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Showing posts with label PeopleOfFrictional. Show all posts
Showing posts with label PeopleOfFrictional. Show all posts

People of Frictional: Marcus Johansson

This is the fourth part in a series. See all of them here.

Who am I?
Hi! My name is Marcus Johansson and I'm a 3d artist who's been with Frictional Games since January 2009. When I think of that date it doesn't sound that long, but then I realize it's actually 5 years ago.
I started as an intern for 6 months, and after that went straight on to full time.

For most of this 5 year span I've had to work in a corner of the living room, but I finally moved into a 3-room apartment a year ago. Having a dedicated office really helps at home as my other half doesn't share the same working hours as me.

My workspace. (Yes, I made that ugly foot-stand from a old table piece.)
Background
Meetup fun on big toys!
I've always been curious about how things work. At a young age seeing my step dad fixing anything from broken electronics to cars really got me hooked on figuring things out and trying to fix and create stuff myself.

I didn't have a gaming system or computer at home when I was small, but I played NES/SNES at my friend's house every chance I got. It wasn't until I was 12 that I saved up to buy my first gaming system, a Playstation that I spent most of my time playing FF VII and THPS2 on.

At 15, after finding odd jobs here and there and managing to save up enough cash, I bought my first computer, managing to build it from parts without breaking anything. Although not a single physical part is in my current computer it still feels like it's the same one, as I've made incremental updates ever since.

In high school I managed to make a few games in Flash by myself, but later teamed up with a programmer friend and we managed to make a few multiplayer games. We had a Flash gaming site with a working community system up and running for a while, even managing to get a few hundred members, but we didn't take it much further.

 I found these old screenshots from our old game community.

After school I found a course at a large university targeted towards game development. As I didn’t know much about gamedev aside from my Flash/web experiences, I jumped in with both feet without doing much research. Turned out that the course was just an assembly of modules the university had been running for years already; they'd slapped on the game development tag to lure students in. I wasn't learning anything that would get me into the industry.

I realised my mistake and did some proper research, finding a much better programme called Gamemaker that had the art and programming aspects separated. I applied to the art course and got accepted.

I started off in September 2007 and focused on modelling and texturing. The course and teachers were good but it was up to you to make the most out of it. It would have been easy just to pass, but I wanted more than that, so along with a few other students I stayed at the school late at night trying to get good at this thing. The fact that I'd wasted almost a year of my time and student loan on a bad course made me more serious about getting it right this time.

All this hard work finally landed me an internship at Frictional Games after graduating and I've been here ever since.

Since I got my foot into Frictional's basement I haven't touched my portfolio at all. It's still up at www.hadex.se with the stuff I showed to apply for the internship. There are only 4 images, but I figured that it's better to show a few good things than lots of average ones. Keep it short and honest - at least that's what I'd want to see. Same with the letter you apply with; show that you want the position but don't use too much grease or it will feel cheesy and dishonest.

(Looking at these images today with a lot more experience, I wouldn't keep any of them for my portfolio!)

So - if you are looking to get into the industry make sure you find a course that has actual game-making modules on it!

What do I do?
I'm one of the 3D artists at Frictional Games and I do a little bit of everything on the visual side - except that I can’t draw. If there's someone else out there that can’t draw like me, you can still make it as a 3D artist as long as you have a good eye for things and are willing to learn and work hard.

I remember that back when I started here I thought some of the deadlines for the early Amnesia development were very stressful. If I could talk to that version of me today I would tell him to enjoy that nice and relaxing time. But I guess he would be too arrogant and wouldn't listen anyway!

Back then I'd get a task to create a batch of 2-4 different models in the same style along with their measurements and sketches. An example task might be to create a large table, a small table and a chair all as a set. Then I'd just have to model and texture those, and then move on to the next batch.

Although I'm still modelling and texturing smaller props it's now only a small portion of my responsibilities. My main job is to build levels based on an initial design. This usually means that I end up creating modular assets like walls, ceiling, floors, pipes, cables and so on; creating gameplay and story-driven objects; adding detail objects; creating particle systems; creating decals; and making smaller rigs and animations. I send out requests to our outsourcers for extra models and 2D art that I know I won't have time to do if I want to get the level built. I also talk with the animators that we contract to for larger animations.

