Retail Partners shall have the right to use the image in any manner of print materials during the term, including without limitation OOH,in-store windows, in-store POS, collateral, direct mail and internet. Levis shall also have usage rights for internal reports, industrial, academic textbooks, PR and publicity on Levis (and BBHs) website and in marketing tools in perpetuity.  In addition, BBH or Levis may, during the term, authorize the use of the image as a design element within digital entertainment materials such as video games.  It is understood that because of the shelf life of video games such right shall continue in perpetuity. However, upon the expiration of this agreement neither BBH nor Levi’s may authorize any additional video game use.

USAGE TERRITORIES: Usage territory includes North America, South America, Central America and the Caribbean Islands region.

CONFLICT: NONE

FEE: $10,000 which includes shoot date and usage.Talent will shoot one day. The $10,000 fee includes the agency fee.

CREATIVE REQUIREMENTS:THESE PEOPLE MUST BE THE REAL DEAL!!! THEY MUST BE CURRENTLY WORKING IN THE PROFESSIONS LISTED UNDER EACH ROLE. TALENT WILL BE ASKED TO FILL OUT A QUESTIONNAIRE AT THE CASTING SESSION.

LOOKING FOR THE FOLLOWING:

1. MALE 3D ANIMATOR: AGES 18 - 45. Caucasians and all ethnicities. Real looking men with good bodies, handsome, interesting, rugged. Lean bodies, not buffed. Must currently be a professional 3D animator.

2.  MALE PROGRAMMER: AGES 18 - 45.  Caucasians and all ethnicities. Real-looking men with good bodies, handsome, interesting, rugged.  Lean bodies, not buffed.  Must currently be a professional programmer.

INSTRUCTIONS FOR SUBMISSION:

Please submit the following materials and mail them overnight to:

Barbara Bersell Casting
2698 Greenfield Ave
LA, CA 90064

OR EMAIL: bersellcast@earthlink.net

1.  Please have all applicant dress themselves in jeans and a t-shirt and take 4 photos.  2 face shots and 2 full length shots.  It is best to take the full lengths against a blank wall.  NO HATS OR SUNGLASSES, NO OTHER PEOPLE OR ANIMALS IN PHOTOS.  PLEASE WEAR A SHIRT.

2.  Please write a short bio about about your experience as a programmer or 3D animator.  Print out two copies.

Any further questions contact: 310-470-1670

***WE ARE LOOKING FOR MALES ONLY.  DEADLINE TO SUBMIT IS FRIDAY APRIL 1ST***

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The Joy of Lumines

Oh, the joy of Lumines. It is so unbelievably addictive. I actually played this game last night until my hands cramped up. So incredibly intense.

Lumines on PSP

Today, while I was working on my last model for Flight Sim, I thought a bit about why Lumines is so much fun to play. The basic premise is very easy to understand. Create colored squares that are cleared by the Time Line which moves steadily from left to right. The more squares that are cleared, the higher your score. Clear as many squares as you can before the blocks reach the top of the screen.

It’s easy to see where the developers of Lumines drew inspiration from what worked in both Tetris and Collapse. Initial gameplay is very simple and easy to grasp. Minimal controls are needed to play the game (move side to side and down, rotate left or right). “Lather, rinse, repeat” mentality. There’s not much more to it than that.

Lumines on PSP

To extend the gameplay beyond a Tetris/Collapse-esque clone, the devs included several different game play modes. There is the normal single-player challenge mode in which you just play until you run out of space (or mental capacity). There are timed modes that task you with clearing as many squares as you can in the alloted time. There is a puzzle mode in which you have to use the colored blocks to create cute little block pictures. And, of course, there is versus mode either against the CPU or another player on a second PSP.

I’ve logged in quite a few hours in the past couple of days with all of the single-player games. The timed modes are great for quick fixes. The puzzles are also good for quick games too, since they are timed. However they be infuriating at times but in an “if I can beat this without throwing the PSP across the room I’ll be extremely happy” sort of way.

Lumines on PSP

The game addict in me, however, is completely drawn in by the standard challenge mode. It’s all about getting the high score and surviving for as long as I can. I’m already getting flashbacks to my days with Tetris and Collapse. Hours upon hours were lost to those games. The nice thing about getting addicted now is that I can justify it as part of my job.

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Tribes No More?

As much as it sucks to see the Tribes franchise go down the hole, I’m not at all surprised that VUG stopped support for Tribes: Vengeance. Gamespot has an article about the recent cancellation of T:V patches and support. Here’s a quick blurb from the article:

As for reasons behind VUG’s decision to cease work on the update, VUG is stating little, although the game’s sales record may have been an influencing factor. The title has performed modestly at retail. According to NPD, Vengence has sold just over 43,000 units through February (which, by comparison, is less than 10 percent of what VUG’s Half-Life 2 has sold in about the same time).

Jeff Tunnell of GarageGames posted a very funny commentary on this situation. His numbers are guesstimates, but, considering Jeff’s vast knowledge of the industry, they’re probably not too far off.

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