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BAKER'S DOZEN

Etiquette Matters!

Posted on Jul 28, 2010
Etiquette.  It may seem old fashioned, and maybe some of the ways that etiquette is thought of are antiquated, but there is still a reason why it is around.  Etiquette here at Insomniac Games includes “Coffee Etiquette”… if you finish the pot, you start another one.  If you are the person brewing the coffee, you get the first cup, plain and simple.  We have people here who want to set up a coffee-cam to shame those who do not abide by these rules…. But I think that may be taking it a bit far… but just maybe.  There are also certain ways to handle situations, certain standards that should be considered when job hunting, interviewing and finally accepting (or declining) an offer as well, and that is where this blog comes in handy!  Since I meet with most of the candidates who come in to the Burbank office, I run into a lot of questions about what to do for an interview, what to wear, how early is too early,  what is too formal, what is too casual, and what is expected?  The examples and answers that I am going to share are clearly from an Insomniac perspective, but I think the major thread will be applicable for other studios, and publishers, etc.   So let’s jump in and work on avoiding those embarrassing faux pas! 
 
“What should I wear to the interview?”  I get this question a lot! We ride a fine line between the old school knowledge of a suit and tie, and then the reality that we are a creative entity and one that rejects the “corporateness” of said attire.  My best answer is this: know your audience. If you are meeting with an Indi developer – be comfortable.  Be clean, be presentable- jeans are going to be fine but not if they are ripped, dirty, or sitting below your hips.   I would always recommend wearing shoes as opposed to flip-flops.  T-shirts are fine, as well as any other shirt- just make it clean (ie – no naked ladies, no curse words, and no holes).  And in my opinion skip the tie, though if you are meeting with any of the business arms of the company (finance, marketing, PR, etc) you may want to step it up a notch… but I will say it’s been a while since I have been at one of those BIG companies – so take that with a grain of salt. 
 
How early should I be to an interview?  There was actually an article on this the other day on Yahoo news…they say no more than 15 minutes early.  I agree.  There is such a thing as getting to a place too early.  We want you to be prompt, ready, paperwork filled out, and ready to roll, but we also don’t want you to be sitting for hours in our lobby.  We love to see you – but our front office person does have things to do.  The 15 minute window is the perfect amount of time to have all this happen, to get you a drink, and get you settled in a conference room or office, and then start the interview on time.   If you arrive super early, relax in your car, drive around the block, and see what is around the office… check out the area.   If you are going to be late- you should also call.  Even one minute late warrants a call.  It shows that you know time is valuable, and that you are taking this seriously.  Good communication skills are a huge plus for anyone- so put them to use!
 
Can you be too casual in an interview?  Ummm the simple answer is yes!  We work in a creative environment and business, but this is still a business.  Slouching in your chair, chewing on gum, pen caps or your fingers is not the person I want to see in an interview.  We want the interview to be a dialogue, a big conversation – it’s not meant to be an interrogation, but this is an interview.  You want to be putting your best foot/feet forward.   Remember you are interviewing us – just as much as we are interviewing you.  So relax, but be your BEST relaxed self. 
 
How to close an interview?   I think candidates get nervous about how to finish an interview.  What questions can you ask?  What should you ask? I think that you should have a couple of questions prepared for the recruiter/ HR rep that you meet with.  Ask them what the time frame is on the position- are they filling right away or are there tons of candidates yet to meet and process, is the hiring manager going out of town and the decision will not be made for two weeks?  What are the next steps- should you as a candidate prep your references?  Should you be expecting another round of interviews?  Is there a background check?  These are things that give you an idea of what to expect or not expect.   The more in control of the process you feel the better.  We are talking about your next career move- right?
 
And on that note- we close this edition of Baker’s Dozen… There will be a part deux – that deals with thanks you notes vs. emails, offers- either accepting or declining, and how to make the whole experience fun… ok maybe not that – but we will follow up. 
 
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INSOMNIAC INSIDER

Insomniac's Best of E3 2010

Posted on Jul 08, 2010
Now that the dust has settled from E3 2010, you might be wondering what all of us here at Insomniac HQ thought of the show. Well this is the blog post for you! Over the three days of E3, lots of various Insomniacs wandered the floor and checked out everything from Rage, to the 3DS to PlayStation Move (ok, so we probably have a couple of those around the office to play with too).
 