It can be stressful to try and deal with all of this at the same time, especially as our levels are bigger and more fleshed out than ever before. But this range of tasks is what makes the job so varied and fun for me; your work can be completely different from month to month.

At Frictional we start by focusing on the most important story and gameplay aspects of each level, but at the same time I like to get in a bit of lighting and add some particles in order to spice up the visuals whenever I can. You don't want to leave all of the polishing work until the last few weeks!

Thomas puts a ton of work into designing the levels, but it's up to us 3D artists to kick off this vision and make it into an environment that you can walk around in. You start with a huge level design document and are not really sure where to begin at first, but once you get going and the level comes alive piece by piece it's a great feeling. You get the 'this is my level' feeling after a while even if the initial design isn't yours. I prefer it this way as each level ties perfectly in with each other and the story, instead of having each level builder also be the level designer.

Here is an example of making a room come to life following design and concept.
(click to see big version)

There's a quick insight into what I do in the company.

I usually don't write these sort of things but I hope it was a decent read for you.

People of Frictional: Marc Nicander

Third post in the series. You can read the other posts here.

Who am I:
I'm Marc Nicander, I started working for Frictional Games as a freelance artist back in 2006 and got hired full-time when development on Amnesia started in 2008. When I was freelancing I was still a student so I did my work in my 13 square meter student apartment but I have since managed to get a larger space. This is what my current workplace looks like.


Background:
My first real contact with games was back in 1989 when my parents gave me a NES for Christmas. It was the most amazing thing and I spent countless hours in front of the TV playing games like Super Mario Bros, Zelda and Megaman. It also made an impact on my other hobby, drawing. My drawings changed from being things inspired by comics to mostly being Nintendo characters and home-made Megaman bosses.

When I was in 9th grade I got hold of 3D Studio Max and started playing around with 3D for the first time. I remember it being quite confusing - it wasn't easy to figure out how everything worked on my own. I got together with a friend who knew C++ and we managed to make 2 games. The first was an adventure game with pre-rendered 3D backgrounds, the second a shoot'em up that we entered in a PC Gamer competition. We didn't win anything for it, and working as a game developer in the future felt like a far-off dream.

So, instead, I went on a Media Technology course at Karlsham to study 3D, where I learned Maya, film-making and video editing. While on the course, I discovered a different programme that hadn't been listed when I first applied, a 2-year course called School of Future Entertainment (SOFE) that focused on games programming and 3D for film and games. After my 3 year of Media Technology I applied to SOFE, and it's there that I first found out about Frictional Games.

One night when I was working late on a school project a friend, Emil, called me over to his desk. He had been working late nights on a secret project. We were the only ones left there that night, and he wanted to show it off to someone even though he wasn't supposed to. He was doing models for an extension to the Penumbra tech demo, and to say I was amazed is probably an understatement. The way the game used physics for all the interactions was beyond anything I had experienced in any other game at that point, and it got harder to play other games afterwards when I knew what was possible.

When Frictional started building Penumbra they needed freelance artists to create in-game models for props, and this is where I started my Frictional career. I created 3 objects for Penumbra:Overture: a flare, a lock and an engine. I continued freelancing during the development of Penumbra:Black Plague and worked mostly with props but also built some of the levels. After Black Plague was released work started on the HPL2 engine and I was tasked with building levels for the expansion Requiem. We had feedback complaining about Black Plague's levels mostly being a series of boxes on a single plane and my main goal in Requiem was to fix that. It's one of the reasons why the third level in Requiem is all about climbing.

When development on Amnesia started in 2008 I was hired full time and I was happy to finally have a secure income. Little did I know what was waiting around the corner...

What do I do?
I'm one of the four 3D artists working at Frictional Games. My work is to create the world described in the design documents. This means creating a lot of props, making textures and creating levels. I still do most of my 3D work in Maya but thankfully I no longer have to build full levels in it like I did when I was working on Penumbra:Black Plague.

To further illustrate what I do for those of you who aren't in game development, I'll show you an example of how I make a simple prop. I start out with a basic object, in this case a cube. As you can see in picture A, the cube is built with planes between vertex-points. By adding vertices and moving them around as seen in picture B I can shape the cube into anything I like. If I add more basic objects and modify them I can end up with the result in picture C.






