Massive Entertainment - a Ubisoft Studio is the studio behind classic games like The Division, The Division 2 and World in Conflict, and that's currently working on Avatar: Frontiers of Pandora and Star Wars Outlaws. In Behind Massive Screens, we dive deeper into games development, the gaming industry and the people behind the games.
…
continue reading
1
#26 - Designing the Characters in Avatar: Frontiers of Pandora
1:08:15
1:08:15
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
1:08:15
In this episode of Behind Massive Screens, Petter and Dóri meet Brenda Bae, Lead Concept Artist on Avatar: Frontiers of Pandora and Océane Näsström, Associate Lead Character Artist on Avatar: Frontiers of Pandora.Hear about their roles, how they got to where they are today, and what went into designing the clans and characters in Avatar: Frontiers …
…
continue reading
1
#25 - Designing the Immersive World in Avatar: Frontiers of Pandora
1:14:13
1:14:13
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
1:14:13
In this episode of Behind Massive Screens, Petter and Dóri meet Mikhail Greuli, Associate Art Director on Avatar: Frontiers of Pandora and Kunal Luthra, Lead Technical Artist on Avatar: Frontiers of Pandora.Hear about their roles, how they got to where they are today, and of course what it was like to create the immersive world of Pandora – as we d…
…
continue reading
1
#24 - Game Design in Avatar: Frontiers of Pandora
1:05:28
1:05:28
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
1:05:28
In this episode of Behind Massive Screens, Petter and Dóri meet Martin Jansén, Expert Game Designer at Massive Entertainment, to talk about the Game Design in Avatar: Frontiers of Pandora.Hear about Martin’s role, how he got to where he is today, and learn more about how Martin and the team worked with player movement, haptics, the three Cs (charac…
…
continue reading
1
#23 - Sound Designing Avatar: Frontiers of Pandora
57:52
57:52
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
57:52
In this episode of Behind Massive Screens Alex Riviere, Audio Director on Avatar: Frontiers of Pandora, joins Petter & Dóri to dive into the role of an Audio Director. Hear about how Alex got to where he is, and of course about some of the design, systems, and tech behind the audio in Avatar: Frontiers of Pandora now!…
…
continue reading
1
#22 - The Evolution of (Ubisoft) Connecting Players
40:13
40:13
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
40:13
In this episode of Behind Massive Screens, Petter and Dóri meet Johan Flote, Live Producer in the Ubisoft Connect team at Massive Entertainment, to find out more about how his job works and to talk about the open beta. During the summer, Ubisoft Connect launched their open beta. But why did they choose to have an open beta? What sort of feedback ha…
…
continue reading
1
#21 - Snowdrop Game Engine
1:02:08
1:02:08
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
1:02:08
In this episode of Behind Massive Screens, Petter and Dóri meet Julia Stegemann, Lead Knowledge Manager in the Snowdrop team at Massive Entertainment and Ola Holmdahl, Snowdrop Operations Director, to find out more about how their job works, through a discussion that touches on Academia, table-top games, late medieval love songs and more!The Snowdr…
…
continue reading
1
#20 - Technical Artistry in The Division 2
48:47
48:47
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
48:47
In this 20th (!) episode of Behind Massive Screens, Petter and Dóri meets Conny Bengtsson, Technical Artist for Tom Clancy’s The Division 2, to find out what makes “technical art” technical. The discussion turns into a journey of spinning backpack fans, how you make glasses fit on characters’ faces, helmet shaders and – believe it a not – a big pil…
…
continue reading
1
#19 - Community Development for The Division 2
52:16
52:16
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
52:16
Once a video game has been released, how do you keep track of all the discussions surrounding it? How do you gather actionable feedback to improve the game? How do you keep a conversation between developers and players going? And how do you make sure that a game’s community stays engaged and informed?In this episode of Behind Massive Screens, Pette…
…
continue reading
1
#18 - The Magic of Online Programming
1:03:50
1:03:50
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
1:03:50
In this episode of Behind Massive Screens, we delve into the subject of online programming together with Senior Online Programmer Omar Elbehaedi to find out what makes online games tick. We also delve into the subject of why code is beautiful and discuss that most forbidden topic – netcode.You head into a Team Deathmatch, the Dark Zone, or a 4000-p…
…
continue reading
1
#17 - Art Direction in Video Games