We asked everyone here to tell us what they liked the most at the show. What stood out to a group of jaded game developers? Read on to find out!
 
 
Giac Veltri, Tools Programmer (who is so into ModNation Racers, he made the Dead Space car pictured above!):
 
My favorite game at E3 was Vanquish. First, I had no idea it even existed. Second, it looked awesome. Third, the demo was a lot of fun - action-packed and full of spectacle. Plus, it's in the sci-fi shooter genre, which is something that I'm always into. I also liked taking over one of the walking mechs (although I sucked at actually using it).
 
Another surprise for me was Castlevania: Lord Of Shadows. I'd put that at number two. In the demo, you take down a pack of werewolves until you get to the main werewolf, where you let him leap onto a giant stake. It looked awesome, and it did a great job of looking like a cold rainy night in a village. The villagers attacking the werewolves with torches also added to the atmosphere.
 
Third - I liked Dead Space 2 a lot. I am a big fan of the first one. The second one looked very cool, but it seemed like the announcer had to point out the new things because (with the exception of the zero-gravity movement), they did not stand out that much. Yeah - there's a new suit and a few new enemies, but that didn't change enough from the last game. There were new weapons too, but they seemed to also be very similar to the original Dead Space - just limb some guys. Mind you, that's not an insult - the first one was awesome. It just did not catch my eye like Vanquish or Castlevania.
 
 
 
The love for Vanquish was a theme amongst many other Insomniacs as well.
 
 
 
Joel Goodsell, Senior Designer:
 
Vanquish: Guns, explosions, mechs to pilot, jet boots, giant transforming spider mech enemies, over-the-top action, hot anime librarian-looking chick giving me orders (oh, crap, inside voice, inside voice …)
 
 
Paul Featherstone, Community Specialist:
 
A brilliant technical showpiece from the creator of the original Resident Evil and the director of Resident Evil 4 – my favorite game of all time. It plays like Gears of War on crack and looks absolutely gorgeous. Platinum is knocking it out of the park after Bayonetta – hopefully we will see more frequent high-quality releases from them in the next few years.
 
On the downloadable side, Dead Nation (from Super Stardust HD devs) and Lara Croft and the Guardian of Light were absolutely incredible. It's great to see such varied and gorgeous gameplay from the classic top-down isometric POV.
 
The other real standout for me was Id's Rage. Wow. Jaw-dropping console graphics running at 60 frames on the 360. Gameplay looks like solid old-school non-ironsights Id. Me likey :)
 
 
 
While Vanquish was the most mentioned game from our volunteer respondents, there were some other favorites on the floor.
 
 
 
Henry Wong, Scripter (who also mentioned Vanquish in his e-mail):
 
I think my favorite is still Marvel vs Capcom 3. I play fighting games to death. Finally playing a game that's the sequel to one of the most beloved fighting game franchises was well worth it. Deadpool is freakin hiliarious. The game looks beautiful and it still plays like Marvel. IT'S MAAARRRRRVEL BABY!
 
 
Lisa Brown, Associate Designer:
 
My favorite game was Lost in Shadow, because that idea (of 2D platforming affected by a 3D environment) is intriguing to me, and I think a lot of fun stuff can be done with it. I’m a big fan of unusual interactions in the game world, and this is a good example of one. Although, it so closely resembled Shadow Physics from Indiecade ’09 that I wonder if someone was involved in both projects, or if they were inspired by it.
 
 
James Stevenson, Senior Community Manager:
 
I was pretty blown away by the 3DS tech. It’s just sort of surreal seeing it. Nintendo’s Kirby's Epic Yarn and Donkey Kong Country Returns also hit the perfect old-school vibe. Sony had some killer games on display, with inFamous 2 and Killzone 3 both looking spectacular. And Harmonix’s Dance Central might actually give me a reason to buy a Kinect - everything those guys do turns to gold.
I also really enjoyed checking out Fallout: New Vegas and Brink. Both games are looking amazing, and I’m excited to spend a lot more time with each. But my overall game of show has to go to Dues Ex: Human Revolution. The demo literally blew me away from the amount of gameplay choices there seem to be. I really can wait to play the full game.
 
