The Future of Games and Humanity

Deus Ex: Human Revolution, the long-anticipated third game in the Deus Ex franchise, hit with a bang last week, ratcheting up an 89 on Metacritic, and receiving effusive praise from critics who are calling it “a game that puts almost everything else in the genre to shame.”

Game Design grad Bruce Kelly has lived and breathed Deus Ex for the last two years, first as a level designer before transitioning into narrative design. He managed to carve some time out of the crazy launch schedule to speak with us about his work on the game, the future of AAA-title gaming, and his advice for people looking to break into the industry.

Tell us a bit about your journey since graduation.

Bruce: Like many in the industry, I owe a lot to a handful of people who took a chance on a wet-behind-the-ears, straight-out-of-school neophyte designer with only his portfolio and aspirations. VFS definitely gave me a substantial leg-up on the competition, and the overall production experience I gained was invaluable, but ultimately your network is your greatest asset. Without one, it’s a hard industry to break into because of the premium put on experience, especially as a designer. That’s only something you can acquire once your foot is already in the door. Luckily for me, a friend of a friend landed me an interview at a company back home in Montreal, and I guess the rest is history.

How did you become interested in game design? When (and why) did you think you could turn it into a career?

Bruce: I love this question, because it feels like traveling back in time every time I answer it. I think at a very, very young age I was lucky enough to know what I wanted to be when I grew up, and it was right around the time StarTropics was released on the NES. I must have been six or seven years old, and while I might not have been aware of it at the time, that game left an indelible impression on me. It was a huge inspiration, and probably still influences me to this day.

Everything about it was so incredibly imaginative and absorbing, from the packaging (if anyone remembers the physical letter you had to dip in water) to the world, characters, and ridiculous story. I was enthralled, and distinctly remember thinking to myself how cool it would be to someday make something like this. After finishing it, I actually ended up drawing (I was a much better 2D artist then than I am now) sketches for new monster concepts, characters and dungeon layouts for this theoretical sequel I had in my head.

So I guess that was the first time I started thinking about a game more as a “designer” and less as a player. That pattern continued, and while at some point in my teens I may have lost sight of the end goal of becoming an actual game designer one day, the passion for both dissecting and creating gameplay experiences always remained. After studying film in college, and a brief stint in 3D animation, I don’t think it was a surprise to anyone when I finally enrolled in the Game Design program at VFS.

What was your involvement on Deus Ex: Human Revolution?

Bruce: I was originally brought on board as a level designer to help out on the city-hub production, but I knew the side-quest team was short-staffed, so I lobbied hard to join their skeleton crew (which at the time consisted of one lead, another level designer, and a contract writer).

While familiarizing myself with the project’s engine and toolsets, I came up with this big convoluted conspiracy plot for a potential side-quest; wrote up a design doc, went bananas on a gym (basically a prototype level), and pitched it all to the lead level designer. It must have impressed someone, because a week later, I was on the SQ team, and knee-deep in, well, everything.

It was a wicked (albeit initially harrowing) experience and I got to work with some amazingly talented people, on practically every facet of production. I can honestly say the last couple of years have flown by.

The Deus Ex games are considered some of the best and most influential of all time. How did you deal with those expectations during development?

Bruce: Something that I kept repeating, at least to myself (and anyone who would listen my rambling and often incoherent tangents) is that we can never underestimate the player. Whenever I was designing something, I always operated under the assumption that someone smarter than me would eventually be playing my content. I think it did a good job of keeping me grounded, and forced me to double-check and often re-think everything. Whether it was writing dialogue for a character, gameplay scripts, or planning out a combat setup, I would always question: “Is this asking the player to think? Am I giving the player enough options? Am I rewarding them even if they do something I didn’t expect them to?”

I think that’s what fundamentally set the original Deus Ex apart, or at least that’s what always made it stand out in my mind. It was one of the few games to treat its audience like adults, where agency was paramount, and thinking outside of the box wasn’t just rewarded, it was encouraged. And I know I wasn’t the only one on the team with that mindset. In the end, because we all knew what was expected of a Deus Ex game, I think we just focused on making sure we made a good game, period; a game that did justice to the spirit of the franchise, without necessarily trying to upstage the original. It’s a classic after all, and you can’t imitate greatness.

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Makeup Achievement Award Winner: August 2011

We’re proud to announce that the latest winner of the Makeup Design for Film & Television program’s Achievement Award is Anna Fugate.

The award recognizes her commitment to learning her craft over an intense year of training at VFS. Previous award-winners have gone on to success in the industry – whether its indie shoots, studio sets, or special effects makeup — and acclaim at competitions such as the International Make-up Artist Trade Show (IMATS).

The prize package includes products from MAC and Taut, a one-year subscription to Make-Up Artist Magazine, and a personal letter of reference from Head of Makeup Design, Stan Edmonds, who presented Anna with the award at her graduation.

“I’ve hoped for the Student Achievement Award since before I was accepted to VFS. My fellow University of Texas graduate and wigmaking student, Elisa Solomon, had won the award the year before I applied. I wanted to follow in her footsteps and make our wigmaking teacher, Allison Lowery, proud. I’m very happy to have won the award – it is a wonderful source of encouragement and a great way to end a fantastic year of learning from such an experienced and amiable faculty.”

Congrats, Anna!

View her winning portfolio.

Gemini Noms Shine on VFS Grads

The 2011 Gemini Awards nominations were recently announced, highlighting some noteworthy achievements by VFS alumni.

Honouring the best in Canadian television, the awards kick off tonight and tomorrow with an industry gala and ceremony. The live broadcast gala will air on CBC on Wednesday, September 7.