54:39
54:39
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
54:39
In this episode of Behind Massive Screens, Petter and Dóri meet Marthe Jonkers, Associate Art Director at Massive Entertainment, to learn about the role that art direction plays when creating a game – the impact it has on a game’s development, how it helps set a game’s style and tone early on, and how it together with concept art communicates ideas…
…
continue reading
1
#16 - Designing User Interfaces for Video Games - UI Art
1:04:12
1:04:12
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
1:04:12
When designing a game, how do you make sure that the player gets the information they need while playing? Or navigate menus and button prompts in an intuitive way? In this episode of Behind Massive Screens, UI artist Anna Kuzminska takes our dynamic hosts on a journey through the fascinating world of user interface design – from fonts and art to co…
…
continue reading
1
#15 - Creating Visual Effects in Video Games
56:14
56:14
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
56:14
Ever wondered how game developers create stunning visual effects in video games? How they make red barrels blow up and explosions look great? How cars in racing games kick up dirt, or how the energy crackles from magical potions? In this episode of Behind Massive Screens, we meet John Behrens, VFX Artist at Massive Entertainment, who tells us about…
…
continue reading
1
#14 - Using Science to Make Games Better
47:20
47:20
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
47:20
How do you become a playtester for video games and how does a playtest work? And what are the User Researchers, that are running the tests, looking for? In this episode of Behind Massive Screens, we meet User Researcher Hanna Rosvall, who will give us a look behind the scenes.What tools do User Researchers use, how does a games lab look, and what’s…
…
continue reading
1
#13 - AI in The Division and the Art of Modding
59:36
59:36
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
59:36
Ever wondered how to start working on artificial intelligence in a video game and how the AI in The Division was put together? What do you need to keep in mind when creating AI for an NPC? And how do you get started in modding games and what can you create using the tools available?In this episode of Behind Massive Screens, Associate Game Director …
…
continue reading
1
#12 - Thomas Parrott, author of Compromised, a The Division novel
40:48
40:48
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
40:48
In this special episode of Behind Massive Screens, we meet Thomas Parrott, author of Compromised, the latest The Division novel! Learn about how Thomas immerses himself in the worlds he writes about, the research he does, what inspires him and how he has worked with the team at Massive on both Compromised and the previous book in the series, Recrui…
…
continue reading
Join Petter and Dóri as they meet Keltic Vermeersch, Environment Artist at Massive Entertainment, to find out how environments in video games are created - from "simple" hallways to sprawling open worlds. They also learn brand new creative uses for lamps. Yes, lamps.Von Massive Entertainment - a Ubisoft Studio
…
continue reading
Welcome to the Behind Massive Screens podcast! But what is it? Let Petter and Dori explain it to you, and then join us as we dig deeper into the games industry, find out more about the people behind some of your favorite games, and learn about what life is like in the gaming industry.Von Massive Entertainment - a Ubisoft Studio
…
continue reading
1
#10 - Adventures in Game Design with Lau Korsgaard
52:23
52:23
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
52:23
In this episode of Behind Massive Screens, Petter and Dori sit down with Lead Game Designer Lau Korsgaard to talk about experimental game design, indie development versus AAA, what uses a regular controller can have beyond the norm, and how games without rules can encourage social interaction.From being a part of an indie development collective to …
…
continue reading
1
#9 – Palle Hoffstein, Art Producer
50:11
50:11
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
50:11
Join Petter and new co-host Dori as they sit down with Palle Hoffstein, Art Producer for The Division 2, and dive into his job and his long history in the games industry. What does an Art Producer do and how do they work with the artists? What was it like to work in the industry back in the 90s? How did you develop a fully fledged FPS with only 20 …
…
continue reading
1
Episode #8 - Narrative Design
47:32
47:32
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
47:32