 
Terrance Cohen, Lead Systems Programmer:
 
The best and most memorable games for me were Assassin’s Creed: Brotherhood, and Pac-Man: Battle Royale. Of course, these are two quite different games, and they’re great for different reasons. Brotherhood’s multiplayer mode is fresh, innovative, and fun. I’m excited to play a competitive game that is not about firing projectiles at a distance, but rather about close-up stealth attacks. Battle Royale is brilliant because it takes the classic proven Pac-Man gameplay formula and changes only a few details, to produce a truly fun modern competitive experience. The 4-player console machine at E3 always had lines with people cheering and craning their necks to watch the competition.
 
 
And lastly, John Fiorito, Chief Operating Officer - our favorite office California Berkley Bears fan who loves to troll the USC faithful at the office:
 
NCAA Football 2011. California 18, USC 0.
 
 
 
Hopefully that gives you a little taste of some of the games we saw on the E3 Showfloor. A lot of great games were there, and we left pretty inspired to get back here and keep working on our upcoming titles.
 
But more on those later… :)
 
Discuss E3 on our message boards here!
 
 
 
 
 
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BAKER'S DOZEN

What TO DO - if you want to get a job in gaming

Posted on Jun 08, 2010
Insomniac Games's HR guru Angela Baker blogs about working in the industry, getting jobs, dealing with recruiters and all sorts of other cool things that are great to know if you are considering a career in the gaming industry. Here's here latest blog!
 
So I noticed that the last blog was all about “What NOT to do”…well what about “What TO DO”? I don’t always want to be a Negative Nelly… if you meet me in person – I think I’m kind of nice. So let’s dispel this negativity and get with the positive. Maybe we need to take to the Mary Poppins School of Discipline “A spoon full of sugar makes the medicine go down”. As a total side note – was anyone at the Swell Season concert last year when Glenn and Co brought out the man who with his co-writer wrote “Supercalifragilisticexpialidocious” and had all of us at the Greek singing till our hearts were content? That is what I love about concerts and live events – the total spontaneity of it all. Anyway I completely digress… the positive!
 
So here we go – what TO DO:
 
• Show off! Your resume is your space to really tell us/show us why we should hire you. IF you don’t toot your own horn – who will? So be sure to highlight all the great things that you do, have done and can do. Do a little strutting. Key word here being little. There is a fine line between being confident and being arrogant. Be sure to be on the right side of that line.
 
• Have a fantastic reel or link. Only show the best, completed artwork/animations/designs. Make me want to see more of your work. Make me wonder what amazing thing you will do next, and hope that I can hire you before someone else does. Also be aware of length. It’s better to err on the side of brief than on the side of epic. Also please credit the work of others that you collaborated with or used elements of their work.
 
• Show us how you work in a team. Did you do a class project? Did you work with a team to make a function or asset look or feel like it was the best element in the game? What did you learn from that? What worked and why?
 
• Make sure that I can contact you. Please make sure to have a name, address, phone number, and email address on a resume. You might be shocked to see how many people don’t put that on their resume, or omit some of this info. My crystal ball is usually not working – and it’s tough for me to know where you are, or how to contact you.
 
• Please do attach a resume, or a link to a resume. Make it easy for me to read what you have done/accomplished. If hunting around a website for a resume takes too long, I may just pass you by. Be proud to display your resume!
 
• Follow the Boy Scout motto - and be prepared! Keep your resume current. Everyone should have a current copy of their resume ready to go at a moment’s notice. You just never know when you will be asked for one, or when that dream job is going to pop up on Gamasutra, and you want to be in the first wave of candidates.
 
• This may not be part of the resume or reel branch – but this kept coming up at GDC this past year- so I will mention it here. Business Cards. It’s all good to have a creative business card and one that shows who and what you do – but I highly recommend having a blank, white back side to your cards. It’s a handy place for a message to be written on, a website link or a separate contact number. It can even be used when we run out of business cards for us to write our contact info on. When the back of the card is black, or full of graphics- it’s tough, and then the game of “who has a piece of paper” starts. Make it easy for us, and for you. Keep it clean and simple.
  
