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I get emails asking questions about me, my career, managing in the games industry etc -- below is a summary of the responses I have given. I'll continue to add to these over time. If you want to know more, or if you would like to see my thoughts on other topics, please get in contact.
For how long have you been making games?
Since I joined the original Atari company back in 1982.
I have been involved at almost all levels of production, from concept, through design, art, code, project management, QA, mastering, packaging, marketing and business strategy. I have worked both for publishers and development companies, either as owner, employee or consultant.
See my Softography for the highlights of the entertainment and non-entertainment software with which I have been involved, and my Employment History for a detailed summary of my roles and achievements
Yes, of course. But I don't consider myself a 'hard-core' gamer, very few games keep my attention or make me want to go and buy them (apart from the ones Im involved with, of course !!!).
I believe I'm a good representative of the 'mass market. So I like to build entertainment products that would appeal to a wider audience than simply the hard-core gamers. "Soccer Nation" or "NERF N-Strike" (see Softography) are good examples of this, where the target customer has a lifestyle passion that the design taps into.
What are your favourite games and why?
So here is a list that is always out of date because it changes over time -- games I have spent a lot of time with include:-
"Dandy" (on the Atari HC, 4-player action, psuedo-3D environs); "Dog Daze" (on the Atari HC, stupidly simple, 2 player run-around, brilliant); "You Don't Know Jack" (superb PC execution, brilliant use of the technology, great fun); "Rise Of The Triads" and "Duke Nuke 'Em 3D" (both on PC, both featuring clever maps, well designed code, great adrenalin games); "Micro Machines 2" (on the Sega Megadrive; brilliantly conceived, slickly executed); "The Legend Of Zelda" (N64 - my kids got me into this, as well as various "Pokemon" games on Gameboy back in the day).
I have to also include "Star Raiders", the first 3D space game on Atari HCS, "Screamer 2" (classic PC road-racing from Milestone, superb scenery and effects), "Gran Turismo" (PSX, slick presentation, great engineering, relevant depth of play mechanic) "Sim City" (it's great to be in charge, and this series of products have consistently delivered a fine balance of challenge and reward) - last one I played was "Sim City Creator" on the NDS, (a great way to lose hours on a plane ride); "Yars Revenge" (an Atari VCS arcade-style classic); "FIFA 96" (PSX - this version was just right - for me anyway). "SOCOM II" was an impressive online experience for PS2; "Halo" superb on PC; "Need For Speed Underground" hurt my hands through gripping the controller too tightly; and of course "GTA: Vice City". "Singstar" on PS2 and "Karaoke Revolution" on Xbox (for my inner-superstar); "Battlefield: Bad Company" on X360 (just terrific production values all around), and "Rock Band", one of the most perfect customer propositions to my mind, also on X360.
What Do You Consider To Be Your Strengths?
What do you consider to be your weaknesses?
Engineers (programmers specializing in advanced
A.I., real-time physics, custom 3D graphics, audio, and in-house technologists developing
code base and tools - e.g. Ktech at Kodiak, proprietary tools at Argonaut etc - dev
environments typically assembler, C/C++, code warrior, Rational Rose etc);
Likewise recruited and managed Artists (animators, modelers, technical
and texture artists - over the years the tools have gone from Dpaint to SGI and 3DSMax,
Marai, Photoshop and most recently Maya, plus a host of custom tools and scripts);
in recent years I have gotten good at working with and understanding how
to manage and leverage the skills of Art Directors
Also Audio Staff (speech and sound designers creating speech stitching
for real-time commentary, Foley sound effects and a custom interactive audio engine - at
Kodiak we built our own studio which used an in-house Pro-logic 5:1 studio, with full
Dolby capabilities);
Designers ( concepts through fully detailed product specifications, level
mapping and QA; character design and personality; brand attributes and
how to deliver them effectively through games); I am passionate about
design and see it as the key to innovation and customer satisfaction.
The role of Creative Director is really coming into its own in our
industry, and I have a very clear idea of how to find and mould this
talent.
