
Don’t look now, but Luigi’s Mansion: Dark Moon is sporting an 85 on Metacritic. The Nintendo 3DS title is a local product, developed right here in Vancouver by Next Level Games, by a team that included VFS alumni from Game Design, 3D Animation & Visual Effects, and Sound Design for Visual Media, to name a few.
Arcade, our Game Design program’s game hub and community site, has posted a fascinating, in-depth interview with four of the alumni who helped make Luigi’s Mansion: Dark Moon great. Here’s a sample, from game designer Matt McTavish:
“One of the bigger challenges we had was wrapping our mind around what it means to be a stereoscopic game. We wanted the game to be fully enjoyable with the 3D slider cranked up, so we spent a lot of our early prototypes figuring out what worked and what didn’t, related to 3D. When you play through the game, there are so many moments where you can sit back and really enjoy the 3D effect and how it really helps bring the world alive.”
Check out the full interview on Arcade!

L-R: Cavin, Diego, Matt, and Jeffrie
Here’s something surprising about the VFS Summer Intensives. Every year – every year – people come from all around the world for one (or more!) of the 5-day programs. This is what we mean. Behold: It’s kind of astonishing, when you think about it. We all know that VFS is something of a global village, but how exciting is it condense that experience into a single week? We’ve heard from past Summer Intensive students that they’ve made lasting friends and professional contacts in those five lightning-fast days. Now imagine that network extending around the globe. Live far away and thinking of making the trip? Based nearby but want to work alongside talented new friends during a week-long creative boot camp? Seats in our ten programs are limited and going fast, so register today!
It was a busy weekend in Vancouver, but indie game developers had Saturday circled on their calendars. The Full Indie Summit featured a packed speaker lineup that included many indie luminaries, including quite a few VFS connections, from Classical Animation grad Jake Kazdal (Skulls of the Shogun) to irrepressible Game Design alum Nick Yonge (i saw her standing there), who stayed up half the night to make a game in preparation for his talk on Rapid Development. Game Design instructor Bren Lynne was among those in attendance. Check out his recap over on Arcade!
That cheering you heard was VFS Blog HQ celebrating the moment Unity Award-winning, student-created Pulse met its $75,000 funding target on Kickstarter. Things were looking a little grim this morning, deadline day, but a big investment and a whole lot of social buzz later, the game crossed the finish line with hours to spare. Are we gushing? We’re gushing. Huge congratulations to Richard, Maxwell, Lala, Leanne, and Michael!
We’re excited to announce Vancouver Film School’s Summer Intensives are back this July and August! These five days could be the experience you need to prove you’re ready to start your path towards a demanding and rewarding career in the entertainment industry. And if you apply to a full-time VFS program, the cost of your Summer Intensive will go towards your tuition. For anyone seriously considering VFS, this summer is going to be your best. You can also save 10% on your fees by taking two or more intensives. Find out more about VFS Summer Intensives 2013 and register today! Want to learn more about what it’s like inside VFS? Download our new viewbook, inspired by the passionate and dedicated students behind all the jaw-dropping portfolios and reels we see every day.
One of the best things about being able to announce not one but four recipients for the 2013 Women in Games Scholarship to Game Design was that it let us into the worlds of four women with very different backgrounds, sensibilities, and interests – but a shared passion for games. Today we all have the chance to get to know one of them, Janel Jolly, a little better courtesy of The Georgia Straight’s Stephen Hui. Janel’s story isn’t unheard of, but it’s a little unusual: she was already working in the game industry when she applied for the scholarship. A few years back, I went to school for 3-D gaming animation modelling, and I was really content in doing just that. After entering the industry, I really found that I loved working with the teams and having a better perspective of what the team was going through and the project itself. So going to Vancouver Film School for game design is probably the best opportunity I could ever have to expand on my career. Check out the full interview here!
Readers of this blog will not be strangers to Team Pixel Pi’s Richard Harrison, Maxwell Hannaman, Larissa (Lala) Fuchs, Leanne Roed, and Michael Cooper and their incredible game Pulse, which they developed for their final project in the VFS Game Design program. The game has had a lot of attention — and deservedly so. First of all, it’s a compelling game with a unique premise: You play it from the perspective of a blind girl using small cute creatures for echolocation as you tread through perilous dark caverns searching to rescue your young brother. Right from the start, there was some impressive media coverage (e.g., Globe & Mail, Computer Arts, IndieGames, Eurogamer.net), and then they were awarded Best Student Project at the 2012 Unity Awards Show and were finalists for the 2013 Independent Games Festival Awards. Well, now the buzz is back on because Team Pixel Pi have decided to launch a Kickstarter campaign (as of March 7th 2013) and develop their game for market. Support from such industry figures as Nels Anderson (Lead designer on Mark of the Ninja), Dan Sochan (Producer on Sleeping Dogs), Quinn Duffy (Principal designer of The Company of Heroes series) and our own Head of the Game Design Department Dave Warfield certainly doesn’t hurt, and media coverage has already come from two top-five online Game Magazines: Rock, Paper Shotgun and Eurogamer.net We wish our graduates all the luck and great success in their endeavour. Pulse is an outstanding example of the creative possibilities for game development here at VFS and we are very proud of their achievement!
