Un excellent jeu, une excellente philosophie d’entreprise

Ajouté le December 2nd, 2007 dans CG Community, Travail numérique par Marc Bourbonnais

Call of Duty 4 est un jeu superbe. Voici un article très inspirant (en anglais) de Michael Boon, lead artist chez Infinity Ward relatant la création de CoD4. C’est plutôt rafraîchissant de lire un texte de l’industrie du numérique qui ne vante pas les heures supplémentaires, les dates de remises impossible, un haut taux de roulement ou une gestion complexe.

Quelques bribes :

We almost never have forced crunch - in fact I’ve worked one full Saturday plus a few scattered weekend hours in the entire six years I’ve been at Infinity Ward.

Having experienced employees means people know what to do (and what not to do) without being told….all our managers prefer to participate in the actual development rather than spending all their time making sure everyone is moving in the right direction.

From day one the art team was producing assets that were optimized well to work in our engine, naming them well, and setting them up properly so that they could be used in the game.

 

Nous souhaitons bâtir la même chose à nos studios.

Vous pouvez lire l’article complet chez Next Generation. (Le magazine original me manque terriblement…)

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3 réponses à 'Un excellent jeu, une excellente philosophie d’entreprise'

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  1. Jona a écrit,

    le 3 December 2007 à 10:54

    Interessant. Merci Marc

  2. Kris a écrit,

    le 3 December 2007 à 13:13

    Yeah, this was a great article. I’ve always enforced many of the same philosophies. I always kept everything off the shelf and easy and worked little or no overtime. I believe that good communication, management and organization will often yield good environments like this. Unfortunately, many production environments are riddled with confusing pipelines, no pipeline at all, poor production and management staff and very little care for organization.

  3. Chris Johnson a écrit,

    le 3 December 2007 à 13:44

    Great points Kris!

    That all being said Marc…as a young fledgling studio, maybe in an upcoming topic, you could discuss the steps your putting into place for your pipeline? It’s a big topic but would be interesting.

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