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An Interview
with Clint Hocking
Creative Director at Ubisoft in Montreal,
Canada
Q:
What's the best thing about working
in your field?
A: The
problem solving. For me it's a real
thrill to be involved in trying to
solve so many complex technical and
creative problems in an aesthetically
pleasing way under tight deadlines.
I think of game development as being
like the extreme sports of software
development...it's a chaotic but exhilarating
career. I also really like the fact
that we have a comparatively high
percentage of talented, driven and
dedicated people. Doing what excites
you is great, but doing it with others
who are equally motivated is really
incredible. Everyone is in such a
pressure cooker, and everyone knows
they're in it together. It can build
a lot of strong relationships.
Q: Is there a heavy team emphasis
in your industry?
A:
All games are made with teams. That's
just how it works. The thing that's
great about it is that we don't need
to do a lot of generic team-building
gobbledygook to get people to work
together as might need be done for
assembly-line workers or something.
Each team member is driven to do his
best and each team member expects
the best from the people he works
with, so it's kind of like 'emergent'
team work. No one has to build a good
team spirit because it generally forms
on its own. Of course, I'm sure not
all teams work as well as my current
one, and because of the high emotional
stake involved those passions can
backfire...but that's certainly the
exception, not the rule.
Q: What skills should a college
develop in a student to prepare them
for a career in your field?
A:
I'm a strong believer in generalists.
We live in a time that really emphasizes
specialization because in order to
build upon past knowledge, we need
to learn everything that came before.
With the sheer amount of stuff to
learn in any given field, this leads
to specialization. However, in our
industry, the really great people
who I've heard about and/or met are
generally really diversely skilled.
They are able to approach the kinds
of complex problems of game development
in really diverse ways.
A student who comes
to me with a solid art portfolio and
nothing else has less of a chance
to get a job than a student who comes
with a mediocre portfolio and some
interesting or unusual education,
interest, hobby or experience on the
side. We have architects, filmmakers,
musicians and people with all sorts
of other talents and interests working
on our project. Some people think
that a 3D portfolio and the fact that
they like to play Quake is enough
to get them a job. It's not. Also,
I think that the ability to quickly
learn and adapt to new tools and software
is increasingly important in our industry.
Every new project has a big new tool
box that goes with it, and if someone
is married to a certain set of tools
and afraid to learn new ones, then
they're in trouble.
Q: Please briefly describe
your role and title at Ubisoft.
A:
I am the Creative Director, Lead Level
Designer, and Scriptwriter on a currently
unannounced project. As scriptwriter,
I write all the story and dialogue
for the game, as Lead LD, I lead the
LD team who are tasked with implementing
the core game design into the game
content as described by the script
in a fun and engaging way that meets
the objectives of the game. I'm also
responsible for trying to ensure that
the game levels all appear to have
been made by one person, or at least
by one cohesive team.
As Creative Director,
my job is to act as kind of the custodian
of the creative vision for the entire
project and make sure that all the
other senior creative leads understand
and agree with the vision. I also
get to work with internal editorial,
the producer and the marketing folks
to make sure that the creative vision
being communicated to the team is
in line with what the company expects
from the title. In short, my job is...oh
wait...I don't have time to elaborate...I
gotta get back to work.
Q: What excites you about
the future of game & interactive
development?
A:
Wow. What doesn't? I think that as
interactive designers we have the
opportunity to create something that
has never been created by human beings
before. Every other designed thing
since the dawn of time has been just
that: a thing. Now we're at the point
where we are creating 'second order'
designs...we're designing experiences
based on the user's encounter with
things.
I'm also excited
that we're actually creating an entire
field, and an entire realm of human
endeavor. It is a new field both technically
and creatively, and we have the great
honor of being able to define the
territory with our footprints and
not just visit the territory that
has already been mapped. In some ways
that idea is extremely exciting, and
in some ways it's also extremely distressing
because it's a huge conceptual responsibility
and it is too easy to visit that new
territory as conquerors and try to
exploit it. If we don't develop the
creative space of our field in a way
that allows the continuation of creative
expression for those who follow us
then we're doing irreparable damage
to ourselves and our industry. It's
wonderful to have the opportunity
to explore a completely new creative
space, but it's also wonderful to
wake up everyday and realize that
you really are making your own future.
I used to want to be an astronaut,
but I think I've found something better.
Q: What's your advice for
teens who want to go to college and
then enter your industry?
A:
For every game you play, read one
book (no, the manual doesn't count).
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