Internship report · 2018. 8. 29. · Quentin Delplace Internship Report GDA2 4 COMPAGNY DETAILS...
Transcript of Internship report · 2018. 8. 29. · Quentin Delplace Internship Report GDA2 4 COMPAGNY DETAILS...
INTERNSHIP REPORT
Eugen Systems
By Quentin Delplace, GDA2
5th November, 2016
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CONTENTS
Internship Overview ........................................................................................... 3
Compagny details ............................................................................................... 4
My role in the compagny ................................................................................... 4
Details on the mentor ........................................................................................ 4
What did I work on? ........................................................................................... 5
My interaction with the team, the management and other departments ........ 12
What went right, what went wrong, what I’ve learnt? ..................................... 13
Which software did I used? .............................................................................. 14
Would I suggest this compagny to another student? ....................................... 16
What are my plans now? .................................................................................. 17
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INTERNSHIP OVERVIEW
Student Name: Quentin Delplace
Student Class: Game Design Advance 2
Company Name: Eugen Systems
Company Location: Paris, France
Mentor: Alexis Le Dressay, Co-Founder & Co-director
Salary: €550
Internship Duration: 5 months and a half
Starting Date: 18th July, 2016
Ending date: 31st December, 2016
Official Position: Assistant Producer
Effective Position: Assistant Producer
UI Designer
Game / Creative Designer
Sound Designer
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COMPAGNY DETAILS
Eugen Systems was founded in 2000 by two brothers: Alexis and Cédric Le
Dressay. From the beginning, they wanted to make the best RTS and tactical
games. Located at the centre of Paris in the 2nd arrondissement (at 5 minutes by
foot of Notre Dame de Paris), the studio is quite large and employ currently near
60 people.
MY ROLE IN THE COMPAGNY
During my interview to become Intern Assistant Producer, I’ve been
warned that my tasks would not be limited to the management of the production
team. Thus, I had to work as UI designer as well, to make some target render of
the interface, and to work as Sound Designer to prepare and integrate some
acknows in our different productions. I also had to take part into other projects
in pre-production as Game Designer (for the content, the creation of the lore,
the historical research, the mechanisms and features).
DETAILS ON THE MENTOR
I had two different mentor:
- Romain Ginocchio: He was my tutor for the first three months of my
internship before he found another job in another Parisian studio. He
worked previously for Ubisoft for a few years and he has been working for
Eugen Systems for 4 years.
- Alexis Le Dressay: co-founder of the studio with his brother in 2000 and
creative director, he used to be an architect before turning to the video
game industry. At first, he thought he would be able to keep his architect
office as well as making video games, but development appeared to be
too time-consuming. Former FPS big player, he finally stopped it to focus
on 4X and RTS games. Very demanding and rigorous, it’s not always easy
to work with him but he is very insightful.
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WHAT DID I WORK ON?
- Project 1 (codename). This project has been in pre-production for many
years. Eugen Systems tries to create a new sort of game, something
different from their previous RTS and tactical games. I was assistant
producer, creative designer and IU designer for this project.
- Project 2 (codename). This is an adaptation of their previous success: the
tactical game “Wargame” during another time period. I was assistant
producer, UI designer and QA tester.
- Wargame Red Dragon: Israel, Yugoslavia, Finland extensions and the 10
vs 10 map “Russian Roulette”. Those projects are the end of a series of
Nation Pack extensions designed for Wargame Red Dragon. The nations
were designed after a survey made with the players. I was assistant
producer, sound designer, assistant marketing (very briefly) and also QA
Tester on this project.
Project 1
What were my roles?
- Assistant Producer
- UI designer
- Creative designer
What did I do?
- Research on historical topics: for the sake of the project, I had to perform
some historical research about several topics like the relations between
the religious and the civilian society over a certain period of History, myths
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and legends from all around the world… in order to create a frame for the
story and some quests. I also had to gather information about the context
of insecurity (causes, consequences), the heroic figures and nationalisms,
the territorial repartition, size and scale, of some regions in western
countries in order to suggest and create new mechanisms for the
prototype. Since I have a bachelor degree in History I can tell that this work
wasn’t a problem for me: I already had some pretty solid basis and I could
quickly go further with my investigations.
