Interesting times ahead – at MTL DGTL 2012

The next two days should be interesting! I am, along with a bunch of other people from work, attending the Montreal International Game Summit (MIGS) – which (surprisingly enough) is taking place right here in Montreal during the Montreal Digital Festival (MTL DGTL for short).

My schedule is filled to the brim with what will hopefully turn out to be great sessions on everything game-development related, hosted by a diverse bunch of folks including (but not limited to) such personalities as Tim Sweeney and Peter Molyneux. For those interested, the complete schedule (and information about the sessions) can be found on the Montreal Digital Festival homepage.

This will be my first time attending such an event, so I’m looking forward to it with great interest! I shall try my best not to ambush any Peter Molyneux’es I come across, but I make no definitive promises…

Incoherent ramblings – November Edition

As observant readers might have observed, I am not very good at updating this blog regularly.

Instead of following up a thought like “Hmm… maybe I should update my blog?” by actually updating said blog, my mind immediately leaps off in a random direction, hurling distractions my way one after the other, until the original notion of updating the blog is so deeply buried under layers of “I just have to X first…” that I never get around to it. Nevertheless, from time to time the thought floats back up to the surface, and makes a nuisance of itself until I oblige it by writing another blog-post. Sometimes I get away with only writing drafts, and never actually publishing those posts, but that does not always work.

I figure that this is partly due to my tendency to spend ages writing each post, previewing, rewriting and carefully over-thinking every word in every sentence.  As such, I am contemplating to try posting shorter posts, more often, while forcing myself not to over-think everything. Which is not easy for me; I have read and re-written even these few paragraphs of text multiple times, and often my mind runs itself off course and I have to forcefully steer it back on track before it derails completely. Even now, I have to fight the distractions looming in the back of my mind to keep writing, so I should probably try to wrap this post up before this ends up as yet another unpublished draft.

To give this post slightly more (or less – maybe I’m actually watering the post down by…wait! I’m over-thinking this again, gah!) substance, here’s my TO-DO list of random activities that I have planned for this weekend:

  • Update my blog
  • Continue to further educate myself on C++ programming through LearnCpp.com
  • Hack in more fixes and updates to UOX3
  • Watch more video-lectures from Brandon Sanderson’s class on Creative Writing
  • Start writing a novel for NaNoWriMo (I’m already ten days late, and my previous attempt at this was all the way back in 2008!)
  • Finish Torchlight II
  • Finish Skyrim
  • Try to catch up on the TV-show Fringe (4 seasons behind)
  • Try to catch up on the TV-show Leverage (1 season behind)
  • Find out what’s inside Peter Molyneux’s Curiosity cube
  • Update my blog again? Maybe? Maybe.

The Winds of Change

The wheels of the gaming industry churn, developers come and pass, leaving games that become legacies. Legacies fade to obscurity, and even obscurity is long forgotten when the development cycle that gave it birth comes again. In one development cycle, called the Facebook/Gamification-cycle by some, a development cycle yet to come, a development cycle long pass, a wind rose in the hills of Montreal. The wind was not the beginning. There are neither beginnings nor endings to the churning of the wheels of the gaming industry. But it was a beginning.

Ahem. Horribly mangled Wheel of Time-quotes aside… As March transitioned into April this year, it meant I had spent exactly four years in the game development industry, after I packed my bags and moved to Oslo (and later, to Montreal) at the end of March in 2008 to join up with Funcom – a few short months before the launch of Age of Conan. Since then I have worked primarily with refining, updating and maintaining AoC’s state-machine and animation-systems, while also temporarily taking on a few extra side-jobs where needed such as basic rigging/skinning and animating in Autodesk 3ds Max (very useful for fixing minor issues with character-animations and 3D assets), the creation of particle-effects for spells and environments, scripting triggers and conditions for said particle-effects to play, as well as creating and hooking up triggers for sound-effects for monsters. The common denominator (in my case) for all of these tasks is their link to the animation-systems and/or behavior control center (state machine).

When I crossed that four-year milestone two and a half months ago, though, I decided it was time for a change. Without change, without new challenges, the mind can grow stale and one’s motivation can falter. As luck would have it, an opportunity for change arose, and I took it. As a result, on Monday just hence, when I came back to the Conan-team after a five-month temporary hiatus spent working on particle-effects for monsters in The Secret World (which is just about to launch, btw!), I sat down at a new desk, next to new people (well, people I hadn’t sat next to before, anyway) to start training for a new position: AI Designer!

This is a new and untested field for me, but hopefully I can draw on the knowledge and experience I have acquired over the last four years to smooth out my transition into the world of AI Design for video-games.  It will definitely be in my favor that I have extensive knowledge about the state-machine (which is prominent in AI scripting for AoC), and that I am at least somewhat familiar with the primary tools I’ll be using as an AI Designer. I do, however,  have a lot to learn – though there will always be challenges to overcome and new things to learn. Anyway, interesting times are ahead, that much is certain. Who knows – perhaps this will be the start of another exciting four-year (or longer) journey into the future! :)

(For an insight into what being an AI Designer for Age of Conan involves, check this link. While “slightly” out of date (it’s from 2008!), the general principles (and tools in use) are roughly the same.)