Digital Extreme's Rebecca Ford Talks 10 Years of Warframe

Digital Extreme's Rebecca Ford Talks 10 Years of Warframe

Released Monday, 30th December 2024
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Digital Extreme's Rebecca Ford Talks 10 Years of Warframe

Digital Extreme's Rebecca Ford Talks 10 Years of Warframe

Digital Extreme's Rebecca Ford Talks 10 Years of Warframe

Digital Extreme's Rebecca Ford Talks 10 Years of Warframe

Monday, 30th December 2024
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XSOLLA.pro/A-I-A-S-P, click the click the

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description to learn

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more. learn more. Welcome

1:25

to Game Maker's Notebook, a a podcast

1:27

featuring a series of in -depth

1:29

one -on -one conversations between game game

1:31

a thoughtful, a intimate perspective on

1:33

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1:35

entertainment. The Game

1:38

Maker's Notebook is presented by the

1:40

Academy of Interactive Arts and Sciences,

1:42

a member and Sciences, dedicated to the

1:44

recognition and advancement of interactive entertainment.

1:46

and advancement of interactive

1:49

entertainment. Hey

1:54

Reb, Welcome to The Game

1:56

Maker's Notebook. Hey, thank you very you very

1:58

much for having me. It's great

2:01

to have you. There's a

2:03

ton I want to talk

2:05

to you about. We're going

2:08

to talk a lot about

2:10

obviously warframe today. And I'm

2:12

super interested in talking about

2:14

that. I'm also really interested

2:17

in talking to you about

2:19

being a female creative director

2:21

in the game industry because

2:23

there are basically none of

2:26

those and we need to

2:28

have way more. And that's

2:30

something I'm really excited to.

2:32

to talk to you about.

2:35

And usually when I do

2:37

these podcasts, I like to

2:39

try to find out where

2:41

the spark of creativity and

2:44

video games kind of started

2:46

in your life and fall

2:48

that through to today and

2:50

where you're going and what

2:53

you're doing at digital extremes.

2:55

And with the excellent warframe,

2:57

I will say that. I

2:59

hadn't played Warframe in maybe,

3:02

I guess, 10 years. I

3:04

played Warframe on the PS4,

3:06

I think, when it first

3:08

came out. I believe that

3:11

was in 2013. And I

3:13

was completely shocked when I

3:15

was doing my research and

3:17

playing the game in preparation

3:20

for this episode at the

3:22

evolution of Warframe. It is

3:24

an incredible game. It's always

3:26

been a really great game,

3:29

but I was very, I

3:31

guess I just hadn't been

3:33

following along. And this is

3:35

a big, huge, massive game

3:37

taking, huge, big swings. And

3:40

I had a really fun

3:42

time getting back into it,

3:44

and I think I'm a

3:46

warframe player again. Oh my

3:49

god. Well, thank you. That's

3:51

incredible. It's definitely been the

3:53

journey of all journeys. It's

3:55

it's our

3:58

story now as

4:00

a company. Yeah,

4:02

it's in doing it's I

4:04

my research. couldn't I actually

4:07

couldn't believe all of the

4:09

expansions. come out. that have come out.

4:11

Like I actually started making a

4:13

list and I'm like, I'm never be

4:15

able to be about. never be any and all

4:17

of these talk about any and all these. So

4:19

let's we'll get to all that stuff. that it.

4:21

You got it. It's really. it. It's

4:23

really, really, really interesting

4:26

and wild time diving

4:28

back into back into warframe. So talk

4:30

to to me about. how you got

4:32

how you got into all far back far

4:34

back as you can remember. where

4:37

did, what was the, what

4:39

are the seeds of,

4:41

yes, for creative director. Well, like any

4:43

good story, I'm sure this

4:45

one starts with my parents getting

4:47

divorced getting my mom was the

4:49

Nintendo 64 household and my

4:51

dad. wanting to make sure we

4:53

had something to do there was the PlayStation

4:55

1 household, so. was the would have

4:57

been six years old I would have been

4:59

had an older brother. old and I had an

5:01

choice of house is and Sophie's

5:04

choice of houses there. I know, it was

5:06

real. relatively amicable for, you

5:08

know, all things considered,

5:10

but considered. I was was always playing

5:12

games, I since I can remember I had older I

5:14

had syndrome so I so I wanted to do

5:16

whatever he did. he I had older male

5:18

cousin syndrome, so I wanted to do

5:20

whatever they did, and that was typically video

5:22

games, because you're just kind of at kind

5:25

of at the, you know, the You know, the of of

5:27

parents realizing they can put their kids in

5:29

front of game consoles game not. not that

5:31

bad, so bad. So. things really

5:33

were formative. and my like oddly enough

5:35

enough, my sweet grandmother

5:37

also DOS a DOS computer and she

5:39

would always come home with a

5:42

game from the office from the up like boot

5:44

up you know jazz or something. or It

5:46

was it always something that I

5:48

was doing that I was as long as I

5:50

can remember a game, as I a piece of

5:52

tech, whatever it was. of tech whatever it

5:54

were the were the what were the

5:56

of of experiences that

5:58

really really kind of Let you

6:00

up and were like the things

6:03

you kept coming back to and

6:05

and and you know the things

6:07

that really kind of You know

6:09

brought you back to those games

6:11

Honestly when I think about the

6:13

as a you know a child

6:16

experiencing something it typically was the

6:18

decision-making and the storytelling and Oftentimes,

6:20

like it's kind of like is

6:22

bucked into my memories of being

6:24

able to participate or just watch

6:27

depending on if older brother had

6:29

the controller or not, but it

6:31

was it also Went through the

6:33

the narrative of you know getting

6:35

the game boy as well. So

6:37

I kind of always was playing

6:40

something and if it was. the

6:42

game boy it was Pokemon and

6:44

if it was on the Nintendo

6:46

it was Super Mario 64 or

6:48

Zelda O' Green of Time and

6:50

then other games too but then

6:53

on the PlayStation it was whatever

6:55

right it was NHL 97 or

6:57

something and I always remember just

6:59

there being so many options I

7:01

felt like that as a player

7:03

I there's a whole world of

7:06

people creating things for for kids,

7:08

I always thought it was so

7:10

kid-focused, like there's no way adults

7:12

play video games. And then as

7:14

the years went by, I started

7:16

seeing that there was more interesting

7:19

stories being told, or there were,

7:21

you know, graphic developments and being

7:23

10 and trying to learn how

7:25

to draw, and then seeing the

7:27

jump to PS2 graphics, you know,

7:30

my mind was blown. And I

7:32

remember just feeling really confident that

7:34

this was what I wanted to

7:36

do, and that was at the

7:38

age of, you know, seven or

7:40

eight. this is my life. I

7:43

committed myself then to just being

7:45

into games, playing games and wanting

7:47

to because of the stories mostly

7:49

at the time. So were there

7:51

any like any real particular standout

7:53

games that you're still thinking about

7:56

today like that like deep core

7:58

memories of these games that really

8:00

were meaningful to meaningful to

8:02

you. It is time. of time. It's

8:04

so hard for it not to be

8:06

for, you know, a young girl that

8:08

saw Princess Zelda, but also chic. And

8:10

then Link was just, you know, everything

8:12

you wanted to play as and more. to

8:14

play as in Moore. And it's impossible to

8:16

not look at some part of

8:19

my gray matter and not

8:21

see something see something, there from that

8:23

moment on. that moment on. You know, know, the

8:25

it's the best, for me it's the best

8:27

I'll ever be. will ever be. So I like it peaked

8:29

when I was six, but I was have gotten better, and

8:31

there's of... great games out there and

8:33

there's part of what has formed

8:35

But as a part of what profession it turned

8:37

started at that moment with

8:39

that game with that package on

8:41

that cartridge when you'd have

8:44

to rip it out blow it

8:46

to it back in blow keep

8:48

going it's just and know what

8:50

an experience that was what a

8:52

story what a that was, what a, what

8:54

a, just it's just so beautiful

8:56

beautiful. Yeah, the Nintendo 64

8:58

era was was really magical.

9:01

Like, just like if you go

9:03

back and look you go back and

9:05

look at some of those games. today, not just

9:07

Not just like playing them, but

9:10

just but at the like looking some

9:12

wild stuff there, like absolutely crazy. wild

9:14

stuff there, you could

9:16

go from crazy deep into

9:18

the go from deep into

9:20

the kind of Nintendo.

9:22

vibe, you know, you know, the classic Nintendo

9:25

thing all the way out all the know.

9:27

out to like, you know, Shadows of

9:29

the Empire or You

9:31

know, like, you really wide. wide

9:33

range of games games that still thing

9:36

for Nintendo today, but it really

9:38

felt like it really felt

9:40

like that the N64 really

9:42

that. that up that up and

9:44

that's kind of like the model the

9:46

model that we we see

9:49

today with Nintendo, It's really, really

9:51

like, like, Crazy

9:53

magical time for games. Yeah, it

9:55

is the it is. The magic has never

9:57

gone away, which is such a fun feeling. to

10:00

know that you can still turn on

10:02

in. A, they still work, so that

10:04

shows you about the craftsmanship at the

10:07

time of technology. Like mine still works

10:09

just fine, haven't had to replace a

10:11

part, and it's been a long time.

