On
the other side of the offices from the quality assurance team, we
found the Deus
Ex 3
team hard at work in the development area -- with one (large) wall
covered entirely in design notes and another, of similar size,
covered in concept art in a range of styles. Particularly striking
was a massive poster for the original Deus
Ex
wrapped around a pillar -- perhaps working as inspiration for the
team (interestingly, no Invisible
War
paraphernalia was apparent.)
At
the time of our visit, the "proof of concept" for Deus
Ex 3,
which took four months of development, had just passed its milestone
to continue into pre-production. "We were quite pleased,"
beamed D'Astous. "The whole team worked very hard. We're taking
the franchise very seriously. We know how important it is for the
fans. And everyone has an opinion, everyone will want to make it
heard, we're going to be criticized just for making it, but one thing
we want people to know is we did our homework. We went through
everything, and we planted it as a seed, and it's beginning to grow
into a tree. And we want the tree to grow straight. The proof of
concept broke the ground, and we're continuing to grow that."
Given
the game's planned 24-month development cycle, we asked D'Astous how
large the Deus
Ex 3 team
was. "Right now the team is about 38, and we're looking to grow
to around 80 during production. Sticking to that is very important to
us. I came from Ubisoft, where a lot of projects ended up with a team
of 200+ people. Why? Because the schedule got compressed or changed.
Over here, we want to avoid all of that. We want to keep to a human
size and we've identified 80 people to work on this next-gen
project."
Work
and Play
With
limited team numbers, D'Astous wants to ensure that each member is
productive -- and happy. A designer at heart, D'Astous has ensured
that even each workstation is as ergonomic as possible, with
ergonomic chairs, multi-function desk drawers (which can work as
pull-out stools for visitors) and a modifiable shelving system
allowing each worker to set up their workstation with a personalized
layout.
Similarly,
the bright and spacious common area in a corner of the studio ("I
wasn't selfish," D'Astous joked, "I didn't want a corner
office. I wanted the staff to enjoy the view") offered a range
of seating areas and is only one of the locations used for relaxation
activities. "On Fridays after work, we like to relax here with
drinks. On Tuesday we have outings to the movies because we've got a
movie theater nearby… On Thursdays we've got movies on our big
screen during lunch time. We try every day to keep changing the pace
and keep people on their toes, not to think of this just as a work
environment."
"People
do stay here for a long time each day, and we don't want them to come
to work each day depressed thinking 'another working day.' People are
still coming to work with bright eyes and fresh faces, so I think
most of them really like it," D'Astous claimed. "I want
them to see that we recognize how much effort they're putting in."
The studio even features a shower room for staff who bike to work or
wish to get changed for an evening out without having to head home
first.
Perhaps
the location in the studio D'Astous seemed most proud of was the
meeting room, enclosed with glass sliding doors ("industrial
design at its best") and featuring a large projector screen and
Dolby 7.1 sound. Very much part of the team spirit D'Astous felt was
important to the studio, the meeting room is not reserved solely for
meetings.
"This
room is used very regularly for brainstorming -- as you've seen,
these types of walls for writing on are all over the studio -- and
this is a place where people can go crazy with their ideas on the
wall. We also watch hockey games on the big screen -- play NHL
and Guitar
Hero
on it. It's accessible by all of the staff."