When I'm done with the basic object I save it as a low poly (low detail) object and start adding more details to it. This new model will become the high poly (high detail) object you can see in picture D. We'll use this highly detailed model to trick the viewer into believing that the low poly object in the game is more detailed than it really is. We'll show examples of this in our upcoming artist blog posts along with level building and concept artwork.

(Note: Model is not from SOMA...)

People of Frictional: Jens Nilsson

Second post in the series. Thomas Grip posted the first, which you can read here.

Who am I
I'm Jens Nilsson, one of the people that started the company in 2006. Back then my work space was dubbed the "Pink Room" and in it all the Penumbra and Amnesia magic happened. The previous occupant of the apartment had a young girl and that room was the girl's room. We did not get around to give it some new paint until the year before we moved out. I dug and dug but could unfortunately not find a picture of it. Anyway, I've always had the luxury of having a dedicated room to work in and currently I am located in a cozy attic space.


Background
I got an urge to make my own games when I was seven years old and the family got a C64. Spent a great deal of time copying the code from the Basic manual and got stuff printing, balloons flying and even the C64 making sounds. Did I understand anything of it beyond the end command "run"? Nope.

My first actual working modification of a game was around 1990 when we had a game called "Italien 90" which was a game written in Basic for the C64. The game was a simple text based football manager for the world cup in Italy 1990. As it was a Basic program you could pause the game, scroll through the code and make changes. I'm sorry Thomas Ravelli, but you got replaced by Jens Nilsson and my stats were all top 9 values. While at it, the rest of the Swedish team got top 9 values as well but they got to keep their names. Sweden won the world cup, over and over, which was quite similar to how they performed in the real competition (group c).

The following years I did not spend much time trying to create anything, kept it to gaming only. Instead I spent a great deal of time playing instruments, at first the piano and later the guitar. I eventually started playing in bands and music was the main occupation during the years 1988 to 2002. In 1995 the family acquired the first computer since the C64, which was an Apple Macintosh 5200. With it some craving for trying to create something with games came back. As in my younger days, actually programing something was not on the table, rather modifying games was what I did the most. Mainly Bungie's game series Marathon, it had third party tools available so you could create and edit content for the game. For anyone interested the Marathon games are available for free through the Aleph One project.

Not very pretty deathmatch level for Marathon.
In 1996/1997 the family computer got bumped to an Apple Macintosh 6400. With this my two interests started to merge and I began using the computer to record and make music.

One day in 1997 I was reading the latest news on insidemacgames.com and there was a post about the next game from Brian Greenstone. He had announced that his next game was going to be freeware and because of it he asked if there were anyone interested in helping out making graphics, music and such. I had no clue at all about how/what to do in terms of music for a game, but I figured I should at least mail and offer to help out. I got a positive response and for the next couple of months we sent emails back and forth. Brian sending new builds and I sent my attempts at making music for it. As this was in 1997 it took time to send or receive an email with a large attachment, as much as 30 minutes. Always with the risk of the dialup connection breaking. Tough times. In the end I only did one track, the one used for the menu. Regardless, I had gotten my first taste of working with some actual game development.

  
 Video of the game Nanosaur (only a few seconds of my music at the start…). 

I finished high school in 1998 and in 1999 I turned my "music for games"-hobby into a self-employment business. The following years I did a lot of small projects, some that never got released, but quite a few that did. Lot's of the work I did was for free, or for little pay, what I earned I mostly spent on getting new gear and software. The main "pay" was gaining experience and contacts. I increasingly did less and less music and more and more sound design. These projects gave opportunities to do tasks other than audio. Scripting, design and such all got some leveling up. Running a small business also required me to get up to speed in all sort of departments. I needed to make websites, understand how to invoice, bookkeep, market, customer relations, international work/pay and all the taxation rules that goes with it, and so forth. Experience that turned out to be quite handy as we started Frictional Games.

Thanks to the wonderful Wayback machine I can show a saved version of my old site. Listed are all the game projects that got released up to 2006.

Captain Bumper, cool and forgotten Mac game.