10:13

And the magic is still there, like

10:16

the presentation of every piece of that

10:18

console, and then all the way to

10:20

what you're playing now, right? Like you

10:23

turn on the switch, the magic is

10:25

still there. And it's not just Nintendo.

10:27

it's probably pretty juvenile but even opening

10:29

steam feels magical sometimes like I don't

10:32

care that it's a interface to sell

10:34

me games like I love it I

10:36

just love going through I love looking

10:38

I love looking at what's out there

10:41

and that maybe makes me a good

10:43

little consumer but I like buying games

10:45

and I like playing games and I

10:48

like playing games and I always have

10:50

although I didn't used to buy them

10:52

that was where the divorce came in

10:54

so yeah one of my most prized

10:57

possessions is my original Golden Eye cartridge

10:59

that's 100% unlocked, completely completed. Got decay

11:01

mode, painful mode, you got everyone. Yeah,

11:03

it's all in there. Yeah, I love

11:06

that. Okay, so, so, so where did

11:08

the idea that you could actually also

11:10

create games come from for you? I

11:13

would have to say it was probably

11:15

the last part of the puzzle because

11:17

the journey, you know, like I'm a

11:19

Canadian, I mean, I didn't grow up

11:22

in Toronto, I grew up just outside

11:24

of Toronto, so it wasn't a small

11:26

town by any means, but it's not

11:28

like a tech hub, so you know,

11:31

and now that I've traveled the world

11:33

more with this career, I've seen what

11:35

a tech hub looks like, and I'm

11:38

like, I couldn't imagine having grown up

11:40

somewhere like this, like you would have

11:42

known right away, or you would have

11:44

just had more access, but... when I

11:47

was picking my university from my high

11:49

school, like I had a guidance counselor

11:51

and I was not really sure what

11:53

I wanted to do or what I

11:56

could do. with a

11:58

university because, you know,

12:00

you know that's of. the pipeline

12:02

is you Once you graduate high school, you go

12:04

to you go to that's what that's what

12:06

your you. which both of mine

12:08

did. of mine I I had I had played my played games

12:11

all through high school, like my my lunch breaks,

12:13

we would come back to my house and

12:15

play my Xbox 360. Cause actually when I

12:17

was, when I I was 15 or 16, I

12:19

was in a football pool with my dad

12:21

and his friends. And I ended up winning

12:23

it, like an NFL pool. I And I

12:25

got like a thousand bucks something. So for like

12:27

a 15 year old girl, I was like,

12:29

girl I was So I went to the to the

12:31

store and I bought an Xbox 360 360

12:33

and a like a 19 inch TV TV. was And that

12:35

was what I bought with my money

12:37

because I finally had like a lump sum.

12:39

sum and I was one of the was one of

12:41

the only friends that had their own that they

12:43

call their own so we would go

12:45

to my house to my would play whatever we

12:47

wanted all the time And so I was I

12:49

was always doing something like that when I would I

12:52

would talk to my guidance counselors about what

12:54

I I to do, to I had always always

12:56

wanted it to be a little bit

12:58

more more in that realm, either art of of video

13:00

games or something, the business I I wasn't

13:02

sure because I didn't know what the

13:04

options were. options were. And I guess of the

13:06

of the universities had started a

13:09

new program called which is or

13:11

MIT. which is not related to the Boston

13:13

MIT. And it And it was just sort

13:15

of like a media and entertainment.

13:17

degree that ended up being like an

13:19

arts degree. ended up being like an

13:21

arts degree. But at the end of the

13:23

day, you could really specialize into video

13:25

games like things like that. So hoped I just

13:27

applied and hoped I got in. I did.

13:30

the And when I got to the

13:32

actual university itself, you know, moved into the

13:34

dorm. brought my xbox 360 brought

13:36

my TV, tried to to figure out

13:38

what kind of clubs there were for video

13:40

games and what the options were and I

13:42

just kind of started I just kind of

13:44

started. out what I could actually

13:46

do. What skills did I have did I have,

13:48

could I learn to to code of, you matter of

13:50

you know Four years or anything and it

13:53

didn't really for me, but I fit for me,

13:55

but I kept looking at where the industry was

13:57

going, what was going on on the business

13:59

side, I remember. in my and then like

14:01

that's where the story starts

14:03

to take off for the

14:06

digital extreme side so I

14:08

don't want to go there

14:10

yet but all things considered

14:12

it was a conscious pursuit

14:14

of something orbiting games and

14:17

that's what every decision I

14:19

made as a high school

14:21

student leaning into a university

14:23

had come from. Yeah I

14:26

mean it's hard to I

14:28

mean not now. but it

14:30

used to be a lot

14:32

harder to go to school

14:34

for video games. Or even

14:37

like, you know, I think

14:39

I'm a generation ahead of

14:41

you and there that didn't

14:43

exist when I was coming

14:46

up. You know, I started

14:48

in QA and that that

14:50

was that was game school.

14:52

That was games. Yep. Yeah.

14:54

It's really, I actually kind

14:57

of see like, I see

14:59

like a snapback from going

15:01

to game schools now today.

15:03

I think a lot of

15:06

people are taking advantage of

15:08

all the free tools that

15:10

are at our disposal today.

15:12

Yeah, like YouTube tutorials, free

15:14

access to just like tinkering

15:17

and engines and stuff. It's

15:19

just, it's, it's, it's there

15:21

for you if you want

15:23

to do it. It's just

15:26

the difference between the people

15:28

who think they want to

15:30

do it and actually take

15:32

the steps is, you know,

15:34

the difference between people that

15:37

actually can ship a game

15:39

and not, right? Yeah, and

15:41

I think that, and not

15:43

to like, you know, dig

15:46

in on game schools or

15:48

whatever like that, but I

15:50

do mentor a lot of

15:52

young people coming into the

15:54

development world. I've done it

15:57

for a long time and

15:59

my My advice to them

16:01

My advice to them is always the same. If

16:03

If you want to go to go to game There's

16:05

nothing wrong with that. However, with

16:08

that. However, The things that they

16:10

teach you in game school in really

16:12

the things. really you

16:14

need for a career in

16:16

the industry. in the industry. Like,

16:19

And that that could be a whole other podcast

16:21

other Oh, absolutely it could, yeah. Oh,

16:23

absolutely. It could, yeah. But, you

16:25

you know, there's a whole a whole, like. There's

16:30

a whole level about whole through.

16:34

a game development studio and a

16:36

job that you kind of don't

16:38

get from. that you from game schools.

16:40

don't get from from game

16:42

My advice and My to

16:44

game schools not go young

16:46

developers, to these young really

16:49

understand. Really what you

16:51

want to do first you then do first

16:53

and that that with

16:56

some education because

16:58

because there's no I I

17:00

don't really believe there's...

17:02

any any experience.

17:04

than making a game. Like I

17:06

don't, like whether game like

17:08

I don't like whether it's just on

17:10

your your own thing gonna get more out

17:12

you're going to get more out of that

17:14

than. thing. Like the things they

17:17

thing like the things they should

17:19

also probably teaching. Yeah, it's a a craft and

17:21

it's to school for four years to learn

17:23

how to be an author instead of to be

17:25

a chapter, you know, actually

17:27

writing a a craft know, like it's

17:29

very much. Yeah, I I

17:31

certainly wouldn't comment on anything that I know

17:33

I I didn't go to a game school

17:35

I went to school. degree school that had

17:37

had started that had and business about

17:39

the video games industry Like I didn't

17:41

learn how to make games there I learned

17:43

about like make games there. I learned you know in 1990,

17:45

like those types of things those types of was

17:47

all foundational and the expectation wasn't that

17:50

you would learn how to make games. It

17:52

was just that you would understand things,

17:54

which we'll get to, because it actually turned

17:56

out to get me a job at

17:58

DE. because it actually turned out to get me a job at D. But

18:00

yeah, you're totally, yeah, I completely

18:02

agree. It's about the craft for

18:05

a lot of what makes a

18:07

game a game. So, you know,

18:09

speaking of DE, you're kind of

18:12

getting there in your arc. You

18:14

have a really interesting arc at

18:17

DE. I, in my research, that

18:19

seems to be your only job.

18:21

And which is really cool because

18:24

the game industry is very nomadic,

18:26

you know, I've had 100 jobs

18:29

in my career. And I'm grateful

18:31

for that because you get different

18:33

experiences other places and that was

18:36

my particular path. But I love

18:38

talking to people who have done

18:41

the classic, you know. I started

18:43

in the mail room and now

18:45

I run the company. I love

18:48

that career arc. So going over

18:50

going over your your your history

18:53

with digital extremes and we can

18:55

we'll talk about how you got

18:57

there but it's really interesting. So

19:00

you looks like you've been at

19:02

digital extremes for about eight years

19:05

at this point. Oh, no, no,

19:07

14. I started in 2011 as

19:09

an intern. So I, yeah, I.

19:12

I have worked there since January

19:14

2011, so coming up on January,

19:17

it will have been 14 years.

