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Features

Day
in the Life:
Coray Seifert, Producer and Designer,
Large Animal Games
Coray Seifert is a producer, designer, and writer at Large Animal Games (www.largeanimal.com), a developer of casual, downloadable games such as RocketBowl, winner of the 2005 IGF Technical Excellence Award. Coray runs the IGDA's New Jersey chapter, is a committee member for the IGDA's Writers Special Interest Group, and teaches game design at the New Jersey Institute of Technology. Coray has developed games as a level designer, voiceover director and writer for companies such as Creo Ludus Entertainment, Stottler Henke Associates, and the US Department of Defense and has appeared as a panelist, lecturer, or host at numerous game industry events.
5/2/05
7:30
AM
"You've
got to be kidding me."
The
unrelenting wail of my alarm clock yanks me from dreams of master
chiefs, insane aquariums, and boarding actions at far too early
an hour. I roll over and try to fall back asleep, but luckily for
me, my sweet and loving girlfriend Katie rips the covers from the
bed, saving me from the perils of oversleeping. I realize with a
shiver that May in New Jersey isn't as warm as it should be. My
day has begun.
8:30
AM
After
a quick rinse, a frantic search for my keys, a six-block walk to
the train station, and a ten minute ride, I find myself thrust into
a brisk New York City morning as I climb the stairs of the 33rd
Street PATH train station. Katie reminds me to take care of hotel
reservations for the post-E3 weekend and with a brief embrace, we
part ways at 29th street.
8:45
AM
After
grabbing a dozen bagels, I walk the final two blocks to the office,
commiserate with our building superintendent about the Nets' crushing
playoff loss last night, take a somewhat outdated elevator to the
11th floor, and enter my place of employment: Large Animal Games.
Situated
just north of Chelsea, our office is an airy, converted loft; at
the moment populated only myself and Josh Welber, technical director
and company partner, who has probably been here since my alarm went
off. The office has a great ambience: decrepit old TV's sit comfortably
next to 21-inch flat screen monitors while dozens of classic, well-worn
board games glare menacingly at four networked Xboxes. A tree with
more character than leaves makes its home in front of a very shiny
Independent Games Festival trophy, and eight huge bay windows bathe
the office in the morning sunlight.
8:50
AM
I
plant myself at my desk and pop open my mail client to review the
weekend's mail.
In
addition to my tasks at Large Animal, I am also a coordinator for
the New Jersey chapter of the International Game Developers Association.
Accordingly, I receive a good amount of related correspondence every
day. Today's IGDA emails include a note from the IGDA Writer's SIG,
for which I am editing a quarterly report. This is of particular
interest, as I have a convenient excuse to talk shop with some of
my favorite writers in the industry.
In
addition to that email, I receive a smattering of requests for information
about tonight's panel discussion (more on that later) and a number
of administrative and logistic issues for the next month's meeting.
9:30
AM
After
finishing up with a couple dozen emails, and a quick read-through
of IGDA forum threads and Gamasutra news stories, the rest of the
Large Animals have arrived and it's time for our daily morning meeting.
The eight core team members make ourselves comfortable in the conference
room for our daily scrum.
Before
we get into the meat of the meeting, the assembled team members
often share weekend stories regarding NYC commuting catastrophes,
dates gone awry, or notable games played on Xbox Live. Today's topics
of conversation include Josh's adventures in home improvement, Wade's
frustration with Halo 2 griefers, Yossi's frustration with
the lack of available copies for the PC version of Psychonauts,
and Brad's secret life as a superhero ninja crime fighter.
Once
we get down to business, Wade Tinney, the senior producer/partner,
takes notes as each team member summarizes the tasks they completed
yesterday, their tasks for today, and any dependencies they might
have on other team members. The meeting wraps up with a brief discussion
about potential candidates to fill the programming position we are
hiring for, the game prototype that is due in two days, and the
panel discussion taking place tonight, featuring our art director,
Brad MacDonald. The day promises to be long, exciting, stressful,
and engaging.
10:00
AM
My
first task of the day is to add a few new games to our website.
Large
Animal does business primarily as a developer of downloadable games
for the casual market. However, we also do business as a downloadable
games distributor, selling other developers' games on our own site,
largeanimal.com.
To
make these games available for purchase on our site, I am responsible
for writing copy, wrangling logos and screenshots, and entering
data about the size, system requirements, and location of the games
we'll be adding to the site. While these tasks may seem a bit boring,
I do enjoy cranking up the Halo soundtrack (What? I can
be a nerd too!) and plowing through a bit of data entry.
11:15
AM
After
roughly an hour of uploading files and writing copy, the new game
pages are up and running. The next task of the day? Telling the
other Large Animals how to do it.
In
order to ensure that dependencies and bottlenecks can be addressed
rapidly and efficiently, we always try to ensure that multiple team
members can complete any given task we face. I actually got my start
in the industry as a technical writer, so the task of documenting
the somewhat complex database entry process takes very little time.
I manage to crank out a small collection of tutorials in an hour
or so.