From 2002 to 2006 I attended a game development program at the Gotland University College. We did some fun projects as part of the education. My favorite is probably the large, foot controlled, floor projected Pong game that we created at the end of the first year. Overall the education was quite chaotic, lots of changes as to what the purpose of it should be. Because of that the quality of the education was lacking. It did allow for a lot of free time, I spent that time doing other projects through my self-employment business. A friend in class one day told me about a guy that he met online. It was some strange dude that was making a horror game and my friend was helping him out making graphics for it. A couple of months later I got in contact with that guy as well, it turned out to be Thomas and his Unbirth project. I did a bit of sound design for it and well, yeah, I think Thomas pretty much covered the rest of how we went from there to Energetic, to the Penumbra Tech Demo and ending up starting Frictional Games.

Four player Pong clone.
What do I do?
I have headed up the audio department, where I have done most of the sound work and design of the sound while working with Mikko Tarmina as our composer. For Amnesia, Kaamos Sound helped out making sounds. For Soma, Kaamos and Samuel Justice are doing all the sound work with Mikko doing his magic with the music. Other game work has been level scripting, level editing, level optimization and design.

I take care of our servers, both for development and for the public sites. This involves setting up and making everything running properly, it could be something as simple as registering a domain, researching and installing a bug tracker, it could be writing the code and server scripts for websites or making sure everything is backed up on a running schedule. I do, or did, lots of our customer support, these days we have a very nice forum community that does way too much of it (in particular one guy…). Like Thomas I also have a slew of small stuff that is done from time to time.
Two rows of not games.
In addition to the server management, what I pretty much only do at the moment is managing the company side of things. This is all sort of stuff not related to game development: Partners, agreements, salaries, taxes, bookkeeping, sales reports, buying equipment, paying invoices, sending invoices, reading and writing a never ending stream of emails and so on and on. At the moment I am not doing any game development due to two reasons. First, we have grown to 12 people and have numerous contractors, partners and service providers. It all requires a bit more time to manage these days. Second, currently only working three days a week, so I have less time than what I used to have (hmm, I can think of quite a few years when we worked seven days…). Next year I'm going back to full time again and with it I should be back to a bit of the game development work.
Four reasons to work three days a week.
If you are thinking, "Oh, the poor sod. From game development to office rat". No, not really! I've always been the most interested in the whole of it, to run a company as well as to do creative work. The main perk with Frictional Games has always been the wide variety of things to do.

I did not go much into details about how I actually do the various things that I do. If you are interested and have any questions about it, just post a comment and I'll do my best to give you a prompt answer.

People of Frictional: Thomas Grip

Introduction
This will be the first part in a series where we introduce all the members of Frictional Games. Apart from the obvious "getting to know the team", it will also be an insight into the daily workings of the company. What makes Frictional Games different from many other developers is that everybody works from home, rarely meet in person and very few have had any professional game making experience before joining the team. All communication is done over Skype (plus the rare phone call), and for the last few years the whole team only meets up once a year. When we tell this to people we usually get surprised reactions, and they have trouble understanding how it all can work. Hopefully this series can help answer that.

With that said, let's get this series started! First up, I will get myself out of the way.

Who am I?
Hi all! My name is Thomas Grip and I am one of the two founding members of Frictional Games. For the first few years at Frictional Games I used to work from my living room, on a desk placed next to the TV.(This made me an expert in shows like Top Model, Bold and Beautiful and whatever my fiancee watched while I worked during the evenings.) Eventually we moved to a bigger apartment and I got my own office. This how my work space looks right now:


Background
I started out making games in 1997 (when I was 16) and my first game, called "Köttar Monstret" (yeah, I know...), was made on a TI-83 and became kinda popular in my class. At the time I did not have a computer, and had never really used one. I did not feel I was a very technical person and even though I had chosen to study the natural sciences, my main interest was with art and I drew and painted a lot. But when I started to program on that TI-83, which was quite clunky with only 8 or so short lines visible at once, it was like a revelation to me. I had never understood that you could do this sort of thing with a computer. I was hooked, and needed to learn more. First up, I got hold of an actual PC, this wonderful machine, and started to learn QBasic on it. With no access to the internet, my only source of information was old and worn programming books that I found at the library. I remembered that I searched hard for some book that explained how to display graphics. When QBasic did not tell me, I learned Pascal, but no graphics in there, so I went on to C, but I did not find anything there either. The best I could do was to get colored symbols from the extended ASCII character set, but that was no fun, I wanted proper pictures!


