Ubisoft Montreal creative director Jason Vanden-Berghe (Far Cry 3, Red Steel 2) discusses how to embrace and excel creatively when working on other people's intellectual property in this free video lecture from GDC Europe 2011 courtesy of the GDC Vault.
Drawing on examples from his work, which includes several James Bond titles, VandenBerghe says the keys to thriving when working on others' IP are to become a fan, find someone highly knowledgeable about the IP, and learn and embrace its constraints. He clarifies that embracing includes reveling in how the IP different and applying "every once of creativity" to that IP to make personally satisfying game features.
Overview: 99.96% of us work on someone else's concept. We strive and struggle towards the day when we will work on Our Own Idea... but until then, we have a job to do. But how? How to enter into a project already underway, a brand that has been around for years, a movie game, or a genre that isn't even one you enjoy... and succeed? Even excel? How can you and your team be creatively satisfied and innovative in such an environment? Jason VandenBerghe has been doing this for longer than he'd like to admit, and he's here to tell you about how to survive, and thrive, in the world of IP development. Remember: there is no magic BULLET... but there is a magic GUN.
About the GDC Vault
In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC, GDC Europe, and GDC China already have full access to GDC Vault, and interested parties can apply for the individual subscriptions via a GDC Vault inquiry form.
Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can find out more here. In addition, current subscribers with access issues can contact GDC Vault admins.
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This is an exceptionally good talk and something I'm having to consider heavily on my current project.
Lemmy from Motorhead makes a number of excellent points.
My role was minor but having worked on a more recent Bond title i also heard the 'He can't shoot people in the back' rule. There's obviously still some misunderstanding and mis-comunication happening even 10 years later.
Very intresting and funny as well.
You personaly going and finding the trueth rather than following a restrictions page(s) was a key factor of the game not ending up being a stinker. I feel for you, that a person or two made the wrong desision to include the lol ruthless head smack against the floor. I'm sure that move slowed the animation dev down so much. Great examples.
Lemmy from Motorhead makes a number of excellent points.
You personaly going and finding the trueth rather than following a restrictions page(s) was a key factor of the game not ending up being a stinker. I feel for you, that a person or two made the wrong desision to include the lol ruthless head smack against the floor. I'm sure that move slowed the animation dev down so much. Great examples.