We sat down with Chella Ramanan, Narrative Designer at Massive Entertainment, to dig into the complicated subject of storytelling in video games – in everything from smaller indie projects to giant AAA games.Chella has had a long career, spanning over disciplines like literature, games journalism and indie games, before coming to Massive. How did a…
…
continue reading
1
Episode #7 - Concept Art
47:43
47:43
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
47:43
In this episode of Behind Massive Screens, Petter meets Concept Artists Topi Pajunen and Marie Isacsson to talk about their job, concept art’s role in game development, and how art can inspire the development teams and communicate ideas. We also gain insights into how fashion can help design characters, the limitations and freedoms artists have, ho…
…
continue reading
1
Episode #6 - Localization
38:41
38:41
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
38:41
What goes into adapting a huge AAA video game to other languages and markets than simply English? How do localizers and translators work on the text, but also on voices and UI? How do you work with voice casting and actors, dialects, language differences, and any potential translation mistakes?And how many people are involved in localizing a giant …
…
continue reading
1
Episode #5 - Creative Direction & The Division 2
44:52
44:52
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
44:52
In this episode of Behind Massive Screens, Petter meets The Division 2’s Creative Director Yannick Banchereau to talk about his job, his background and the new content for The Division 2 that released last week.What does a Creative Director on a Live game such as The Division 2 do, what decisions do they make and how do they work with – and encoura…
…
continue reading
1
Episode #4 - Technical Animation
43:09
43:09
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
43:09
In this episode of Behind Massive Screens, Technical Animator Rasmus Björk gives an insight into what technical animation is, how it works and its place in bringing characters to life in video games. How do you make sure that a human, or an orc, or even an animal move in a realistic way? How do you build a skeleton that animators can then use to wo…
…
continue reading
1
Episode #3 - Cinematic Animation
36:02
36:02
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
36:02
In this episode of Behind Massive Screens, Cinematic Animator Soo Kang tells us how cutscenes in games are made – from script to motion capture, to ending up in a game. How do you plan for a recording, how do you use the motion capture data once it’s done, how do you go from a pair of moving dots to a complete scene? How do you create drama and how…
…
continue reading
1
Episode #2 - Game Design
35:19
35:19
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
35:19
In our second episode of the Behind Massive Screens podcast, we sit down with Lead Game Designer Fredrik Thylander to discuss game design, how it works in practice and how you approach designing a new game from scratch. And how do you, with various tricks (and cheats), create fun, second-to-second gameplay?…
…
continue reading
1
Episode #1 - Data Science
34:59
34:59
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
34:59
Welcome to Behind Massive Screens, a new podcast from Massive Entertainment! In this inagural episode we meet Lead Data Scientist David Renaudie, who will tell us more about how data science can help us understand our players and our games better, and what it means for future development.Von Massive Entertainment - a Ubisoft Studio
…
continue reading
1
Producing Video Games - The Fika Sessions [Episode 12]
29:28
29:28
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
29:28
With all the puzzle pieces that make up a AAA video game, how do you make sure that those pieces are put together in the correct way and at the right time? This is where Associate Producer Lisa Kretschmer and her team comes in! How do you project manage all the different development teams in an efficient way? How do you plan the sprints – and what …
…
continue reading
1
User Experience Design in the Games Industry - The Fika Sessions [Episode 11]
33:24
33:24
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
33:24
In Episode 11 of the Fika Sessions, we meet UX Designer Izzy Martin to learn more about user experiences at Ubisoft Connect. How do you make sure that the users get the best experience possible? How is the design work done? What does the process look like, and how do you make sure - and test - that the user flows make sense? How do work with access…
…
continue reading
1
Game Build and Infrastructure Engineering - The Fika Sessions [Episode 10]
33:12
33:12
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
33:12