When at school I mostly spent lectures drawing stuff like this.

Eventually, I stumbled upon a book, called Game Programming Explorer or something, in the back of a strange bookstore at the outskirts of my home town. It explained to me that I had to program these routines myself! So I learned all about the wonderful world of Mode 13h. Soon after I bought a proper PC (120Mhz if I recall correctly) that some shady guy had advertised in the newspaper. As we got better access to internet at school I found a site called ProgrammersHeaven.com (it looked different back in 98) and I downloaded tons of stuff on floppy disks. My most important discoveries were Denthor's Asphyxia Tutorials and a small game called "Boboli" that came along with source code (made by this guy). These were my main inspirations for a while - until I stumbled upon Allegro. This was (and still is) a game development library with tons of useful functionality. No longer did I need to code all those low-level graphics, keyboard and sound routines myself! It was like magic to me. And what was more, around this library was a whole community of people making games.There were annual competitions, reviews and an online database with all games using the library. As far as I know, this was the first gathering similar to today's indie movement.

Exploring a dark basement in my first proper horror game, Fiend.

Using Allegro I created Project 2 and continued making another similar top-down game using rendered Half-Life models. Eventually I made Fiend, the game that set me on the course as a horror game developer. In this game I made pretty much everything myself, code, art and music. As a sidenote, it is interesting to note that I had zero expectations to make any money from this. I simply made these games, because I loved making them. Even getting player feedback was a rare thing. The very idea of selling my games was preposterous. I think this was a pretty common mindset at the time, and quite different from how it is nowadays with outlets like Steam. Making your own games feels much more like a viable career option today. Back in 2000 this was not the case at all.

In 2002 I started studying at the university (bachelor of science in software engineering) and I had also started my next project: Unbirth. This time I wanted to make it in 3D and started the to learn some basic modelling and texturing. However, there was a big problem with finding a 3D engine. All the good ones were commercial and expensive, and the free alternatives did not feel like viable options. I think the best one was Ogre3D, but it was lacking a lot of features back then. Luckily, I got in contact with a guy that was developing his own commercial 3D engine and I got to use it for free. I worked on the game for 2 years, but it never got completed, mainly due to various engine problems along the way. After this I swore to never use unfinished third-party software again, and try to make as much as possible by myself. All this time was not wasted though as I had learned tons about the structure and design of a game engine. Had I not used this engine for Unbirth, I doubt I could have created my own later on.

Jumping and shooting, while conserving energy, were the core aspects of Energetic.

During the development of Unbirth I got to know Jens, whom I would later found Frictional Games with, and as our university educations would end at the same time, we decided to make a thesis project together.This resulted in Energetic, which can be seen as a the first step towards the formation of Frictional Games. It was the first project that we made from the ground up together and some of the game's engine code is still in use (the engine was actually named HPL at this point).

When university was over I did not know what to do next. I knew I wanted to make games, but I do not think I ever saw it as a proper career path and instead just thought I should do something non-game programming related. At  this point Jens asked me if I wanted to do a Master's course at Gotland. The course was all done from a distance and was mainly about making a big game project. That sounded really interesting to me, so before the course even started, I began working (using Energetic's code as a base) on my own 3D engine. The idea was to make a game that continued along the same lines of Unbirth. And one thing was sure: I did not want to use a third party engine again.  When the course was over, the Penumbra Tech Demo was the result. The game did not do very well at a competition we submitted it to (SGA), but I hoped it might be a way to get a foot inside some actual game company. However, a month or so after putting it up online, it exploded and got downloaded more than a million times over the course of the summer. Remember that all start-up game devs: bad results in a competition is not the end of the world!

Before starting Penumbra: Overture, we had some plans to do a sci-fi brawler/shooter. Here is an enemy sketch I made for that game.

With this success behind us, we decided to try and start a company, and I scrapped my thoughts on joining a "proper" game developer. The technology used in the tech demo was the foundation for our first game "Penumbra Overture", with the team consisting of myself, Jens and another guy from the master's course, Anton.  Having worked on the game for more than half a year,  Frictional Games was officially formed January the 1st, 2007.