We still have a long way to go before we achieve gender equality in the game industry. Last year, that reality came to the fore with #1reasonwhy, which gave a new and urgent voice to women in games. At VFS, we think the more hyper-qualified, insanely talented women knocking on the game industry’s door, the sooner we’ll get there. That’s why we’ve offered an annual full-tuition Women in Games Scholarship since 2009. It’s already given several talented female game designers the chance to spend a year in our Game Design program and, ultimately, launch careers. Then, this year, something even more amazing happened. We received more Women in Games Scholarship applications than ever before. And these applications were incredible pretty much across the board. The response was totally unprecedented. It was an extremely difficult choice for the scholarship committee. The candidates were so good, in fact, that instead of awarding one full-tuition scholarship, we are – for the first time – awarding four of them. The 2013 VFS Women in Games Scholarship recipients are: Janel Jolly, Canada In her words: “I look forward to working beside other gaming enthusiasts who have made a career in this field, but I’m more so excited about sharing this adventure with my classmates who are making similar journeys. The faculty at VFS is one of the best, so the obstacles we’ll climb and bosses we’ll slay will be a tough… but it will be a great adventure, and a life-changing experience. I feel incredibly fortunate to have this opportunity, and will repay the generosity of the scholarship committee by making great games.” Jaymee Mak, Australia In her words: “When I found out, I said ‘What’ about a hundred times in the proceeding hour. I was stunned, excited, and grateful for the opportunity. It didn’t sink in at first, but when it did, I yelped, ‘I’m going to Canada!’” Anna Prein, Russia In her words: “I actually had to get up and prance through my apartment for a couple of minutes to get all the giddiness to stop. It’s hard to be calm when I think of all the amazing things ahead of me this year. Learning some proper coding seems exciting, but most of all I’m looking forward to the final projects, and the challenges involved in that.” Nicha Jaijadesuk, Thailand In her words: “I feel like my new journey has begun again. It is hard to believe that I could make this far. I would like to thank my family, my mentor, my lovely indie game development team, and my beloved friends for supporting me. Without them, I believe I could not have this great opportunity. Thank you, VFS, for providing this opportunity.” All four will be joining us prior to June 2013. And, of course, we hope to be welcoming many of the other candidates to our campus very soon! Congratulations to the recipients! We can’t wait to see what you do with your year!
After Bryce Raffle graduated from the Sound Design for Visual Media program in 2012, he found himself working on VFS’s first feature-length film, Captive, followed by a couple of independent short films. For the last six months, Bryce has been working for Ironclad on Sins of a Dark Age, an online MOBA (Multiplayer Online Battle Arena) game for PC. Why did you decide to study Sound Design? Bryce: I’d been interested in a career in film for a long time. In high school and university, I studied filmmaking, film theory, and even acting. I really didn’t care how I got my “big break” into Hollywood. I just wanted to be involved in the film industry. So I made a ton of terrible student films and came to the conclusion that if I was going to be successful, I was going to need some proper training. It wasn’t until I visited VFS, and started talking with their advisors, that I realized how perfectly suited I was to sound design. I come from a musical background, though not in the traditional sense. I can’t play an instrument to save my life. My background is in electronic music, things like synthesis and signal processing, sampling, and so on. A lot of these things were covered in the year at VFS, and the prospect of learning more about them was definitely appealing. What were some highlights from your time in the program? Bryce: To be honest, the entire year at VFS was an incredible experience. I could rattle off a dozen different highlights, but I’ll try to stick to just a few. For starters, I had a great class full of very talented people. We all got along really well, but we also had a lot of friendly competition, which I think is important. Another highlight was recording Foley. There’s something incredibly satisfying about recording sound effects to picture, rather than simply editing pre-recorded sound effects using software. I also enjoyed the creative challenge of Foley – trying to figure out the perfect prop for a moment on screen. The surprise highlight for me was game audio. I went to VFS with the intention of working in the film industry, but once I started studying game audio, I was hooked. What I love about it is that it’s interactive, non-linear, and immersive. With linear media, like film, you can see exactly when and how a certain moment will play out on screen. With games there are so many variables involved – everything depends on the player’s actions. I found that to be much more interesting: setting up audio to play out in real-time based on game events and parameters. Besides the game audio classes, we were also given the opportunity to collaborate with students from the Game Design program on their projects and I was lucky enough to work on two different games. Bryce at work on the set of Captive. After graduation, you started with freelance work. Tell us