19:19

Okay, my numbers are off, but

19:21

I have all of your, I

19:24

have your, your hero arc, which

19:26

is really cool. Yeah, the mail

19:29

room, the unpaid, yeah, starting as

19:31

a studio assistant. Yep, right. I

19:33

was unpaid intern in 2011. And

19:36

now I'm Creative Director of Warframe.

19:38

So it was very much, I

19:40

remember after my, yeah, anyway, I'm

19:43

not sure, yeah, I am so

19:45

happy to talk about any of

19:48

that and lessons along the way,

19:50

but this, the, the time span

19:52

for it started in 2020. 2011,

19:55

which is where

19:57

the university comes

20:00

in. comes in. it

20:02

was it was 2011,

20:04

January was my first

20:06

day Digital as an intern

20:08

and now here we are

20:10

and now here we up on

20:12

14 years coming up on 14 years

20:14

more interesting. even more interesting. Apologies

20:16

for not not getting that number but

20:18

getting right, but I do have, but I don't

20:21

but I don't want to gloss over

20:23

all the interesting things he did in did

20:25

in between. Also, so he started as an

20:27

unpaid assistant. and your

20:29

way up your way up to

20:31

community manager? and

20:34

then. then you You went

20:36

into live ops and community

20:38

production. production then then leveled

20:40

up to live ops and ops

20:42

and community director and now

20:45

and now director. the creative director

20:47

of that's just. And

20:49

That's such an just, that's to

20:51

tell. story to tell. So

20:54

hear how. hear you

20:56

went from from. this kind of

20:58

university vibe learning

21:00

about the about the. the

21:02

kind of historical foundation

21:04

of video games. got to digital how

21:07

you got to digital extremes. it's an mean, I

21:09

hope it's an awesome story and I

21:11

do it. It It is an awesome story. People that

21:13

are listening have patience with it, but

21:15

I'll do my best to I'll do my best the

21:17

like the like journey here

21:19

here and pumpkin with an you

21:21

know GTA you that small, isn't

21:23

but that small but as I was as I

21:25

was you know my studies at school. at

21:28

school, I had third year where you get

21:30

a little bit more electives more electives and

21:32

those electives require you to write papers, you

21:34

can kind of start writing them on

21:36

whatever you want. them on of them was about,

21:39

you know, like one ownership. about, So some

21:41

people would write them about So some people disputes

21:43

with labels and, you know, having what kind

21:45

of case studies are out there. you And

21:47

I actually did mine on, are out there.

21:49

And I the call of duty

21:51

battle the call of know battle of, you know, who

21:53

owned, like, when you know, Ward and, I

21:55

wrote my paper on that

21:57

case study and what the the

22:00

ruled. and how I felt about, you know,

22:02

the artists coming back and making a

22:04

new studio, like the Vince Ampella and

22:06

everything. So I had written that. Yeah,

22:08

that's so interesting. Just like anecdotally, I

22:10

was working at EA on Medal of

22:13

Honor, one of my first days working

22:15

there, everyone from Medal of Honor quit

22:17

to go do the. you know, the

22:19

Reese, the infinity ward and respond, all

22:21

that. Oh my God. It was a

22:23

wild, a wild day. It's all convicted.

22:25

Like, why is everyone lined up going

22:28

in this office one by one and

22:30

then leaving? Like, what the hell is

22:32

going on there? So yeah, meanwhile I'm

22:34

sitting there in London, Ontario, Canada, like

22:36

trying to hit a deadline for my

22:38

essay. So I passed university. And yeah,

22:41

that was my case study that I

22:43

wanted to do. And I turned it

22:45

in. And my T.A. who was grading

22:47

it, so you get like broken out

22:49

into different T.A. groups randomly. So there's

22:51

100 students, 10 TAs, 10 per class.

22:54

So by, you know, luck of the

22:56

draw, my T.A. looked at my paper

22:58

and said, can I use this in

23:00

my research? And I asked them why,

23:02

just because I wanted to know, like,

23:04

was I in trouble? Like, what's going

23:06

on? And they said, oh, I actually

23:09

work at a local video game company.

23:11

me being me, I was like, oh,

23:13

can I have a job? And they

23:15

said, they said, I'll give you an

23:17

email to reach out to. And then

23:19

I realized at that time that there

23:22

actually was an internship program that I

23:24

didn't know about within my university that

23:26

I was at. And I kind of

23:28

expedited myself through, said, hey, I think

23:30

I could have like an unpaid internship

23:32

if I just do all the work

23:35

to get through it officially, so I

23:37

get a credit. I'll drop a course,

23:39

I'll do it as a credit, and

23:41

away you go. And within, I think,

23:43

two or three weeks, it was all

23:45

ready to go. I was gonna drop

23:48

a course for the January term, I

23:50

was just gonna go and be an

23:52

intern and do whatever I possibly could

23:54

to get my foot in the door.

23:56

So, started with the paper, I was

23:58

nosy. enough to ask why and then

24:00

the rest kind of started that January

24:03

2011 where I walked into my first

24:05

ever video game studio never knowing that

24:07

it existed in this town I'm in

24:09

and I have not left from that

24:11

day on so that's how I got

24:13

in that was it it was but

24:16

I think what I've learned from that

24:18

is You can be the smartest person,

24:20

which I am not, but luck really

24:22

plays such a huge factor, right place,

24:24

right time, right anything. You know, like

24:26

it's just because if I didn't get

24:29

put in that T.A. group, it never

24:31

would have happened. If I didn't write

24:33

a paper about what was going on

24:35

with infinity ward and respond, it never

24:37

would happen. So it was, you know,

24:39

so many different cosmic elements to that

24:41

one moment and that one time. And

24:44

now it has defined the past 13,

24:46

now going on 14 years of my

24:48

years of my life. You know, I

24:50

could have studied so hard and who

24:52

knows where I would have ended up.

24:54

But if that one single thing didn't

24:57

happen. That's amazing. So you walk into

24:59

the studio. Yeah. Why died? Completely. Just,

25:01

you know, I think I had come

25:03

from a class that day, you know,

25:05

I was still studying. I hadn't finished

25:07

my degree yet, which is also important.

25:10

I was because this was third year

25:12

and I had a whole fourth year

25:14

ahead of me. So, you know, I

25:16

walk in and I just wonder, like,

25:18

what am I'm going to do. What

25:20

will they have me do that will

25:22

show that they should keep me? Like

25:25

what is it? What am I going

25:27

to do to convince this team that

25:29

clearly doesn't need a third year unpaid

25:31

intern to accomplish any of their business

25:33

goals, but what would they need? And

25:35

I just started asking, started talking to

25:38

the group that sort of were mentoring

25:40

me, which was are more on the

25:42

business side. There was an operations team

25:44

of one person that was sort of

25:46

running that just What was it to

25:48

be a digital extremes company? We were

25:51

work we were work for hire by

25:53

that point the darkness too was in

25:55

development not out yet and more projects

25:57

to come. after that in

25:59

traditional publisher, you you

26:01

know, that very nice

26:03

space that no exists

26:06

of, know, you know, A games, games, you

26:08

could say. what it was. And what it was,

26:10

and that's what the studio is doing. you

26:12

know, I would get know, I would get pulled

26:14

in as a focus tester so they can

26:16

watch me play darkness Darkness too you know. try

26:18

see you I thought about it, about

26:20

it, and figured out and then I of wasn't

26:22

really sure what to do. You know, know,

26:25

I do? I can't. can't. I don't don't

26:27

have enough time to learn a

26:29

specific craft I I still was

26:31

studying. I would, at that would, at that

26:33

time, I thought, oh, your Let pretty

26:35

old. Let me redo your corporate

26:37

website. So I took that on

26:39

as a project to sort of

26:41

rebrand them just just redo their

26:43

corporate website. for recruiting for recruiting purposes

26:45

or other things at that time was things

26:47

at that time launch party like,

26:49

planning the launch party for sure that there

26:52

making sure that there was something at that

26:54

at that time we actually had... had. real

26:56

launch parties because games would launch and

26:58

not just launch a service for the game years

27:00

of my life now. 12 years of my milestones

27:02

those types of I could. just And then

27:04

I started working on game pitches,

27:06

which was really odd which fun. odd and fun.

27:08

Like, we need a pitch or like like

27:11

doing animatics, like ripping DVDs and trying

27:13

to put like to put like potential things

27:15

and writing game pitches and it was

27:17

all very pitches. And it was all very what I would

27:19

be working on on a given day,

27:21

but I did it and day, but I did

27:23

really hard, really hard. So in

27:25

that kind of initial that

27:27

kind of initial. when when did the light

27:30

go on where you're the light

27:32

go on well like? it's January

27:34

to April was this

27:36

and then as as January to April

27:38

was the term. And closer I had on

27:40

the calendar started inching closer, I

27:42

had this sense of dread that

27:44

if I don't... just have

27:47

make a case for myself, just have this as my

27:49

out job, I'll be out the door because

27:51

my internship was a four month placement,

27:53

so. so my opportunity to. to.

27:55

to sort of secure something. was

27:57

gonna end at that April 2011

27:59

date. date. So I think I pitched pretty

28:01

hard to say that, you know,

28:03

why don't I stay here as

28:06

a summer job? I'm free all

28:08

summer. I don't need to leave

28:10

London and go back and live

28:12

with my mom. I can just

28:14

stay here. I have a place

28:16

to live and maybe you could

28:18

pay me. Maybe we could come

28:20

agree on an hourly rate, perhaps.