- Benchmark: I had to test several games in order to evaluate the strengths
and the weaknesses of our competitors. But since I’d been playing most
of them for a while, yet again, I already had a sharp vision regarding these
analyses.
- Create icons and assets. I participated in the prototyping with game
designers since this project hadn’t a lot of resources dedicated to. I had to
write several specifications in the wiki of the project and with the help of
Julien Guéguen about the final interface. In the meantime, while the
prototype was still using a former interface, I worked on its relooking and
implementation in the prototype.
- Bug report and control of the bug fixing: this part was half QA, half
production. I tested the mechanisms set by the game designers and
reported bugs but also gave feedbacks on the balancing, level design and
game concept. Using the bug tracking software JIRA, I followed, controlled
and validated the fixing of the bugs.
- Task allocation: after every meeting, I synthetized the path to follow and
created tasks in order to reach the goals we set. The tasks were sent to
the team leader who reassigned them to their team members.
What happened?
In October, the directors have set a test session with external consultants. We
knew that the prototype wasn’t ready because it mixed several genres and the
result was a bit piecemeal. I am now convinced that the direction we took wasn’t
a good one for two reasons:
- The engine used by Eugen Systems isn’t appropriate to create some types
of games. To my fair opinion, the Iriszoom (which allows Eugen Systems
to create very wide and detailed maps) system is almost exclusively useful
in the RTS / Tactical game genre.
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- The creative director didn’t have a precise idea about where he wanted
to take the concept to. He was too influenced by what he just played or
watched and could make us change in one day the hole approach that we
defined previously.
In the end, the consultants pointed out the problems of the project and it got
rebooted. However, I don’t think the creative director will follow their advice
when it comes to the reboot.
Project 2
What were my roles?
- QA Tester
- Assistant Producer (specs)
- Sound Designer
What did I do?
- Bug report and validation process in the fixes: I was part of the validation
process regarding the bug fixing. I had to learn to master the engine in
order to control how the IA strategic works and check the missions that
the IA launches to interact with the player.
- Planning the tests for the Strategic IA: Once I understood how the IA
strategic worked, I was asked to write down test plans to control if the
missions assigned to the IA were working properly. I had to describe step
by step how to set a test: from exporting an existing map with all the
elements required for the IA to act, to using the script editor to tell the IA
what to do. I also had to learn how to use the editor to observe in detail
how the IA does react.
- Writing specifications: by using the wiki of the studio (Confluence) I had
to write a very precise description of how the interface elements are
supposed to work (interaction, different screen, panel, filters, excel board,
etc.). This is, with the task that I present right below, the preliminary work
for the implementation.
- Creation of target render for the interface: Using assets created by the
artists and specifications previously written by the producers, I had to
create drafts of the different screens of the interface. These target render
were at the beginning very precise (dimension of the frames indicated in
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pixels, font used, color with references RGB (red, green, blue) and
percentage of opacity) but the development of a new tool made it easier
in the middle of my internship. Once the draft was ready I had to send it
to the artist who worked on the final version and finally its
implementation.
What happened?
In October, a new program was created by Eugen Systems using directly
Photoshop layers to create the interface. This great improvement simplified a lot
the task of the interface implementation. Moreover, it was not necessary
anymore to express the composition of the interface in pixels since it was
automatically handled by the program.
Wargame Red Dragon: Israel, Yugoslavia, Finland extensions and the 10 vs 10
map “Russian Roulette”
What were my roles?
- Assistant Producer
- Sound Designer
- Assistant Marketing
(very briefly)
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What did I do?
