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1/25/2002 -- The Making of Candy Cruncher
Prologue:
This week we're going to hand the mike to Rosie Cosgrove, Brian's
business partner and the lead (and only) artist over at Pyrogon. Desperate
to avoid letting Pyrogon become "Hook's company" in the public perception,
she's taken some time to talk about the game industry from a chick's
perspective and to make her claim on the Pyrogon Dev Diary.
Thoughts from a Girl Making Boys Games
in a Man’s World: Relationships
This half of my life seems to be payback time for growing up with all
sisters and going to Catholic girl’s school. These nine years in the games
industry I made my way from naive, unpaid intern to naive Art Director at
a major corporation. Working with men has been pretty enjoyable, even
though I still don't get a few things, like why men refer to each other by
their last names, consider a sneeze and a belch socially equivalent, and
like to see things explode. And it is nice to make my first game that has
female appeal. Now my mom and sisters can relate to what I am doing. They
actually played Candy Cruncher before Christmas dinner! Then they had a
bunch of suggestions for improving it. That’s a far cry from when I showed
them EverQuest and they sort of looked blank and asked, “What’s the
point?”
I think that being a lone woman has helped the work relationship process
in many ways. I’m not forced to act manly in work relationships, yet I can
also “be one of the guys” and it’s still ok. Trust is a crucial element in
a functional relationship and, as a female, I think I was more likely to
come into work relationships with trust and then either get it confirmed
or torn down. Most men enter a relationship at a neutral level of trust
and see how it plays out. And the occasional pessimist comes along and
expects you to constantly “earn” their trust -- very annoying. Earning
trust is something like a bank account, you have to make your deposits and
withdrawals. Understanding these deposits and withdrawals is pretty
straight forward for the average honest person. It’s the dishonest types
that get into trouble, whether they are dishonest to themselves or others-
(damn it, this schedule IS realistic!)
The relationship between the leads ( Programmer, Artist and Designer) is
critical. Their respective relationships are frequently more important
than their relationships with the producer. In fact, a mutual distrust of
the producer can be a bonding agent in their relationship- something to
talk about at lunch, since they obviously have no other life to discuss.
However, if these relationships are bad, the product will at best fall
short of its potential, and at worst fail entirely. This is why I quivered
in dread when a few years ago I found out that I would be working with
newly hired programmer, Brian Hook (who was said to be quite the hot
head). To my further dismay the producer pulled me aside to “warn” me
about Brian, since we were extremely different. However, just the opposite
happened. Well, I mean we didn't fall in love and get married, but we did
something pretty similar, start a company together.
During research, the programmer-artist relationship can be pretty
interesting. Ideally, the artist supplies the programmer with ideas and
the programmer, in turn, directs the flow of ideas into something
possible. At the same time, the programmer will hopefully add his or her
own ideas, soliciting feedback from the artist. More than once I've heard
a programmer say to an artist “When I was driving home I thought of a
different way to do what you were asking about yesterday.” Unfortunately,
not all programmer-artist relationships are good. In bad ones, the
programmer or artist shuts down any dialogue, thinking that they have all
the answers by themselves.
Something else I've discovered is that programmers really hate it when
artists do ugly stuff with what they consider to be beautiful code, which
you can't blame them for. A one way ticket to a good relationship with a
lead programmer is to do good art. It goes both ways though, a crappy
programmer makes it really hard for an artist to look good. Sometimes
management can't understand this at all and starts thinking that you suck
because your stuff looks too old school. (Management tends to think the
artists suck before the programmers, undoubtedly because they are paying
the programmers more and think it’s harder to replace them.) This attitude
can cause artists to defend themselves by driving up polygon counts and
texture sizes. When an artist makes something horribly off budget but the
immediate response from everyone is “Wow! That looks so cool!!” (except
from the programmer, who sighs), then of course the artist feels rewarded
and doesn't want to revert to the practical (but uglier) way of doing
things. I've seen entire projects go this way until nothing runs and you
have no game. Instead you just have a bunch of cool looking stuff in a 3D
program and a producer who repeats the mantra “we'll optimize it…really”.
Until one day the project is canceled.
Speaking of which, an important relationship in game development is
between the leads and the producer. Ideally the producer knows enough
code, art and game design to help the leads do their jobs, while still
trusting the leads to be the experts and to do their jobs (and replacing
them if they don't). The problem is that most producers are former testers
game fans that couldn't do art, write code or get a job as a designer,
but still wanted to “be in the industry”. Sad fact, but true (and any
producers reading this you know it’s true, so shut up). So whatever
strengths the producer has need to be utilized and the weaknesses should
be filled by someone else.
The reason I left to start a company was so I could take responsibility
for all the things I felt I could handle better, rather than sitting
around bitching about it and eating Tums for the rest of my career. Even
though it plunged me and family into financial uncertainty, I think it’s
more important for my children to know that I have a good life, and for
them to see me happy rather than supplying them with cars and trust funds
while I toil away unhappily. Heck that’s what college loans are for. Also
now that Brian and I are partners I am free to do all the annoying things
I tried not to do before, like burst into tears during an argument,
blatantly be in a bad mood from dieting, or adjust my bra straps while
discussing game play. Hah, it really is like being married.
Next Installment:
Being an Indie Developer Doesn't
Always Suck
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