28:22

So we did. I think at

28:24

that time, my manager was happy

28:26

to have an extra set of

28:28

hands just for truly anything. And

28:30

so I stayed and I stayed

28:32

for that summer. And then I

28:34

took my hours down again as

28:37

the school year resumed so I

28:39

could finish my degree. But by

28:41

then I kind of felt like,

28:43

oh, I'm pretty sure that when

28:45

I graduate, they'll take me on

28:47

full time if we just continue

28:49

the way we're going, which is

28:51

just, you know, realizing that I

28:53

can help and I can contribute

28:55

and I can sort of bring

28:57

a, a, a, a, a, a,

28:59

a gamer slant to a, work

29:01

for hire company because I was

29:03

really into like gaming communities at

29:05

the time. So it started in

29:07

my fourth year school to turn

29:10

into something that looked a little

29:12

bit like warframe. So that because

29:14

the timeline is such that 2012

29:16

is when warframe started in earnest

29:18

as a holy shit moment, which

29:20

the story the story goes and

29:22

the experience I lived is It

29:24

was March 2012 and the Warframe

29:26

Alpha started coming together because we

29:28

had ran out of payroll because

29:30

all of our work for hire

29:32

projects had stopped and we didn't

29:34

have a thing and you know

29:36

that the senior folks on the

29:38

team were going to try and

29:40

pitch Warframe to different publishers in

29:43

Asia and everyone kind of said

29:45

no no no. So the self

29:47

publishing became a reality in that

29:49

March 2012. span, which is my

29:51

lot. Yeah, anyway, so I was

29:53

finishing school and I knew I

29:55

was going to stay on because

29:57

I can do whatever it takes

29:59

to self-publish because none of us

30:01

knew how to do it for

30:03

the first time ever. So there

30:05

was an equal playing field where

30:07

no one on the team knew

30:09

how to self-publish. all. No one

30:11

knew how to run live service.

30:14

No one knew how to do

30:16

any of that. So it became

30:18

a very small strike team on

30:20

trying to figure out what that

30:22

looked like, which is where this

30:24

was this was 2012. So gosh,

30:26

is that just just a game

30:28

in a box? Or no warframe.

30:30

In terms of what? Sorry. Where

30:32

are you publishing to? Oh, mine.

30:34

So Xbox Live Arcade had inspired

30:36

our dear Steve Sinclair, who's currently

30:38

our CEO now. He was looking

30:40

at Xbox Live Arcade, and I

30:42

think it was Super Monday Night

30:44

Combat, had really, and like the

30:47

whole Xbox Live arcade. Yeah, and

30:49

he loved it. He's like, oh,

30:51

like, what if we did something

30:53

like that? What if we tried

30:55

to do a self-published online games

30:57

similar to what was going on

30:59

on Xbox Live Arcade? But God

31:01

only knows how. So that's when

31:03

the plan started coming together was,

31:05

we'll make warframe, we'll make this

31:07

free to play, had to be

31:09

free thing, and we will just

31:11

distribute it and launch it and

31:13

just put it online only. Like

31:15

we'll put it somewhere and see

31:17

what happens. And by so March.

31:20

No partners, just fully, we're doing

31:22

this on our own. We're doing

31:24

it on our own. No partners.

31:26

So, and this is where, like,

31:28

again, I'd rather be lucky than

31:30

good any day, because I had

31:32

already done the project of relaunting

31:34

the digital extremes.com website, I was

31:36

like, oh, I can take the

31:38

website of this, like, just leave

31:40

it with me, folks. I can,

31:42

oh, we leave it with me,

31:44

folks. I can, oh, we're with

31:46

self-published. Well, we're going to need

31:48

a website. And I just worked

31:51

with a team on relaunching the

31:53

corporate website, was signups and downloads

31:55

and a little bit of information

31:57

about the game, which felt pretty

31:59

manageable. Players make an account. Either

32:01

they get in or they don't. They get

32:03

access to a they get access to a Can

32:05

they log in or can they not log in?

32:07

or can they was all it was at first. all it

32:09

was just and started there. then it

32:11

was, oh, if we're self it we're

32:13

going to need some type of support

32:15

desk to need problems in some type of

32:17

forum software there's We want people to

32:19

talk about the type that's where the

32:21

whole software, if want people to talk about the game. went,

32:23

I don't know, I went to

32:25

see how do you do your

32:28

own support from, on this software called called

32:30

Zen we signed up. I think I was...

32:32

I think and a couple of the other guys. of

32:34

the the only the only support

32:36

agent for the first many, you know,

32:38

weeks and and months of the game

32:40

until enough had enough that up. to scale

32:43

that up, from other departments people

32:45

from other departments and know

32:47

it's starting to sound a little like

32:49

he went from a story he went

32:51

happening. story to now everything's

32:54

happening really interesting, really

32:56

I love, Like I love like Like

33:00

desperation and not not

33:02

knowing what you're doing

33:04

always leads innovation and and

33:06

results. just it. just it.

33:08

It was desperation because we had already done

33:10

a round of layoffs done we had no

33:12

idea what we were doing and those

33:14

elements together were the timing those to

33:16

that with the of

33:18

to that having its first executable

33:20

out in the wild in an alpha

33:22

state by October. out in the wild in

33:25

an That's when it hit. by October.

33:27

So That's incredible. it hit. Yeah, it

33:29

it was wild. I think the game is

33:31

still going today. today. And that's the

33:33

the thing. So like, I know my was

33:35

made, my my public. cluster account account

33:37

was made September 2012. So I always look at that

33:39

as, you always look at that as,

33:41

you know, my birthday because I had I had

33:43

to test the website on the public cluster to

33:45

see if I could make an account so I'm

33:48

like the third I'm like the third account in

33:50

warframe ever maybe fourth. I think a

33:52

couple couple QA folk in our director got in first,

33:54

but I had to test those things

33:56

as well. things as well. that's when it

33:58

started for me. That's when everything

34:01

became real because we had the

34:03

ability to log into a game

34:06

that had been put together in

34:08

a matter of months from March,

34:10

I think was our first commit

34:13

and perforce-ish, and then to August

34:15

it was out there in a

34:18

very alpha state to registration only.

34:20

Wow. So that's 2012, right? Yes,

34:22

that's right. Yeah, right. I

34:24

first learned about warframe. on the

34:27

PlayStation 4 in 2013. And I

34:29

have very vivid memories of, oh,

34:32

PlayStation 4 is amazing, but there's

34:34

not much here. Hey, Warframe. Warframe

34:36

looks cool, let's play that. And

34:39

it was super fun. We play

34:41

a lot back then. And it's

34:44

been interesting kind of watching Warframe.

34:46

kind of continue to exist. Like

34:48

I said at the beginning, I

34:51

haven't played in a very long

34:53

time and actually went back yesterday

34:56

and looked at a bunch of

34:58

videos from from PlayStation 4 on

35:00

YouTube to see the evolution of

35:03

war frame and is truly remarkable.

35:05

But I want to jump back

35:08

and and talk about the way

35:10

you've kind of leveled up still

35:12

like so we're yeah we're we're

35:15

kind of moving into your live

35:17

ops journey in the arc so

35:20

to speak so warframe is out

35:22

it's doing its thing like like

35:24

how did how did you take

35:27

take that initiative from the games

35:29

out initially out I remember when

35:32

it came out I remember when

35:34

it came out Oh. really interesting

35:36

reviews about the game just like

35:39

oh yes it was like it

35:41

was like this it was a

35:44

real like I just kind of

35:46

saw warframe and see it to

35:48

where it is now which is

35:51

like this amazing thing but there's

35:53

an underdog story there complete underdog

35:56

story and I still feel like

35:58

you I never lost that feeling

36:00

and neither did the team

36:02

and of course Yeah, I'm happy

36:05

to tell about all the bruises

36:07

along that journey because it was.

36:10

Yeah, yeah, talk about that. Yeah,

36:12

so I think the, because Warframe

36:14

has had this drawn out arc

36:17

with a team that has stayed

36:19

so tightly focused on trying to

36:22

do it ourselves and trying to

36:24

do it right, we've been very

36:26

lean, we've been very frugal, we've

36:29

been very, uh, you know very

36:31

quick with our updates you know

36:34

it's always like what are we

36:36

doing next let's go and the

36:38

team has grown to support warframe

36:41

over the years you know we

36:43

started with like you know double

36:46

digits people and now we're triple

36:48

triple digits as a team

36:50

and I mean the team are

36:52

my like the team that make

36:55

this game are it's because of

36:57

them that I'm even here on

37:00

this you know chatting with you

37:02

with my journey because it all

37:04

happened like we've all helped each

37:07

other so much level up along

37:09

the way but we've been able

37:12

to do it slowly which is

37:14

slowly which is a very different

37:16

experience than releasing something now because

37:19

I didn't understand anything. None of

37:21

us did. So in 2013, we

37:24

said, ah, okay, we're ready to

37:26

launch on steam. So March 2013,

37:28

we went out of closed beta

37:31

to open beta. Let's launch on

37:33

steam. So that in itself is

37:36

a huge milestone for anyone

37:38

getting their game out on steam.