Maybe that will do for this week… it’s pretty sugary sweet… so until next time..
 
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INSIDER: FROM TED

Our new partnership with EA Partners

Posted on May 25, 2010
Hey guys, Ted Price here,
 
I wanted to speak directly to you, our fans, about some big news for Insomniac. Over the last 16 years, you’ve supported Insomniac by buying over 35 million copies of our games. You’ve explored with us the worlds of Spyro the Dragon, Ratchet & Clank, and Resistance on PSOne, PlayStation 2 and PlayStation 3. And you've interacted with us directly through our online communities. In other words, we've gotten to know each other pretty well.
 
Lately, many of you have been asking, “what’s next?” Today, we’re excited to announce that we have created a brand new universe and franchise for you to experience in the coming years. As we develop it, one of our goals is to provide an awesome experience for as many players as possible. With that in mind, we’re working with EA Partners to bring this title to both the PlayStation 3 and Xbox 360.
 
You may be wondering why we’re announcing this game now, and how it relates to our existing projects. We’ve been developing games on an annual pace during the last 16 years. One thing that has become apparent to us though is that in order to live up to our own high standards of quality, we want to give ourselves more development time to iterate and polish our games. All future Insomniac titles will benefit from longer development cycles, which will directly benefit you, our fans.
 
We know many of you are extremely loyal to the PlayStation family, and especially to Resistance and Ratchet & Clank. We are too. Our relationship with Sony Computer Entertainment is still very strong, and continues as we develop additional projects exclusively for PlayStation 3 - projects that will take full advantage of our additional development time.
 
This is an exciting time for everyone at Insomniac – we look forward to continuing to create the high-quality experiences you’ve come to expect from us. From all of us here, thanks again for all your support. It truly means a lot to us.
 
 
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INSOMNIAC INSIDER

What's happening with the podcast?

Posted on May 21, 2010
Hey folks,
 
James Stevenson here. By now you’ve seen last week’s initial episode of “Beyond the Game,” (If you haven’t checked it out – click HERE!) a new series of video podcast we hope to bring to you around once each month. Every episode focuses on an Insomniac, what they do at work, and more importantly, what they do outside of work. We think it should be a really fun series and introduce you to a ton of new Insomniacs in the coming months.
 
We know that you love the original format of the Full Moon Show, with four of us sitting around the microphones and talking about what’s going on at the studio. Rest assured, some of these episodes will be coming again as we have more to talk about as the year unfolds.
 
But in the meantime, we’re experimenting with some new styles for the podcast, styles which will bring you some never-before-seen stories, images, and video from our older projects. Next week, we’ll release our first video podcast focusing on the project known as I-5, or “Girl with a Stick.” After we completed our third Spyro the Dragon game, we began developing a new game. This new game, I-5, was eventually cancelled – but its story has never been told.
 
Until now.
 
You’ll see the first ever images and even gameplay footage from this long-cancelled Insomniac PlayStation 2 title. You’ll only find this on the Full Moon Show, and we’re excited to finally be able to reveal these assets from the Insomniac vault.
 
We’ll also show you the massive style-guide that we created for the development of the game. This huge tome consists of tons of imagery, concepts, maps and designs for the game. It’s a pretty sweet binder of history from a long time ago. Maybe we’ll bring it to the next Community Day event for fans to page through!
 
The following week, we’ll have a special audio edition of the podcast, which will be the unabridged audio from our recording session on I-5. For those of you who love having something to listen to on-the-go, this will be the edition for you.
 
I-5/Girl with a Stick holds an important place in Insomniac history, as the cancellation led to the idea, and creation of Ratchet & Clank just a few weeks later. We look forward to sharing this chapter of Insomniac’s history, and many others, in the weeks and months to come.
 
As these podcasts unfold, let us know what you think in the comments section, on the Insomniac Community forums, on Twitter, or by e-mailing us at podcast@insomniacgames.com
 
If you have any questions in the interim, post below and we’ll get to all of them!
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Full Moon Show
Episode No. 53
July 02, 2010
Get to know the people behind your favorite games and hear the latest news and info on Insomniac's upcoming releases! Listen Now