- Link between the studio and Willmyth the freelance sound designer:
when my first mentor left, I was in charge of the communication with the
freelance sound designer who previously worked on the original game and
other extensions. I wasn’t part of the negotiation concerning the cost of
his work (this part was still up to Cedric Le Dressay, brother of Alexis and
technical director of the studio) but I had to set the deadlines with him. I
also had a small role as sound designer: right before the launch of the
Israeli DLC we received some acknows registration destined to the
reservist of the Israeli army. By the way those registrations arrived late, I
had to reproduce the effect that the freelancer applied to the others and
integrate them in the game.
- Collect, check and cut sounds from Israeli, Finnish and Yugoslavian actors
and proceed to their implementation in the game. This task wasn’t the
most exciting but very interesting anyway since I could catch and learn
some words of Finnish, Serbian and Israeli language. I had more than 700
acknows contained in excel sheets to check. Every type of unit had 4 or 5
specific lines matching a specific state of the unit in the game (moving,
selected, attacking, etc.). For all of them we had a basic translation of what
the voice should say. My job was to compare the original English text, the
basic translation and what the actor were actually saying. The thing is we
actually hired people who were perfectly bilingual but still: some of them
actually had a military experience so it wasn’t always easy to validate a
line that was different from what was expected, even more when it comes
to specific military vocabulary and expressions. Once it was done I had to
convert the acknows in the proper format to be integrated in the game.
Sometime we used the advice of actual ex-military members for the acknows.
Preparing a newsletter addressed to all the Wargame: Red Dragon players. By
the end of October, our chief marketing was on holidays, so he left me
instructions to follows in order to prepare a newsletter introducing a new 10 vs
10 map for all the players. I had to manage the visual (following a template
created by the marketing team), the update of the mailing list (with the
developer who had access to it) and the sending of the email. Due to several
problems with the steam page we had to delay the sending but finally on the D-
Day I have sent this newsletter to more than 100 000 people.
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What happened?
In November, we had a twitch session to showcase the Yugoslavian faction of
the game. And, due to a delay in the delivery of the acknows, we had to integrate
them a few hours before the live on the internet. But when we launched the
game, it just kept crashing because of the acknows but we didn’t know why. It
was very stressful especially because we knew that our freelancer applied the
exact same effect that he did previously without causing any problem to the
former prototypes. It turned out that the problem came from the excessive size
of the audio files despite the fact that they had the right format. In the end, I
found a way to properly resize the files, integrate them 20 minutes before the
live and it finally worked.
MY INTERACTION WITH THE TEAM, THE MANAGEMENT
AND OTHER DEPARTMENTS
My interactions with the team outside the Production pole were quite
limited. Except from the lead Game Designer, the lead IA developer, the lead
artist, my mentor and his brother (the two co-founder), I barely spoke with other
developers and artists. Even if Eugen Systems organized several activities to
increase the cohesion among the teams (like Paintball and a diner for Christmas),
without counting all the parties after work to celebrate the departure of interns
and sometimes employees, it didn’t seem to be enough to get or feel really
integrated.
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Otherwise I had very pleasant relationships with them, always listening and
respecting each other. Even if sometimes working with passionate people about
war can be a bit disturbing. (Hearing them joking about what kind of tank was
built in which factory wasn’t exactly my best time in the studio since I was a bit
lost.)
WHAT WENT RIGHT, WHAT WENT WRONG, WHAT I’VE
LEARNT?
What went right?
- The learning process was well organized: I had all the documentation I
needed to be able to be efficient as quickly as possible. Since the studio
takes in a lot of interns, they need to have a solid documentation.
- Quickly in the loop: from my second day of internship I was well
integrated to the production and validation process. Participating at every
reunion on Project 1. I was free to give advice and share my feelings
regarding the project.
What went wrong?
- My first mentor quitted: after 2-3 months of internship, my mentor
announced me that he found a job in another studio and he was leaving
the company at the end of the month. So in total I only had 1 month and
a half of internship with him (since he went in holidays for 3 weeks).