37:40

But that was really the beginning

37:42

of our journey because that happened.

37:45

Most signups we ever got that

37:47

day, you know March 2013 that

37:50

opened beta moment and then like

37:52

influencers really started being a thing

37:54

so also in that moment we

37:57

had Total Biscuit do a video

37:59

on WTF is warframe, which also

38:02

was sort of a double, like to

38:04

was sort of a double. an objective way

38:06

as it. to in an

38:08

objective way. let us as we're trying to figure

38:10

out what will let us keep making beats You

38:13

got those two beats together the

38:15

then you get the PlayStation 4 launch

38:17

title in the same year. So we,

38:19

like, so these things, things, everyone's story is story

38:21

is different, but our story has

38:23

been one of of endurance experiencing the

38:25

highs and lows. lows of games as as a

38:27

service over such a long period of

38:30

time. influencers like I like

38:32

I think TV had had just rebranded to

38:34

Twitch so we were on So we were on

38:36

the new everyone is whereas now everyone is

38:38

kind of expected to do something on

38:40

Twitch. And we know they're you know, they're

38:42

early doing weird things and then we were

38:44

on and then then we had the influencers and then

38:46

we had the we launch. launch So

38:49

it's all so spaced out, and we can

38:51

make so many mistakes along the way,

38:53

but also learn so many valuable things

38:55

about what it is we're even making

38:57

because we didn't really know yet what

38:59

Warframe was going to be. really

39:01

one would have predicted what we have today. to That's

39:03

for sure, because we always look at each other

39:06

and we're like, what the hell? Like how did

39:08

we get so lucky? How are we still doing

39:10

this? we always look been experienced over

39:12

such a long duration of time

39:14

that none of our losses have

39:16

been fatal blows, which isn't the

39:18

case today, right? if you launch

39:20

a live service game today, you're

39:22

expected to be on expected you're

39:24

expected to do an influencer campaign, you're

39:27

expected to have like stability

39:29

in your you're expected to

39:31

have perfect like stability in database,

39:33

and that's all

39:35

expected. perfect live operations

39:38

And we got to do it. immediately.

39:41

And we got to do it the long way

39:43

while we may have had a thousand

39:45

cuts. cuts. they all happened over such a

39:47

long time that the scar tissue

39:49

has just continued to build up for

39:51

us to be able to not

39:53

be not fatal blow blow negative steam score

39:56

or some type of like influencer

39:58

sentiment that that can I think think be terminal.

40:00

to a game's launch. So that's

40:02

sort of an observation, I would

40:04

say. Well, an observation of the

40:06

scary truth about watching video games

40:08

in 2024 and beyond. There's so

40:11

many more things you have to

40:13

be cognizant of and up on.

40:15

Like, it's not just make a

40:17

game and put a game out.

40:20

Just like, you know. It starts

40:22

a year before it even comes

40:24

out, right? It's a very, it's

40:26

a very time consuming effort that,

40:29

you know, when you're in it

40:31

and you're making a game, like,

40:33

sometimes it just feels like, is

40:35

this even necessary? Like, of course,

40:38

necessary. It's the video game business.

40:40

It's a product where our goal

40:42

is to bring players in and

40:44

have them stay and enjoy this

40:47

awesome game we're making. But it

40:49

is a, it is a grind

40:51

and getting, you know, I'm specifically

40:53

talking about today right now, but

40:56

like, you know, not being able

40:58

to experience the thousand cuts and

41:00

having to just like do all

41:02

this stuff in the run up

41:05

and then basically have like a

41:07

day when it comes out before

41:09

the judgment is handed down in

41:11

your. You have tomorrow or you

41:14

don't like it's so true. It's

41:16

a grind and you have that

41:18

one day and that is yeah,

41:20

you have described the existential crisis

41:23

of the industry right now, you

41:25

know, and you see it every

41:27

single day. Yep. Yeah, it's very.

41:29

It can be like emotionally crippling

41:32

and debilitating to have to think

41:34

about like I have poured my

41:36

heart and soul and soul and

41:38

my team has done this. you

41:41

know, we all done it together

41:43

into this thing. And it's over.

41:45

It's over. And it's so complicated

41:47

and we could certainly do another

41:50

podcast just about this because it's

41:52

a very difficult thing to watch

41:54

to participate in. And I again

41:56

will take luck over being good

41:59

any day because we've been through

42:01

all of it. It's just been

42:03

so. It's been absorbed by our

42:05

time of being like our every

42:08

for every day you're alive. It's

42:10

as a game. It's like you

42:12

get you buy yourself one extra

42:14

day of grace for like absorbing

42:17

failures. And it's this weird like

42:19

linear survival rate of okay. So

42:21

since war frame has been around

42:23

for all these years, if we

42:26

have a major, am I allowed

42:28

to swear on this? Yeah, okay,

42:30

okay. If we have like a

42:32

major fuck up, rebounding. Rebounding. is

42:35

the immediately assumed behavior. Like people

42:37

assume that if we do something

42:39

like we really miss, well, they'll

42:41

come back and they'll fix it

42:44

soon. Like the immediate, you get

42:46

the benefit of the doubt, you

42:48

get the assumption because someone has

42:50

some good memory about something we

42:53

did as a team. So surely

42:55

we'll pull ourselves out of it.

42:57

So that is a lucky thing.

42:59

That's a lucky situation to be

43:02

in. And it's a situation that

43:04

can run out of luck real

43:06

fast because if you decline continuously.

43:08

you start to see the curve

43:11

go down, we're like, oh, they're

43:13

out of goodwill days, right? And

43:15

you don't have that if you're

43:17

a day one title and all

43:20

of the little pieces that make

43:22

you, you know, sink or swim,

43:24

don't go your way. But with

43:26

Warframe, we, as the years went

43:29

on, we started to build up

43:31

a really clear understanding of, oh,

43:33

we'll just talk about the next

43:35

update we're planning, and then people

43:38

will see if it's for them

43:40

or not. they can just come

43:42

back for the next update. So

43:44

because we were on Justin TV

43:47

now, Twitch TV, so really in

43:49

our, and which is one of

43:51

the things as a team, we're

43:53

like, oh, we should do a

43:56

developer live stream, make it feel

43:58

like Wayne's world, and just kind

44:00

of go with it. Don't really

44:02

plan much other than show up,

44:05

talk about the game, answer some

44:07

questions, so we have a really

44:09

good signal to noise responsiveness. So

44:11

we registered our Twitch account, and

44:14

we went live February 2013, and

44:16

we still, every month, every week,

44:18

stream on that account, and it's

44:20

been. a long time over a

44:23

decade as like doing developer stuff

44:25

on twitch and treating it like

44:27

a craft. And that helped us

44:29

really early on because we could

44:32

go, we could say, hey, we

44:34

have a brand new hero warframe

44:36

coming. Like stay tuned, it's going

44:38

to be themed like a berserker.

44:40

And then suddenly you have an

44:43

audience for your next update that

44:45

is really just an idea on

44:47

paper. And then you just, you

44:49

realize it works and then you

44:52

keep doing it. And now our

44:54

Dev Streams have become just a

44:56

completely. different animal in terms of

44:58

the health of the game because

45:01

they people tune in. Do they

45:03

like what we're planning? Yeah, they

45:05

do tune in. The dev streams

45:07

were a constant thing that came

45:10

up when I was doing my

45:12

research for this for this podcast

45:14

episode. People love those. And there

45:16

is, I didn't dive too much

45:19

into it, but there is a

45:21

sentiment that it's like... this

45:24

long-running loose home comfort thing

45:26

that Doesn't really take itself

45:29

too seriously, but it's you

45:31

know, and I I admire

45:34

that because You know with

45:36

when big AAA games Not

45:39

that warframe isn't a big

45:41

triple-a game. That's not what

45:43

I'm saying. We're not we're

45:46

totally not well There's an

45:48

argument there that for sure

45:51

it could be on the

45:53

other side. It's definitely like

45:56

straddling the line. But you

45:58

know, like... a

46:01

a huge AAA

46:03

live service you know. you

46:05

know, those, it's hard to

46:07

be It's hard to be loose. with

46:11

in those situations line. so

46:13

much on the line.

46:15

just noting that that's something

46:17

that that really something that

46:20

seems really... your loved

46:22

among your community. that. And

46:24

it, you know, it's it you know,

46:26

it's interesting because because it absolutely.

46:29

lines up with your career up

46:31

with That's, that was it. That your

46:34

career do community. And, you know, you're, like, That

46:36

was all I could do, so much on the line is

46:38

such truth being we with so much on

46:40

the line is such a truth on the line,

46:42

but we had so much on the line,

46:44

but we had to be honest with

46:46

the community no, we had no, no we

46:48

had no publisher it it was them

46:50

funding us. So Waynes World shareholder call where we were like,

46:52

call you like, it you know, you guys

46:54

didn't like what we did with our we

46:57

did with our upgrade system, So by Q2, like we

46:59

never said. like said but Q2, to mock

47:01

the process, mock know. you'd say like, we're

47:03

completely changing it. And here's what you can

47:05

completely that's, that's been it. here's what

47:07

you can look forward to

47:09

times that's, that's been it.