In this new episode of our Fika Sessions, we meet Daniel Gonzalez, Build & Infrastructure Engineer at Massive Entertainment, to discuss details about what it takes to get the actual game to your machines.So you have all the graphics, audio, animations and gameplay programming. How do you get all of that into one package you can play on your console…
…
continue reading
1
Gameplay Programming in Video Games - The Fika Sessions [Episode 9]
30:02
30:02
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
30:02
The Fika Sessions are back, this time with Gameplay Programmer Natalia Belova, to discuss programming and how features come alive in a video game.How does the process look to get a feature into a game? How does a programmer work together with the design team? What does it take to make a character pet a dog? Natalia answers all of these questions an…
…
continue reading
1
Talking about Communications at a Game Studio - The Fika Sessions [Episode 8]
36:10
36:10
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
36:10
In this episode of the Fika Sessions, we meet Communications & Event Manager Emilia Drakeus, to discuss the inner world of corporate communications. What does it take to communicate to both employees and the outside world on a studio level? How do you become a communicator? What is the best way to get information out to the studio? Emilia also give…
…
continue reading
1
Shining a Light on Light in Video Games - The Fika Sessions [Episode 7]
41:20
41:20
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
41:20
In this episode of the Fika Sessions, Luca Buonamici, Lead Lighting Artist at Massive Entertainment, gives us an insight into how you work with light and lighting in video games.Compared to the 2D planes of a movie screen, how do you light up a scene that can be viewed from 360 degrees? During the show, Luca shares his knowledge about how light aff…
…
continue reading
1
What is Game Design in Video Games? - The Fika Sessions [Episode 6]
35:48
35:48
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
35:48
In this episode of the Fika Sessions, Andrada Greciuc, Lead Game Designer at Massive Entertainment, joins host Petter Mårtensson to answer the question "What is Game Design in Video Games?". While the phrase "game design" might seem a bit abstract, and the job of “game designer” being one of those easily romanticized, Andrada makes her role easy to…
…
continue reading
1
Audio in Video Games - The Fika Sessions [Episode 5]
33:13
33:13
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
33:13
In this episode of the Fika Sessions, Petter Mårtensson sits down with Alex Riviere, Audio Director at Massive Entertainment, to discuss audio direction for video games and his unique journey into the gaming industry.How do you create a sound? And how can a sound affect how we play and feel about a game? These are some of the many topics that Alex …
…
continue reading
1
3D Character Art in Video Games: The Fika Sessions [Episode 4]
40:32
40:32
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
40:32
In this episode of the Fika Sessions, Petter Mårtensson sits down with Océane Näsström, Character Artist at Massive Entertainment, to discuss the ins and outs of Character Art and 3D modelling. A Character Artist transforms 2D concept art into fully fledged 3D characters and bring them to life in the game. They master a wide range of artistic and t…
…
continue reading
1
An introduction to programming: The Fika Sessions [Episode 3]
41:30
41:30
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
41:30
In this episode of The Fika Sessions, host Petter Mårtensson sits down with Ólafur Waage, senior programmer at Massive Entertainment, to discuss programming and how to get started with it.In the games industry, there are not only game developers – there is also a support structure to make sure that the games end up in your hands. Ólafur will not on…
…
continue reading
1
Designing Levels for Video Games: The Fika Sessions [Episode 2]
37:44
37:44
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
37:44
In this episode of the Fika Sessions, we meet Michael How, Lead Level Designer at Massive Entertainment, to find out more about how levels for video games are made. How do you start putting a level together? How do you make them fun and meaningful? And how do you work with the other game development teams to bring it to life? And perhaps most impor…
…
continue reading
1
Narrative in Video Games: The Fika Sessions [Episode 1]
36:46
36:46
Später Spielen
Später Spielen
Listen
Gefällt mir
Geliked
36:46
In this inaugural episode of the Fika Sessions, host Petter Mårtensson sits down with Anna Megill, Lead Writer at Massive Entertainment, to find out more about how writing stories and narratives for video games works.What makes writing for games different from other forms of writing? How does a game writer work together with the other development t…
…
continue reading