I consider all of these areas have required a good understanding of the complexities and
technical aspects of making games - more so now than ever, as disciplines and teams become
more specialized. I don't admit to being able to write the same awesome VU code as the
best engineer you might have on staff, or to be able to animate better than your best
animator - I see that my skill has been more to do with an ability to understand the
technical issues and processes involved and to help the experts on the teams make the
appropriate decisions on critical issues.
What P&L experience do you have?
Discuss the value of communication
I believe that good communication is vital at all levels of business. I like to create a culture of communication, with several different methods so that there is always a viable channel, whether it is from top downwards, or just as importantly, from down up.
I encourage email as a discussion forum, as some people express themselves better in words. I am a big fan of electronic mail, 'Instant Messenger', SMS and 'groupware' (such as Outlook running under Exchange Server) and do much of my communication, both personal and business using such media.
But electronic communication is no substitute for the human skills - I like weekly staff meetings, as well as round-table project reviews. Knowing what is going on is vital, however inconvenient it may be. I think a leader needs to be genuinely approachable to get really good communication with his or her staff. I have no problem traveling to satellite locations in order to keep communication proactive.
Written documentation, whether printed or electronic, should be well structured and clear. At Crush! for example, we had set forms of style and content for most documentation we produced Release Notes, Design Documentation, external mail etc.
I consider myself a proficient speaker, passionate on subjects that I care about, often the projects I am involved with. I am skilled in writing and preparing presentations for funding, press conferences, internal presentations, conference addresses and, of course my first love, radio presentation!
Above all, I like open, honest and direct communication with everyone I work with. I like to be free to say what is on my mind without anyone feeling threatened -- likewise, I am open to being given feedback the same way. I am not afraid of disagreement, indeed I don't think you can have an effective creative organization without there being disagreement on a regular basis: passionate people need to be free to demonstrate passion in a safe environment. We get better decisions and ultimately games that way.
What are your thoughts on
the treatment of subordinates?
I am a firm believer that the staff are the company's biggest asset, and need leadership in order to achieve more than perhaps they believe they can.
I believe in 'hands-on' management by motivation, and that enabling staff to reach their potential makes the workforce more efficient and content.
I would never treat a subordinate in a way I would not expect to be treated myself; nor would I ask a subordinate to do anything I wouldn't or haven't been prepared to do myself. In my experience if you lead by example your subordinates very quickly learn the standards you expect them to achieve. I consider everyone colleagues first, and consider that trust is something someone loses, rather than something they gain.
I don't seek to be popular: my expectation is to earn the respect of my colleagues. You get to make tough decisions as a manager and sometimes subordinates don't like being told bad news, or that they need to improve. Not everyone that has ever worked for me likes me but I believe that almost all of them respect me. I am proud to include among my written references, testimonials from former subordinates.
At what level can you work with
contracts?
I am able to read and draft contracts with relative ease.
I have drafted and negotiated:
- publishing agreements
- licenses
- investments
- business plans
- terms of employment
- various procedures and systems
How creative would you say you are?
Highly creative!
I'm known for creative solutions; I like to think through problems and opportunities, and favor brainstorming as a technique.
As well as product concepts I have been extensively involved with product design, creation of graphics, code matters and project management.
In addition I have constructed business models, strategy planning and been involved in marketing and sponsorship. Creativity should come into all areas of business!
I have done a great many things to scratch my creative 'itch', including radio presentation, radio ads and trails. I have produced video using a mixture of Perception, Speed Razor and Betacam tools, including compositing the finished result. I have also scripted voice parts for product, and directed the speech recording.
Plus I created this entire web-site, self-taught. It isn't the world's most professional job, and I haven't updated the infrastructure for perhaps 6 or so years... but the point is, I can do it and I'm not afraid to try.
Professionally - To continue enjoying my work, whatever and wherever that may be, and to continue learning from the people I am privileged to work with
Personally - To help my children develop into independent, thoughtful, caring, responsible and capable adults -- and to continue enjoying time with them. I know of no greater gift.
Copyright © 1998 - 2009 J.P. Dean. All Rights Reserved.