47:11

So were there I know this happens with

47:13

every video game, but like, since

47:16

we're talking video game, but like since

47:18

we're talking about, not being

47:20

beholden to anyone and just to

47:22

anyone and to your audience who

47:24

are into your audience who are your

47:26

investors, you You know, how did,

47:28

how did that kind of connection

47:31

and real kind of, you know,

47:33

honest connection with the kind

47:35

of, you know, honest connection with

47:38

the audience has the game. influenced

47:40

by those early The game

47:42

has been heavily influenced by

47:44

those early decisions on being very

47:46

transparent. I think it's

47:48

very difficult just an it's just

47:50

an observation of it's it's difficult

47:52

to start established then become transparent

47:54

because it just, it has a

47:56

different a to it. Whereas we

47:58

were we were we were struggling. we did we

48:00

did turn on the live camera

48:03

and it was it was just

48:05

real and it's it always has

48:07

been real it's always been what

48:09

we thought allowed us to make

48:11

the game was just getting in

48:14

front of our players and showing

48:16

them what we're working on showing

48:18

them behind the scenes answering questions

48:20

and it's really not anything other

48:23

than that it's just being consistent

48:25

at first we've definitely done a

48:27

few less step streams over the

48:29

years, either due to COVID or

48:31

just like the obviously the change

48:34

of the guard when we started

48:36

a second project, but that early

48:38

transparency and the commitment to it

48:40

and it really created a sense

48:42

of scheduling that I don't think

48:45

we were aware was necessary for

48:47

a live service game. So, you

48:49

know, of course we have like

48:51

we have production, we have everyone's

48:53

working towards the next update, but

48:56

when you put it in front

48:58

of your investors who that's truly

49:00

what they were like there's it's

49:02

not even a metaphor those in

49:04

people that were investing in the

49:07

game and paying our salaries when

49:09

you realize that the expectations are

49:11

starting to sort of become I

49:13

guess I don't want to say

49:16

manageable expectations but like it's very

49:18

obvious that they expect us to

49:20

make shit good and make it

49:22

often we're able to use the

49:24

Devstream cadence to build out. what

49:27

our release ambitions were. So it

49:29

kind of helped us get our

49:31

shit together and pick a way

49:33

to deliver warframe on a reliable

49:35

way for our players to enjoy

49:38

it. And it sounds so obvious

49:40

and I'm starting to wonder if

49:42

it even makes sense, but I

49:44

think the point I'm making is

49:46

having an audience that's engaged because

49:49

you commit to turning on a

49:51

camera creates a scheduling pattern that's

49:53

pretty sustainable. I'll say sustainable, but

49:55

the jury's out on that because

49:57

it is a grind like you

50:00

said. And it just created the

50:02

ability for us to commit to

50:04

actually delivering and being planners. I

50:06

will say, because, you know, that

50:09

the arts and creating a game,

50:11

I'm sure you will have friends,

50:13

I'm sure you yourself, like, oh,

50:15

I'm going to make, I'm going

50:17

to work on this project, it's

50:20

going to be a game that

50:22

has this feature, but like, will

50:24

you ever ship it? Will it

50:26

stay in the drafts? Like, is

50:28

it going to be a thing?

50:31

We were really forced to ship,

50:33

and I've heard going around to

50:35

something called completion urgency. Have you

50:37

talked about this concept, Okay, so

50:39

this is something that I immediately

50:42

understand what it is. I'm super,

50:44

super interested in talking about it.

50:46

Yeah, so you're on board to

50:48

understand that completion urgency. It's like,

50:50

if we didn't have completion urgency,

50:53

we'd be fucked. And the completion

50:55

urgency to, like, show a player

50:57

a piece of concept art and

50:59

then. Now it's like, well, we

51:02

have to fucking make that and

51:04

make that a warframe because they're

51:06

excited. So you get this completion

51:08

urgency to like take all of

51:10

your ideas that you're chatting about

51:13

on the couch over a couple

51:15

Canadian beers. You have to turn

51:17

that into the game. Otherwise, people

51:19

will stop showing up. They'll stop

51:21

trusting you. So it was a

51:24

forcing function for this concept of

51:26

completion urgency, which is very often

51:28

what you see lacking in. other

51:30

projects in the industry and it's

51:32

not that's not a criticism. It's

51:35

like a guy I do believe

51:37

it's like if you don't have

51:39

the urgency to complete it and

51:41

get it out, it's just never

51:43

going to happen and it's gone.

51:46

So completion urgency is an operative

51:48

word for what we do and

51:50

it's like I would now rest

51:52

a lot of my role on

51:55

being that force because the way

51:57

I look at it now is

51:59

I'm the first customer for warframe

52:01

I'm the first person that gets

52:03

to play the update and It

52:06

needs to be complete to do

52:08

that. So that's that's how I

52:10

view the the community graduation into

52:12

creative director as an arc Hey

52:14

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52:17

concerts headed this way. Dome is

52:19

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52:21

your favorite venues like Deftones at

52:23

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52:25

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52:28

the Ryman Auditorium. Tickets are going

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fast, so don't wait. Head to

52:32

livenation.com to get your tickets now.

52:34

That's livenation.com. Thank you for making

52:36

that segue more eloquent than I

52:39

would have done it. My pleasure.

52:41

It is interesting to go from

52:43

community director and live ops into

52:45

the creative director role. I don't

52:48

think it's as interesting as I'm

52:50

saying it in your case because

52:52

it makes total sense because it's

52:54

a live service game and you've

52:56

been there from the beginning and

52:59

it actually makes a lot of

53:01

sense. That's where creative directors come

53:03

from in the game industry. And

53:05

this is a big part of

53:07

what I wanted to talk about

53:10

today is like the cult of

53:12

personality around the male creative director

53:14

who has come from the design

53:16

track of making video games. And

53:18

I am that person. Yes, I

53:21

did my research on you and

53:23

I was like, ah, yes. I

53:25

am that person. And I hate

53:27

it. No, I do because there

53:29

is not enough people like you

53:32

doing this role and there are

53:34

people like you in the industry,

53:36

but You don't need that many

53:38

hands to count them Yeah, and

53:41

that has to change it absolutely

53:43

Excuse me has to change because

53:45

I'm gonna make some assumptions here

53:47

not about you about the industry

53:49

and video games. It's like you

53:52

can actually see the cult of

53:54

the male. creative director in the

53:56

output of video games for the

53:58

last 20 years. And of course,

54:00

we do need everyone to have

54:03

the right creative director for the

54:05

right game, but it's so obvious

54:07

and so boring and it's so

54:09

completely needed to have a different

54:11

voice up there doing this. You

54:14

know, one of the reasons I

54:16

do this podcast is to find

54:18

out about people like you and

54:20

let other people in the industry

54:23

know about people like you because

54:25

I did not know that Warframe

54:27

had you as a creative director

54:29

until just recently. And I should

54:31

know that. Everyone should know that,

54:34

right? And it's a big game.

54:36

Warframe is a big huge game.

54:38

and it's just really interesting the

54:40

route you took to get there

54:42

and how and I don't like

54:45

saying this but you are a

54:47

minority in the industry. Talk to

54:49

me about all of that and

54:51

being a female creative director on

54:53

a big fucking game that tons

54:56

of people play and how you're

54:58

navigating through this and how we

55:00

can get more. Yes, this is

55:02

where my brain needs to start,

55:04

like doing some slow thinking to

55:07

figure out what I feel it

55:09

means as a person, how I

55:11

think as a team we work

55:13

together with it, because it definitely

55:16

wasn't expected. Like I didn't ever

55:18

do anything with Warframe expecting this,

55:20

and that has started to sort

55:22

of tell me a story about

55:24

who I am and what I

55:27

like doing because It happened like

55:29

the okay so I've always been

55:31

with warframe like that much is

55:33

clear by now like it's it's

55:35

I have been there since day

55:38

one, you know, with the game,

55:40

know, with the

55:42

game, with every

55:44

single patch, like

55:46

you joked, been

55:49

oh, there's been

55:51

so many updates

55:53

to Warframe. I

55:55

could tell you

55:57

what happened in

56:00

every one of

56:02

them, what the

56:04

controversies were, like,

56:06

I've just been

56:09

there were, I, you

56:11

know, the team

56:13

been there, and, been there in some

56:15

capacity to some all those deployments through.

56:17

And we have a much bigger team

56:19

now a some of them just joined this

56:21

year. some them just joined. same

56:24

time I did, and and it doesn't matter when

56:26

you you joined you're a part of it when

56:28

it's live and everyone on the team has

56:30

live a different experience with what we are

56:32

has a is like maybe a triple A

56:34

free to play game like maybe I've

56:36

just been fooling myself like just say

56:38

it it A free to totally like maybe I've say

56:40

this I don't want to jump off

56:42

this but Let me just

56:44

read you a list of things

56:46

I quick. want to jump off this but me just

56:48

read you a list of things real quick

56:51

okay free to play MMO shooter

56:53

Endless and extensive customization.