12:20
PM
As
I'm one of the earlier folks to eat breakfast, I tend to be the
initiator of the lunch process. Stopping by the other team members'
desks at this point in the day is actually a favorite hobby of mine,
as I often get a nice unedited peek at what they're up to before
they realize I'm watching. Creepy, no?
Proceeding
over to Brad's desk, I notice he is awash in a sea of character
portraits sketched on loose-leaf paper. On his screen, he is midway
through the process of scanning in those sketches, cleaning them
up, and coloring them for approval from the publisher. I comment
on my favorite character, and Brad brings up an interesting point.
"Actually,
most of the characters I design for our games are loosely based
on friends, family members or former pets. I love presenting the
character sketches to the group when it's time to write their backstories.
It's cool to see who you guys think they really are."
Josh
asks, "Have I ever been a character?"
"In
fact," Brad replies with a smirk, "everyone but myself made an appearance
in Unipong. Betcha can't find Wade."
"Isn't
he in the stands in the Budokan level?" I reply, reminding everyone
that I am indeed the smartest Ape. Or, at least the one that took
all of the screenshots for the Unipong page on the website.
Across
the loft, Josh and I find Wade and programmers Yossi Horowitz and
Howard Braham discussing the control scheme for an upcoming title.
"Shove
Mode!" exclaims Yossi "I demand Shove Mode. And the user shouldn't
have to pull the mouse back."
"Shove
mode would work better with a trackball though," Wade says.
"Okay,
so we'll make the player flip the mouse over and use it as a trackball."
Yossi says.
"I've
got it." Howard cries, "Motor Balls!"
I
try to pose a suggestion of my own, but I am overcome by a particularly
intense bout of laughter.
Sensing
his Motor Balls idea is not being taken seriously, Howard
redirects the conversation. "Ok, how about a gesture-based UI?"
"Or.How
about tone-based with a microphone." Yossi says, "Maybe you have
to sing the ball down the lane."
"Perfect
for our audience!" chimes in a sarcastic Josh. "They love
unplayable shit."
The
group discussion is lost to laughter, and it is clearly time for
lunch. A small pack of Large Animals ventures out to forage for
edible goodies on 6 th Avenue.
12:35
PM
I
return from grabbing lunch to find the rest of the group sitting
around the kitchen table, as is the daily custom. Unlike larger
development teams, ours can comfortably fit at one table - a fact
that I feel really helps the unity of the team and fosters better
team interaction. Most days we chat about our non-work lives, discuss
the games we're playing at home, or get in a round of the latest
board game.
The
flavor of the day? Ticket to Ride, a fantastic board game
in which players compete to build a coast-to-coast rail system,
utilizing a limited economy of space and resources mixed with a
set of secret objectives. As is the case with most board games we
enjoy, discussion soon turns to how it could be made into a downloadable
game for the casual market.
"The
biggest problem I see is screen real estate," says Wade, "You have
so many destinations and such small game pieces, it's hard to communicate
any detail. I think having fewer destinations or focusing on a smaller
region would be key.'
"So,
you're saying we should make Ticket to Ride: New Jersey?"
I ask excitedly, replicating the daily pattern of me expressing
my undying love for the Garden State, and my co-workers then coming
up with increasingly sophisticated ways to tease me about it.
"That
could work," Wade replies, "Perhaps the goal is to create routes
between all the toll booths and sewage treatment plants in the state?"
"Bah."
I say. "Jersey gets no love."
1:10
PM
As
lunch winds to a close, I notice my rather shaggy appearance, and
pop out for a quick haircut at a place called Sassy Fashions.
1:45
PM
Upon
my return, numerous jokes relating to my newfound sassiness ensue.
1:50
PM
After
defending my cosmetology choice, I give my email another check;
a few more administrative and logistic questions for IGDA, some
from the organizations admin mailing list. After a quick reply note
to Jason Della Rocca, the executive director of the IGDA, I open
up an email from a producer from a major television network inquiring
about our next Demo Night.
Over
the past year, Large Animal has sponsored combined meetings of the
New York and New Jersey IGDA chapters where local developers gather
to show off their latest projects. Entitled Demo Night 1 and 2,
they were huge successes, drawing almost 150 developers each time.
The producer seems very interested in doing a piece about Demo Night
3, taking place in September, which is encouraging news indeed.
2:05
PM
After
firing off a response to the producer and a few others, I begin
work on one of my ongoing projects. For our latest 2nd party title,
I am writing game copy, dialogue, and character descriptions for
the thirty characters in the game.
In
most casual games, story and dialogue do not contribute a great
deal to the immersion and fun of the game. Outside of a very few
notable examples, like Wik & the Fable of Souls, the
story in most games is intentionally minimal, theoretically allowing
the player to focus on enjoying the core gameplay. In our latest
title, however, the characters, plots and story help to immerse
the player in the fiction of the game. Hopefully, this will give
our audience a stronger emotional attachment to the game. Adding
to the pressure and complexity of the assignment is the fact that
all of the character dialogue is dynamically selected and displayed
non-linearly based on the player's performance and actions in the
game.