about your experience transitioning from student to working in the industry. Bryce: For me, one of the major benefits of going to a school like VFS was the opportunity for networking. Throughout the year, you’re given opportunities to work with students from other programs, Film Production and Game Design in particular. So when school ended, I was already connected to dozens of fellow graduates and current students, many of whom were already working on various projects. I basically took on any project that came my way, and I had my hands full almost immediately after leaving school. The highlight of my freelancing work was Captive, a VFS-produced student feature film. I was on set for 12 out of 13 days, and some of the shots were pretty intense for the sound crew, especially with two cameras running for every shot and not a lot of time for rehearsals. I think the most notable moment for me was a sequence that was filmed from the inside of a cigar shop, where the two main actors are doing their dialogue from across the street. It was raining and we were pressed for time, so we weren’t able to use wireless microphones and had to use a boom. Of course, with a wide shot across the street, that wasn’t an easy solution. I ended up extending the boom pole to its full length, about 16 feet, standing at the top of a ladder, and extending the pole across the street. It basically took two boom operators to manage that. You are now working on a game called Sins of a Dark Age at Ironclad – what has that experience been like? Bryce: I feel incredibly lucky to have wound up at Ironclad. It’s been an incredible experience and I feel like I’m learning something new all the time. Sins of a Dark Age is truly a sound designers dream project. Working on a game that takes place in a fantasy realm filled with magic, knights in armor, and fantastical beasts like dragons and hydras is incredibly fun because it’s so creative. There’s so much that’s left up to the imagination. I’m constantly asking myself questions like, “what does a portal scroll sound like?” or “what does this magical runestone sound like?” and once I figure out the answer to those questions, I have to figure out how to make those sounds. It’s a constant creative challenge when most of the sounds I’m designing are not sounds you’d hear in the real world. Ironclad’s fan base is also quite unique; I’ve found it pretty amazing how much their beta testers have stepped up to give meaningful and insightful feedback on Sins of a Dark Age. I actually get a lot of ideas and have even learned things that I didn’t know about the game just from reading the forums. Now that you’ve worked in film and games, what do you prefer? What are the major differences? Bryce: Film is like my first love. I think I’ll always love making movies. There’s really nothing quite like being on an action-packed film set. There’s so much going on all the time, it’s productive, and I feel like I’m part of something. I love seeing a film go from just a few words on paper to a finished product. I also love the feeling I get when I’m editing sound effects and the director hears everything for the first time. They’re usually blown away by how much you can step up the quality of a film just by adding in a bit of sound design, especially student directors. For me, games are like this whole new world that’s still pretty much undiscovered. It’s a newer medium for one, and I feel like game developers are constantly making improvements to how games are made – graphics capabilities are improving, and new genres are still being explored. But it’s more than just that. I’m new to the game design world – I’d never even heard the term MOBA before I started working on this project – so there’s a lot of room to learn, come up with new ideas, and to see what works and what doesn’t. What do you love most about sound design? Bryce: I’ve been asked that question before. My answer is always what’s not to love? I mean, I get to spend my days making sound effects for video games. The reaction I get when I tell people what I do for a living never gets old either. But what I love most about sound design – and in particular, what I love most about doing sound design for Ironclad – is the creative freedom. Sound design isn’t just about editing sound effects. It’s emotionally evocative, or at the very least immersive. Whether you’re gaming or just watching a movie, sound design is there to place you in the moment. There is a creative vision behind it, and I love having the freedom of expression and the ability to bring life to something you’re seeing on screen. Thanks for speaking with us, Bryce! Good luck with Sins of a Dark Age.
If you’re reading this, well, you probably know a thing or two about VFS. But we have another side, too. It’s our new viewbook - a different look and a fresh angle on the people, places, and history that make up our DNA. It’s a chance for us to wear our true colours, to show you what we believe, and to share students’ stories – because they’re the ones who make VFS go. Got a few minutes? Explore, download our student manifesto, say hello, and meet us again for the first time at vfs.edu/MyYear. Ready to take that first step right now? What are you waiting for? Speak with an Advisor!
How You Can Connect with the World at VFS Summer Intensives
Arcade Takes a Look at Full Indie Summit

Today in Wow: Grads Just Met Their Kickstarter Target to Take Pulse to the Next Level

How Can One Week Change Everything? Join VFS at the 2013 Summer Intensives
VFS Summer Intensives 2013
Art, Film & Design – July 8-12 *Offered at a $400 discount when paired with a second intensive!Meet Women in Games Scholarship Recipient Janel Jolly

Team Pixel Pi’s Grad Game “Pulse” Now On Kickstarter

Here’s #1reasonwhy Women in Games Rock


Sound Design Grad Makes the Leap to Game Audio


There’s A New Way to Get to Know VFS: Check Out Our Viewbook