56:56

PVE and PVP. Expensive open

56:59

worlds, procedurally generated

57:01

missions, story -driven quests, quests,

57:04

crafting, rogue-like, clan

57:06

and and social features, endless

57:08

updates, I am am sorry to tell

57:10

you you. That a fucking game. game.

57:12

We made a AAA game. AAA game.

57:14

It wasn't It's fine. It's fine.

57:16

It's fine. We're still in fine. It's

57:18

fine. We're still in to remove the

57:20

beta label So we haven't removed the beta

57:23

label. all right back to

57:25

the beta is us. So- All right, back to the,

57:27

back to the- Yeah, like, yeah. In 2022. in so we had

57:29

had just released sort of our Avengers end in

57:31

2021, December, everyone everyone on the team

57:33

was like, well, what do we do

57:35

now? do just finished the Endgame of

57:37

Warframe, game of warframe and was, the

57:39

as a business, we probably should try and start

57:41

a second game, see if we start a have fun

57:43

in the fantasy genre. Let's take a

57:45

whole bunch of the founding fathers of

57:48

Warframe of the put them in a new

57:50

environment, new a fantasy one, a but what

57:52

the hell are we going to do

57:54

with Warframe? Like that game needs to

57:56

keep going. needs to keep going so it's the way

57:58

it all went down down is... Can you

58:00

remind me what like what expansion the the

58:02

end game was? The new war December 2021.

58:05

It was a four hour cinematic quest that

58:07

sort of wrapped up a major arc in

58:09

the game. Got it. That's on my list.

58:11

But yes, that's what the new war is.

58:14

2021 release. And it was highly anticipated had

58:16

been in development and marketed or even hinted

58:18

about for for some time like since 2018.

58:21

I want to say. So anyway. Needless to

58:23

say, there was a dilemma for the company.

58:25

What do we do with Warframe if we

58:27

want to start a second project? If people

58:30

feel like we want to move some people

58:32

over, refresh them, get them out of the

58:34

Warframe sandbox. Originally, what had happened is, so

58:37

at work, I have sort of a partner

58:39

in crime, our game director design director Pablo,

58:41

who I've worked with this whole time, he

58:43

started in 2011 also, and they actually offered

58:46

the creative director role to him first, and

58:48

he passed, and then we were kind of

58:50

all in a room together, doing a little

58:53

bit of a meme of like, well, who's

58:55

going to take it over? And I hadn't

58:57

even considered, to be quite honest, and then,

58:59

you know, it was there were some jokes

59:02

and laughs about like well only if there

59:04

was someone that had been here the whole

59:06

time was really organized was really respected and

59:08

in the community and I'm like but who

59:11

and then they're like why don't you just

59:13

do it and I was like if you

59:15

know like if I must I will try

59:18

and that was it I'll try and I

59:20

said but we can't tell the community until

59:22

enough time has passed to know if I

59:24

can even if I can even do it

59:27

so I had done for the first time

59:29

in my career what felt like was not

59:31

told the community what was going on, which

59:34

was behind the scenes from 2022 for six

59:36

months. I was secretly the creative director working

59:38

secretly with like this new team and we

59:40

were trying things and we had a lot

59:43

of bruises there and I really took the

59:45

window to my sales at some point. Secretly

59:47

from the community but not internal. not internal

59:50

everyone internally knew and everyone internally knew like

59:52

if this works out we're gonna announce it

59:54

in July 2022 like we're gonna make the

59:56

transition very publicly then and make it a

59:59

moment so it was really hard that was

1:00:01

definitely the most difficult six months of my

1:00:03

career because I really felt like I couldn't

1:00:06

do it because I knew the game but

1:00:08

I I had so much else to learn

1:00:10

in that role with, but the people that

1:00:12

I work with, everyone was so supportive and

1:00:15

every single person every day would be like,

1:00:17

we can do this, we're a team, and

1:00:19

it really empowered me to be okay to

1:00:21

fail in those first months, because even though

1:00:24

there was a lot on the line, as

1:00:26

we've said before, like, you have to be

1:00:28

loose, but there's still a lot on the

1:00:31

line. It was just an endurance test, right?

1:00:33

And it was, the cuts felt like they

1:00:35

were getting a little deeper, but I still

1:00:37

wasn't bleeding out too much. And then we

1:00:40

just said, okay, let's just commit and let's

1:00:42

just try. And then now it will have

1:00:44

been to almost, it'll be three years in

1:00:47

February of next year. So I've done it

1:00:49

for that long now. And in that time,

1:00:51

it's definitely been, like I've had the most

1:00:53

fun I've ever had. the highest highs, lowest

1:00:56

lows. It's very rewarding and very exciting to

1:00:58

work with people that care about warframe every

1:01:00

single day at work. Everyone is just so

1:01:03

on board for the weirdest ideas that have

1:01:05

like a practical backing for how we're going

1:01:07

to do it, how we're going to plan

1:01:09

it, what the players expect. And then ultimately,

1:01:12

my number one, like my as a community

1:01:14

professional, I always felt that the community sentiment

1:01:16

was my you know, my metric for if

1:01:18

I'm doing a good job or not. And

1:01:21

now it's even more so that because they

1:01:23

are still the, like they're my, they're my

1:01:25

boss, right? Like the community at the end

1:01:28

of the day is the boss. So pretty

1:01:30

early on in, well, not too, I think

1:01:32

in 2022-ish, I added a in-game -game

1:01:34

surveys to the game so

1:01:37

that the team so

1:01:39

that we could do

1:01:41

a heartbeat check fun you

1:01:44

have fun playing today? or

1:01:46

yes or no? that

1:01:48

I have that open

1:01:50

all the time on

1:01:53

my monitor, you which is

1:01:55

a totally a totally obfuscated

1:01:57

sentiment tracker. Like it

1:02:00

doesn't come with like, you

1:02:02

know, like a written written or

1:02:04

qualitative report, it's just

1:02:06

a general sentiment tracker.

1:02:09

And I have it

1:02:11

up all the time

1:02:13

just to see how

1:02:16

the community that are

1:02:18

actually playing the game

1:02:20

right then and there

1:02:22

are feeling about Warframe.

1:02:25

And that's my boss,

1:02:27

about Like that graph

1:02:29

is... is my boss. right like that what

1:02:31

I is is That's so what I feel

1:02:33

all my 10 years in the community

1:02:35

trenches have taught me, which is

1:02:37

what is the cleanest way to see

1:02:40

how your players are feeling. to see how

1:02:42

your players go from there. and tried to keep

1:02:44

it. so I've tried to keep as a reminder,

1:02:46

as a that's what. like that's to

1:02:48

stay high, so high so the game,

1:02:50

enjoy the game and doing that, it

1:02:52

has yeah it's been it's been rewarding.

1:02:54

It's been challenging. And then there's the

1:02:56

whole, you know, and a woman angle, which

1:02:58

is such a know a weird one for

1:03:00

me because angle which is such a such a weird one

1:03:02

go really into that. I think. yeah

1:03:05

We should. can go definitely should,

1:03:07

but I I think

1:03:09

something. we definitely should but I want

1:03:11

you talked about like. say something earlier

1:03:13

only have one day of like you

1:03:15

really. Yep. day of grace really

1:03:18

like and I I think that

1:03:20

kind of stands with being a

1:03:22

creative director. being a as well. director

1:03:24

as a lot of pressure. a lot

1:03:27

of be to be the the

1:03:29

person, even though you're really not the

1:03:31

person, you never are the person, but... you

1:03:33

never are the For

1:03:35

however it worked out, it worked

1:03:37

out, you're that is is

1:03:39

of leading the charge,

1:03:41

so to speak. There's a

1:03:44

lot of There's a lot of

1:03:46

like different areas areas. creative

1:03:48

director is. There's

1:03:50

a lot there. is, There's a

1:03:52

lot, yeah. a lot there. You know. you

1:03:55

know, no one's perfect.

1:03:58

perfect. Everyone. failure

1:04:00

is a beautiful and

1:04:03

magical part of life.

1:04:05

It's actually, in my

1:04:08

opinion, really the only

1:04:10

true way to learn

1:04:13

things. Preach, preach is

1:04:15

failure. And, you know,

1:04:18

I've been on teams

1:04:20

and I have been

1:04:23

a leader who's failed.

1:04:25

And it's hard to...

1:04:29

It's hard to wrap failure

1:04:31

into success when you're a

1:04:33

creative director. Like, how do

1:04:35

you manage that? Because it's

1:04:37

really interesting, like, I love

1:04:39

this, I love that you

1:04:41

came from the community and

1:04:43

you see the community is

1:04:46

the boss. Again, it's probably

1:04:48

not a new, it's not

1:04:50

a new concept. I actually

1:04:52

generally don't make a lot

1:04:54

of live service games. I

1:04:56

am making one. right now,

1:04:58

but it's kind of fascinating

1:05:00

to me that you take

1:05:02

that as like the beating,

1:05:04

the heartbeat of the thing.

1:05:07

And like, how do you,

1:05:09

how do you manage failure

1:05:11

as a leader with your

1:05:13

team and your community across

1:05:15

something and turn it around?

1:05:17

Because that is in my

1:05:19

opinion, the number one most

1:05:21

important skill. and tool a

1:05:23

creative director has to have.

