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Volition and THQ

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Spongebob, Pixar, and other kids' games. Volition History ... Reduced price on THQ games. Free drinks/cheap snacks. Challenges. Constrained memory environment ... – PowerPoint PPT presentation

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Title: Volition and THQ


1
Volition and THQ
  • Life in the games industry

2
THQ
  • California publisher with internal studios
  • Relic (Dawn of War, Homeworld, Company of Heroes,
    The Outfit)
  • Rainbow (ATV Offroad Fury, Motocross, Cars)
  • And external studios
  • Bioware/Pandemic (Destroy All Humans)
  • WWE
  • Iron Lore (Titan Quest)
  • Spongebob, Pixar, and other kids games

3
Volition History
  • Founded in 1993 as Parallax in Champaign, IL
  • Descent (1995) and Descent 2 (1996)
  • Split into Outrage and Volition
  • Freespace (1998) and Freespace 2 (1999)
  • Volition bought by THQ in 2000
  • Summoner (2000)
  • Red Faction (2001)
  • Summoner 2 (2002)
  • Red Faction 2 (2002)
  • The Punisher (2005)
  • Saints Row (2006)

4
Current Focus
  • Next Generation games
  • Currently this means XBox360
  • Open world games
  • Goal is to have 2 games in production
  • 1-2 games being prototyped
  • Tools group that makes and shares technology
    studio-wide

5
Growth
  • October 1998
  • 32 employees
  • Max team size 35
  • No outsourcing
  • 6-8 programmers per game
  • Today
  • 185 employees
  • Max team size 100
  • Lots of outsourcing
  • 20-25 programmers per game

6
Growth Chart
7
Requirements
  • Proficiency in C/C
  • 4-year degree or equivalent software industry
    experience
  • Game demo helps a lot
  • Previous games industry experience helps even
    more
  • Eligible to work in the US
  • No tele-commuting

8
Desired skills
  • 3D math skills (vectors, matrices)
  • Bit manipulation skills
  • A specialization
  • Graphics youre familiar with a popular
    graphics API
  • AI you know A pathfinding
  • Networking you are comfortable with packets
  • Concurrency you can write multi-threaded

9
Programming areas
  • AI
  • Animation
  • Audio
  • Gameplay
  • Graphics
  • Interface
  • Network/Multiplayer
  • Physics
  • Scripting
  • Tools
  • Andtech art?

10
Salary ranges
  • From a 2006 game industry survey
  • gt 3 years experience - 50,000
  • 3-6 years - 75,000
  • gt 6 years - 90,000

11
Other compensation
  • Royalties
  • Stock options
  • Medical/dental/vision insurance
  • Reduced price on THQ games
  • Free drinks/cheap snacks

12
Challenges
  • Constrained memory environment
  • Streaming from DVD
  • Lack of hard drive
  • Fast code is essential (33 ms per frame)
  • Multi-core development
  • Constrained bandwidth network coding
  • Rapid development cycles
  • Growing team sizes

13
Work Environment
  • 1-10 person offices
  • Action figures
  • Posters
  • Full-size storm trooper armor
  • Casual attire preferably not TOO casual
  • Core hours 930 430
  • Multiplayer gaming (sometimes)
  • Crunch

14
Organizational Structure
  • One Studio Technical Director
  • One Producer per project
  • One Project Technical Director per project
  • One Project Systems Architect per project
  • Team coordinators
  • Project managers

15
Other Positions
  • Designers
  • Artists (concept, character, vehicle,
    environment, interface, effects)
  • Technical artists
  • Animators and cinematic artists
  • Audio/music/voice
  • QA
  • Management (producers, managers, etc.)

16
Tools of the Trade
  • Microsoft Visual Studio .NET
  • Perforce
  • Wiki
  • Excel
  • ActivePerl
  • 3DS Studio Max (for artists)
  • Propriety tools and bug-tracking software

17
Questions?
  • Chris.helvig_at_volition-inc.com
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