Basically,
we need to help thirty characters prepare for anything. A daunting
task to say the least, but a challenge I am very excited to be working
on.
As
I sit down to begin work on the dialogue scripts, I go over the
recent changes and touch base with Jennifer Estaris, the other writer
for the project. We look over some of the character descriptions
that we developed in a late day meeting yesterday, agree on a course
of action, and get down to business. With a glance at the last work
we did on the scripts, I pick up a thread and begin writing.
3:15
PM
After
what feels like five minutes, I look at my clock to reveal an hour
of time past. Taking a quick break, I notice an email from one of
our distributors asking for a build of the recently released RocketBowl
Plus with a different logo.
Firing
up Visual Studio.NET, I track down the new logo, tweak a few parameters,
and start compiling a new build of the game. Once it finishes, I
FTP it to the client's site and notify their producer of the change.
3:30
PM
Back
to work on dialogue.
3:45
PM
Raison
Varner, a composer at Creo Ludus Entertainment and one of our external
contractors, calls with a quick question about sound effects for
one of a series of web games we are developing for a major entertainment
sector client.
"Ok,
for the zombie deaths, do we want a more juicy sound or a more metallic
sound?" He asks, "I have two that sound pretty gross, but I want
people to just lose control when they hear this."
"Can
we do both?" I ask. "Maybe you could just combine those two sound
effects, with the metallic part louder at the beginning and the
juicy part trailing off?"
"Hmm.
I suppose that could work," he says with a chuckle. "I can just
add a bit of reverb and make the ping of the lead pipe really
clear before the juiciness ensues."
Sometimes
I can't believe I get paid to do this.
3:55
PM
I
conclude my conversation with Raison, and the dialogue writing ensues.
4:23
PM
Yossi
sneezes so hard that his headphones go flying across the room. Others
stare in amazement.
4:24
PM
I
stop laughing long enough to get back to work.
6:15
PM
After
a solid, satisfying afternoon of dialogue writing, I help Wade clean
up the office. It's quite interesting how many hats producers wear
at a small studio. I think today I've covered everything from copywriter
to port programmer to janitor, and we're not even in crunch mode!
6:40
PM
Most
of the team wraps up their assignments for the evening a few minutes
early, as tonight we have a panel discussion to attend: featuring
our own Brad MacDonald. The topic: " Hi-Res vs Low-Res Graphics."
A broad topic to be sure, and one that I have a feeling will breed
quite a bit of interesting discussion amongst the participants.
6:45
PM
"Phooey."
We
plunge into the rain outside the office, sans umbrellas. Apparently,
it's monsoon season in NYC. On the walk over to Parson's Tishman
Auditorium (where they film Behind the Actors Studio), we
meet up with a few other local developers attending the event and
chat about the recent happenings in the local game dev industry.
Despite
the fact that there aren't too many studios in the New York/New
Jersey game development industry (at least compared to Silicon Valley,
Montreal or Austin), almost every event in the city is well attended,
and in general, there is a very collaborative nature to the local
game dev scene. Many developers are willing to show off their works
in progress at IGDA meetings, and information and advice flows freely
between even the most direct competitors. This collaborative environment
and events like tonight's panel are helping to dispel the notion
that you have to leave the east coast if you want to make games.
10:00
PM
The
panel closes to vigorous applause. The discussion ranged widely,
and a few of the questions from the audience were a bit off topic.
Nevertheless, the panel was comprised of an exceptional group of
developers, and the topics discussed spark instant conversation
with the developers milling about afterwards. I find myself immediately
embroiled in a debate over the logistic reality of Will Wright's
Spore and how procedural graphics may render discussions
like this one obsolete in the future.
My
tired brain and I retreat from this conversation to the relative
safety of the corner bar, where a number of developers have already
gathered. Chatter about games, music, education, and a wide variety
of other nerdly topics quickly begins anew. Casual games on Xbox
Live Arcade, clichéd game stories, and the ridiculous number
of match-3 games on the market are all topics that come and go,
along with quite a few beers.
11:45
PM
As
the evening winds to a close, the assembled developers slowly make
their way out of the bar and begin the trek home. I walk with a
small herd of Large Animals and other attendees to the 14th Street
PATH station, where we bid our friends adieu, make plans for tomorrow's
Xbox Live games, and hop on a train back to Hoboken, NJ.
Fellow
game developer and Hobokenite Nick Smolney and I continue our conversation
about procedural content, and before we know it, a quick ride has
placed us back in Hoboken. With the monsoon moving off to ravage another
village, we enjoy a nice walk through town, splitting off to our respective
apartments at 5th Street. I climb the stairs to my studio apartment,
which I am sure now contains a girlfriend who has fallen asleep on
the couch watching Everybody Loves Raymond reruns and two cats
who I am equally sure are quite insulted about not being fed. Though
exhausted, I find myself quite satisfied with today's activities,
and I look forward to the adventures and misadventures that tomorrow
will bring.
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