Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
July 22, 2014
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Video: How to be creative when working with someone else's IP

[Note: To access chapter selection, click the fullscreen button or check out the video on the GDC Vault website]
March 8, 2013 | By GDC Vault Staff

March 8, 2013 | By GDC Vault Staff

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.

Session Name: The Magic Gun: Surviving IP Development Through Embracing Your Constraints

Speaker(s): Jason VandenBerghe

Company Name(s): Ubisoft

Track / Format: Game Design

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.

Be sure to keep an eye on GDC Vault for even more new content, as GDC organizers will also archive videos, audio, and slides from other events like GDC China and GDC 2013. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Tech.

Related Jobs

CCP — Newcastle, England, United Kingdom

Senior 3D Environment/Generalist Artist
CCP — Newcastle, England, United Kingdom

Development Director
FitGoFun — Mountain View, California, United States

Unity 3D Programmer
Vicarious Visions / Activision
Vicarious Visions / Activision — Albany, New York, United States

Concept Artist (Temporary)-Vicarious Visions


Glenn Storm
profile image

Daniel Miller
profile image
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.

Jason VandenBerghe
profile image
Why, thank you.

Martin Greenall
profile image
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.

Glenn Sturgeon
profile image
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.