Here are a few of the alumni up for Geminis this year:

3D Animation & Visual Effects grads Adam de Bosch Kemper and James Rorick, along with Classical Animation and Digital Character Animation grad Craig VanDenBiggelaar, are up for Best Visual Effects on the Stargate Universe episode, “Awakening”. 3D grad Brian Burritt is in the same category for his work on “Animus”, an episode of Sanctuary.

Two more Classical Animation grads, Rob Boutilier and Josh Mepham, are also nominated for Best Direction in an Animated Program or Series for their work on the Kid vs Kat episode, “To The Future – Part 1″. (Rob is also the creator of the show!)

Best of luck, everyone!

The Continuing Adventures of Compendium III

The ability to work within the confines of a tight budget and step in creatively when you’re needed defines an Entertainment Business Management producer. In these next videos in our series looking at the making of Compendium Volume III, you’ll see how creative producers can be when addressing set and prop needs. In Pan you’ll come face to face with the mysterious “Steve” as he pursues Peter throughout Neverland.

Enjoy both videos here or on the VFS YouTube channel.

Wave Goodbye to Summer Intensives 2011

The 2011 Summer Intensive Programs have come and gone, and we had an amazing time! Students came from all over the world – 10 different countries at last count -for a concentrated dose of the VFS experience. Hailing from Brazil to Korea and stops in between, 141 students spent five intense days acting, designing, writing, programming, and recording in our downtown campuses with members of our award-winning faculty. The amount of work they were able to accomplish in that short period was astounding!

It’s always impressive to see so many people from different backgrounds and cultures get together and work towards common goals. We know we’ll be meeting many of these students again when they start full-time at VFS, or even return next summer for the next round of concentrated learning. If you’re interested in the Summer Intensive Programs, or would just like to find out more about VFS, head on over to vfs.com/summerintensives.

And what did the students think?

“It ROCKED!”

“Fun and enlightening.”

“It’s very encouraging to spend time with people who love what you love.”

You can see what they mean in this slideshow from throughout the summer, or on our Flickr page.

Inside the Production of Compendium Vol. III

Our focus on Entertainment Business Management‘s Compendium Volume III continues with a look at the intricacies and rewards of an expansive production, as well as a new short film — Obsession — that explores Hook’s fixation on destroying Peter Pan.

Enjoy both videos here or on the VFS YouTube channel.

Ryan Honey VFS Diary

Ryan Honey, co-founder and Creative Director at production agency Buck, recently spent several days with Digital Design students, inspiring them with Buck’s amazing work, reviewing their projects, and even having lunch with a lucky few. On top of that he kept a diary of his time here, revealing his passion for helping the next generation of designers.

“It was a whirl-wind week,” Ryan writes, “that reminded me of why I got into the industry in the first place – that hunger and passion to create new experiences. And it’s inspiring to see students who have so much boundless energy and enthusiasm and can’t wait to embark on their careers. My time with the Digital Design program as an Artist in Residence was bittersweet. I love our collaborative environment at Buck but I do miss that infectious enthusiasm students bring to the mix.”

The lunch featured “a broad ranging conversation that included a dialogue on the ethical role of a designer in our society.” Ryan was also the keynote presenter at Appetizers, the graduating class showcase, where students highlight their best work. “It was really awe-inspiring to see so much nascent talent, and it made me really excited about the future of our craft.”

Thanks, Ryan!

You can read Ryan’s entire account, and see more pictures, on Oomph, the Digital Design community site.

Casting Compendium and a New Take on Tinkerbell

The next two videos from Entertainment Business Management‘s Compendium project are here. In the behind the scenes video, you’ll be taken through the casting process, from establishing roles to hosting auditions and determining callbacks. Then Tinkerbell introduces a version of the fabled faerie that probably won’t align with your childhood memories of animated sprites. Consider yourself warned.

Watch the videos here, or on the VFS YouTube channel.

Barbarian Hordes and Brooding Suburban Vampires

As the summer movie season winds down, VFS alumni involvement is only heating up. Today sees the release of two films featuring the work of 3D Animation & Visual Effects and Digital Design grads.

Conan the Barbarian

Giancarlo D’erchie – Lead Compositor
Giacomo Cavalletti – Environment Modeler
Mei Chu – Rotoscope Artist
Kaelen Cohen – Stereo Conversion/Compositor
Felipe Verdugo – Assistant Rotomation Lead
Tim Chou – Stereo Conversion/Compositor
Laurie Powers – Lead Compositor

Fright Night

Patrick Vidal - Visual Effects Artist
Tom Piedmont – Roto/Paint Artist
Michael Stewart – Nuke Compositor

Well done!

Update: Digital Character Animation grad Esteban Ortega, whom we’ve written about earlier this year, also worked on Conan the Barbarian as a 2D to 3D Stereoscopic Supervisor.

Compendium Volume III is Here!

We’re happy to announce the next volume of Entertainment Business Management‘s Compendium project is now being unveiled on the VFS YouTube channel. Featuring talents from students and staff across VFS, the “Steampunk Neverland” edition takes a new look at author J.M. Barrie’s classic tale of Peter Pan.

Over the next two weeks, we’ll be uploading student-produced short films and behind-the-scenes featurettes that highlight the entire process of creating a volume of Compendium. (You can also follow in-the-moment developments on the student-run blog at compendium.vfs.com.)

We kicked things off yesterday with an inside look at how student teams pitch their vision for an entire volume of this cross-program collaboration. You’ll see that video here, along with the first short film, Hook.

Discover what you will achieve in one year inside EBM — and stay tuned for more from Steampunk Neverland!

More VFS Blog posts on Compendium Vol. III:

Casting Compendium and a New Take on Tinkerbell

Inside the Production of Compendium Vol. III