- Unavailable mentor: Alexis is one of the CEO of the studio. So he has a lot
of tasks to deal with which are not related to production, but more
administrative. So he wasn’t always available to explain and moreover it
happened a lot that he had business to do outside the studio for entire
days. In these cases, I needed to rely on my colleagues to explain me things
that were not documented.
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- Not enough experience in managing a team: I didn’t have the chance to
really manage the team. Indeed, the direction does not delegate a lot the
management tasks even if they are always showing good will to teach.
What I’ve learnt?
- A clear insight about how a medium sized studio works.
- A better understanding of the stakes regarding the Producer’s job.
- The thrill, stress and satisfaction of releasing a new content and having
good reviews on steam.
WHICH SOFTWARE DID I USED?
Microsoft Word: to write drafts for the documentation, the
researches and save the bugs to be reported for fixing.
Microsoft Excel: I used this software especially for the sound
designer job.
Adobe Photoshop: I used this software for interface design and
target render. But also, to report graphic and level design bugs.
JIRA: Developed by Atlassian, a company that develop
softwares for team using Agile Methodology. One of the
advantage is that it can be linked with article written on the
wiki (Confluence) because it has been developed by the same
company. We were using JIRA to manage the entire
production pipeline.
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Confluence: Developed by Atlassian too, it can be linked to
the tasks created in JIRA. In this wiki, we could find all the
documentation about the engine and the specifications
regarding the different projects.
Logger: I think it was developed in house by Eugen Systems and make the
link between several programs but among them I only used two:
- Launchy: this program centralizes all the versions available of the
prototype allows the user to launch the selected version and to update it
to have all the work committed by the colleagues. The launcher allows the
user to activate or not the Editor. The editor gives access to the level editor
(for the maps and missions).
- Planneur (French): this program allows you to plan your days off and see
the days off planned by your colleagues.
SubVersioN (SVN): this software allows you to commit your work on the
prototype once it is finalized. All the version available are centralized by Launchy.
GamePlay Editor (GPE): this program centralizes all the data written in the game
design excel sheets.
Audacity: Freeware, audio editor and recorder. I used it to work on the
acknows for the DLC of Wargame Red Dragon.
Mattermost: chat for internal communication.
Mozilla Thunderbird: electronic mailing application, used to receive
updates about the tasks we worked on (feedback, modifications, re-
opening of the task, etc.). Thunderbird was also used for external
communication, especially with the freelancer I worked with.
FileZilla: FTP server used to exchange heavy files with the freelancer.
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WOULD I SUGGEST THIS COMPAGNY TO ANOTHER
STUDENT?
Yes, I would, but with some reservation.
Pros:
- The studio has a very respectable size. Which allows the employee to be a
part of a team large enough to know how a big company works. But not
large enough for everyone to be specialized in a single task and it allows
the employee to work and train different skills.
- The social advantages granted by the studio are quite attractive especially
for an internship: the stipend is higher than the average salary for an
intern in France. The company pays half the price of the pass which allows
unlimited travel in Paris and restaurant tickets.
- The studio recruits a lot of interns: maybe because it is less expensive than
an actual employee but it’s a real opportunity for someone who wants a
first experience in the video game industry.
- The studio has a very large documentation on how the tools work. For a
new employee there are dozens of pages that he needs to read,
understand and practice before he can actually do something that can be
integrated.
Cons:
- The tools used by the company are quite difficult to handle in the
beginning. Since their game engine is made in house, everything has to be
learned from the beginning and the ergonomic isn’t at all in their first
preoccupation. The whole set requires several weeks to be mastered.
- Difficulty from the creative direction to have a clear vision about projects
that the studio is not used to develop.
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WHAT ARE MY PLANS NOW?
From my two internships, the first one as Game Designer, the second one as
Producer, I preferred this last one.
I like having a global vision of the project and the fact that you are, as a Producer,
more likely to do various tasks in support.
Regarding the studio I wouldn’t mind to work in gamification and serious gaming
but I would prefer to be in a small / medium sized studio.
So, for the job I would definitely go for Producer.