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Q&A |
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Petz Team Questions
- From Tara: What sort of work did you have to do to become a marketer in the gaming industry?
Sarah Ohring (Marketing Brand Manager at Ubi Soft) - Actually, it happened quite by accident! I started off in Ubi Soft doing sales, but as time passed I decided that I was much more interested in marketing, and less so in numbers. With that experience, I was able to apply it to all of the interesting parts of brand marketing: Packaging creation, promotion, advertising, etc, and the Petz games have been a wonderful learning experience for me!
- From Carl: How do you make a game ( like Catz 5 ) on the computer? Is there a creater box, program, or do you just use the Paint Program??
Kevin Hendrickson (Producer at Studio Mythos) - To make a game like Catz 5 you first need to have a team of Artists, Programmers and Designers. The Designer creates the game on paper explaining all features that a game like Catz 5 will have, for instance Mini Games and New Breedz. The programmers use a program called Visual C to create the code and integrate all the features from the design and art assets. The Artists used several 3d packages including Maya, Lightwave and 3D Studio Max and 2d programs called Photoshop and After Effects. These programs have taken our staff many years to learn, but there are a lot of schools that can help train you to use these programs that created Catz 5 and many other games.
- From Lorelei: I was wondering could you tell me what it's like at your job and what each one of you do? It would be so cool to know each and every one of you! And when I grow I want to be a program designer so... it would be really, really nice if I could learn about you guys!
Kevin Hendrickson (Producer at Studio Mythos) - For Petz 5 my role was the internal producer and I work with the team of programmers, artists, designers, marketing and management. My main role is to know everything about the game and to make sure that the team is finishing their work on time. I spend a lot of time with the Art Director and the Technical director looking at the game and playing the game and making sure that everything goes as planned.
Sarah Ohring (Marketing Brand Manager at Ubi Soft) - As the marketing manager on Petz, I get to do a little bit of everything: I've done everything from working with the artists who make the packaging, organizing promotions, helping with the website, and answering fan e-mails! (And of course, making sure that everything can be done within my budget! :)
Ashley Bushore (Producer at Ubi Soft) - My brother loves to tease me around friends and family that I have an easy job because I get to play games all day. Not so! In fact, it's rare that I have any time to play games at all. 80% of my time involves meeting with people: phone calls, email, and formal meetings. The other 20% is spent planning and organizing, and reviewing the status of my projects. My overall responsibility is to ensure that a game comes out on time, on budget and is as fantastic as possible. If anything goes wrong, I'm the one ultimately responsible, even if someone else on the team made the mistake.
Mark Pajarillo (Art Director at Studio Mythos) - My Job as an art director is to oversee the entire look of the game. I work with the lead artist very closely to make sure that all the artists are staying consistent to the single vision. On Petz I worked as one of the concept artists creating the looks for the Fantasy Castle and other environments and toys. The best part of my job is working with such a talented team and having fun while we make games.
Christy Jue (Associate Producer at Studio Mythos) - My job as an Associate Producer is to help set and upkeep schedules and make sure everything goes as smooth as possible so a project can be completed on time. This also includes making sure the artists and programmers have everything they need to complete the current project. For Petz 5 I helped with the design, online help, and localization into various languages. Here at Studio Mythos we all believe in team work, and to work with a team like ours is one of the best things life can offer.
Franck De Girolami (Technical Director at Studio Mythos) - Working as a Technical Director is challenging and an interesting job. I worked as both the liaison between the art and programming side of Mythos creating the bridge between art and code. I think the most interesting part of my job is watching the game slowly come together. Visualizing a product and seeing it slowly take shape is a great reward and the team at Mythos is a pleasure to work with.
- From Mélanie: I was wondering what is impressive to have in an art portfolio to work with a company that produces Petz? Which 3d modeling programs are good to know?
Mark Pajarillo (Art Director at Studio Mythos) - We place a high priority in hiring well-rounded artists. Prospective artists should have the focus and expertise to handle a specified task (such as concept work, modeling, texturing or animating) as well the flexibility to do one or more of the others. This also applies in the artist's subject matter. Being able to model cars really well is great. But, if an artist is only able to model cars he or she is limited. On my art team I need artists with both skill and imagination to create the images and bring them to life. Maya, Lightwave and 3D Studio Max are good 3D modeling programs to know. |
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