Working from home means you sometimes need to do multiple tasks at once...


What do I do?
When Frictional Games first started I did all the C++ programming, level design, planning, about half of the map scripting (using Angel Script), most concept art and even some level modelling. As we hired more people the amount of stuff I have to do has (thank god!) gone down a bit, and currently I mostly do design, part of the programming and most of the planning. I also act as a sort of lead artist and decide in broad terms what direction the art should take.

The thing that I spend most of my time doing these days is design work. This includes a large variety of tasks, and the most obvious is simply writing a design document for each level. When making the type of games that we do, a proper design for each level is crucial. We do not have any basic gameplay mechanics that you can simply add in a variety permutations. Every activity must be designed, programmed and often have specific art assets created for it. On top of that, every single part of the game is deeply connected with the story. Actually, when we create our games we do not really separate the gameplay and story, as both stem from the same kind of interactions. The only thing that we take care of separately is the plot, which is something that is written at a fairly early stage and describes the main happenings that the player will take part in.

So when you have a game like this, you cannot just start with a basic ideas and then flesh things out as you go along (as you might do in a shooter). Normally, we have our writer, an artist, a programmer and sometimes even our sound and music people doing assets for a level at the same time. All of these parts are crucial for the final experience and had we not had a written plan that everybody could use as a base, then nothing would work. However, the design document is not something set in stone. It just represent the first draft. As the map is being implemented things evolve and might change quite drastically. This means that the people who are working on the map, writer, programmer and artist, are all part-designers as well. Sometimes it is just not possible to implement something like the design document says, sometimes details are missing and sometimes new ideas that takes things in a entirely new direction pop up.


Example of the amazing ms-paint art I sometimes send as feedback to artists.

This leads to my biggest design related task: feedback. As all of the assets and implementations are constantly in flux it is my job that make sure that they are still coherent with the overall vision of the game. This might sometimes lead to long discussions on what the intentions are, nagging on specific details or just explanations of the bigger picture. While crucial, this sort of things is often annoying to me because it never feels like you are never accomplishing anything. You basically just pester people about changing things. But it is also a great feeling, as you got more of an outside view and can see the entire project coming together, step by step.

The programming tasks I do mostly have to do with subsystems, map scripting and AI. At the start of SOMA (our current project), I did a lot of tech related programming, for instance terrain, undergrowth and scripting. But ever since we hired a dedicated tech programer I hardly do any of that. I still try and get my hands dirty in tech when I have time for it though, and I implemented an immediate GUI system quite recently. But mainly I just plan out what tech related things to focus on, and help out with some of the high-level design. Since I do most of the gamedesign work, I try and program the more design-sensitive or unpredictable parts when I am able to. I think that if you as a designer only ever supervise the construction of a game, there is a certain magic that gets lost. For certain parts of the gameplay, you cannot say how you want it to work until you see it in action. Therefore I feel it is very important that I build some of that stuff, like AI and certain visual effects, myself.

All planning is done in Google Docs. Here is how end of last year looked like. (Spoilerish stuff cencored!)

Finally, I also do a lot of the planning for the project. Our approach is not to micro manage or waste time on any sort of strict development method. What we do is that every week people get something they should work on and then we have special "Show And Tell"-days when the task should be done and shown to the rest of the team. How to utilize the time during the week is totally up to each and everyone. Despite having this loose attitude towards planning, there is still quite a lot of work to it. Whenever some assignment slips, it often affects the schedule of several other team members and you need to move stuff around.. It is also important to constantly plan far ahead, and make sure that project is on track. It is easy to just get focused on the "here and now" and forget about the overall progress. As early as possible we make a rough plan on when the game is to be completed, and then update that with more detailed information as we go along. This can be really depressing work, as looking a year or two into the future makes it feel like the time ahead is so short, which leads you to thinking life is too short, etc, yada, yada.

There is a bunch of other small stuff that I do, like pr, interviews and booking travel. But all that is not very interesting and I think you should have heard enough now to have a fairly good idea of what it is that I do all day!


Stay tuned for more! In two weeks it will be time for Jens, the other founder of Frictional, to talk about his past and what his job is all about.