1:05:25

Yeah, I agree and I

1:05:28

think that when we're always

1:05:30

asked to be making the

1:05:32

next thing, if you don't

1:05:34

acknowledge the failures from the

1:05:36

prior thing, you're just sort

1:05:38

of, you're not living in

1:05:40

the same reality your players

1:05:42

are because they're the ones

1:05:44

that are experiencing your wins

1:05:46

and failures as their hobby,

1:05:49

their free time. So if

1:05:51

you don't figure out the...

1:05:53

the general reactions to what

1:05:55

you just

1:05:57

did, you'll never

1:05:59

be able be

1:06:01

able to make the next thing better. better.

1:06:03

it's sort of like a philosophical thing we

1:06:05

do, at least. do, at least to do, which

1:06:07

is, you know, is, you we deploy anything,

1:06:10

it should just be be little bit better bit

1:06:12

better than whatever was accessible

1:06:14

before. before. it it a customization or

1:06:16

fixing a core issue issue with

1:06:18

like post client replication. It's just got to

1:06:20

be a little bit better. to So a always strive

1:06:22

for that, but. strive you have But

1:06:24

when you have a. what what we'll call

1:06:26

a failure, know, know, maybe it was something

1:06:29

because, and for me, when I look at

1:06:31

I look at players might not have liked something

1:06:33

liked it, you know, deem it get the

1:06:35

title of like, oh, what did we fail

1:06:37

there? oh, what did we found that

1:06:39

it's because that it's because a plan

1:06:41

did not did not come together because

1:06:43

it was too ambitious or because

1:06:45

it was, it yeah, like it typically comes

1:06:47

down to those things. And it's kind of

1:06:49

sad to think that, oh, we failed

1:06:51

in this case this way because the ambition

1:06:54

was too high and there wasn't enough

1:06:56

time to make it reality. Let's

1:06:58

be be ambitious next time. That's never

1:07:00

really been the lesson we've learned.

1:07:02

been the lesson we've a goal or a

1:07:04

plan differently a pro to goal or a plan

1:07:06

differently because I play a lot

1:07:08

of of Like I have over like I hours 3,000

1:07:10

hours and you know, I know what makes it

1:07:12

fun and what makes it click and

1:07:14

I know. I know what what I like about it

1:07:17

and that like about it,

1:07:19

and forgiveness for some amount of

1:07:21

some for our failures but maybe some

1:07:23

parts of it still work, but

1:07:25

maybe we were too ambitious with

1:07:27

asking. when we've never the team to make a and

1:07:29

we had never done that before. we had so

1:07:31

much, you know, new tech that went into it.

1:07:33

It just wasn't as stable as it should

1:07:36

have been on launch. And that was the tough

1:07:38

one we we really wanted to like nail it and

1:07:40

get a really fun roguelike out there, but

1:07:42

it there, but it issues issues of that

1:07:44

were like a total failure on on

1:07:46

my part for how much time was

1:07:48

needed to test it test it. And it's just

1:07:50

we we had, if we if

1:07:52

we look at the timeline

1:07:55

again like just do a view, because

1:07:57

we did that that experiment in

1:07:59

2023. in 2023. we had already had 10

1:08:01

years of road, like a road we

1:08:03

had covered, so players were willing to

1:08:05

come back and say, oh, they'll fix

1:08:07

it in a week, they'll fix it

1:08:09

in two weeks, which is great that

1:08:12

the players knew we would get things

1:08:14

a little more stable, but it also

1:08:16

feels awful when you look over at

1:08:18

the team that you already asked to

1:08:20

finish this and ask them to keep

1:08:22

going, and that those types of moments

1:08:24

are hard, but because the team either

1:08:27

has worked together. on this update, even

1:08:29

if they just got hired for that

1:08:31

update, or they've worked with us for

1:08:33

so long, there is a forgive first

1:08:35

mentality, a lot of the time for

1:08:37

these things internally, which could disappear in

1:08:39

a day, that grace period for me,

1:08:42

could go away in a day if

1:08:44

I keep asking too much of people

1:08:46

that can do things I can't because,

1:08:48

you know, I look at it like

1:08:50

I'm the conductor of the orchestra and

1:08:52

I wave a baton. I can't play

1:08:54

a solo violin, I can't play a

1:08:57

woodwind. I'm not a craftsperson for every

1:08:59

part that makes warframe more frame so

1:09:01

I have to you know that that's

1:09:03

it that's the I think that was

1:09:05

the first analogy I used when I

1:09:07

kind of like said hey team so

1:09:09

you know this is the new leadership

1:09:12

now and here's how it's going to

1:09:14

work like I will never be able

1:09:16

to write net code that can but

1:09:18

you can so when it's your time

1:09:20

like you get your solo and you

1:09:22

know I'll just everyone else can put

1:09:24

their like instruments at rest and so

1:09:27

forth so. That's how I see it.

1:09:29

I conduct and conductors often don't write

1:09:31

the music either, right? So it's very

1:09:33

much a team effort all the way

1:09:35

through and that has been the orchestra

1:09:37

of Warframe for I learned it from

1:09:39

you know the team before me who

1:09:42

are still absolutely critical to Warframe as

1:09:44

well as our new project. Like we

1:09:46

stole a whole bunch of resources from

1:09:48

them to help me finish something we're

1:09:50

working on right now because we needed

1:09:52

more help. So it's a very understanding

1:09:54

group of people that. have created this

1:09:56

together from nothing truly in that

1:09:59

understand what it takes

1:10:01

it takes to keep the

1:10:03

community happy and happy and

1:10:05

entertained we we are entertainers at the end of

1:10:07

the day, the you know, you don't walk into

1:10:09

an orchestra and expect them to say, oh, well,

1:10:11

you know, you know, like

1:10:13

it's just say, oh, is you know, is

1:10:15

our expectation that to be entertainers

1:10:18

expectation is to the You know, if we have

1:10:20

to re if, you know, if will. have to rewrite

1:10:22

the sheet music, we do you

1:10:24

think there are so few? so few? female

1:10:27

directors on big on big guys

1:10:29

industry. That is

1:10:31

the question. question. That is question. have

1:10:33

a lot of answers a theories about that, but

1:10:35

I'm not going to say what mine are

1:10:37

I'm that doesn't matter. I want to know. are

1:10:40

because you think it because matter. I

1:10:42

want to know know as we said before it

1:10:44

because, very few. as we said are.

1:10:46

And it's wild that that's

1:10:48

the case. it's wild that sense

1:10:50

the a terrible way. in

1:10:53

a terrible way. It does. makes

1:10:55

sense. sense. But it's got to

1:10:57

to change. That is also true.

1:10:59

Yeah, that I also true. I would

1:11:01

be curious, and I don't have would

1:11:03

be curious and I don't have the data

1:11:05

on, you know, the. director

1:11:08

of the like creative director.

1:11:10

the age amongst them, like what's

1:11:12

even the age younger younger women starting

1:11:14

to start studios and get into

1:11:17

it because it's very much been it's

1:11:19

very much been a like a

1:11:21

male industry for the

1:11:24

original, you know, from

1:11:26

the 80s, forever, Let's just say

1:11:28

forever. just say forever. There, works forever.

1:11:30

That works too. So I don't know.

1:11:32

I know. feel, my feel, and

1:11:34

my experience is all I know.

1:11:36

And my lived experience is

1:11:38

that the way it happened here

1:11:40

Warframe is like the the isolation kind

1:11:42

of led to it. We are

1:11:44

a pretty isolated studio. We're

1:11:46

in London, Ontario, Canada, and it's

1:11:48

very much a matter of of

1:11:51

us just working with the team

1:11:53

we had and just going through

1:11:55

it. it's never really been a

1:11:57

thing at our studio that studio that

1:11:59

I. am a like a rare like

1:12:02

it's not really talked about I don't

1:12:04

really know if that's a good because

1:12:06

it makes total rational logical sense it's

1:12:08

all yeah it's like there's no reason

1:12:11

for it not to be what it

1:12:13

is right yeah like if you go

1:12:15

outside like I'm sorry I've worked a

1:12:18

lot of AAA places like the creative

1:12:20

director role is is a role that

1:12:22

people go after And they crawl through

1:12:25

glass, and they crawl through glass to

1:12:27

get, and I've done it too. It's

1:12:29

like, it's the end goal, right? It's

1:12:32

the end goal. Yeah. There are a

1:12:34

lot of creative directors, great creative directors.

1:12:36

I know quite a few creative directors

1:12:38

who didn't go after it, and they

1:12:41

got it, because they're a trusted member

1:12:43

of the team, and blah blah blah.

1:12:45

And they flourished, and they've turned into

1:12:48

these amazing, amazing, amazing people. But. A

1:12:50

lot of people, like that's the goal,

1:12:52

right? I talked to a lot of

1:12:55

young people and I'm like, what do

1:12:57

you want to do in the industry?

1:12:59

I want to be a creative director,

1:13:01

but they can't necessarily actually articulate what

1:13:04

a creative director is. And actually, I

1:13:06

don't know if I can either, honestly.

1:13:08

I looked it up before this because

1:13:11

I wondered if this would come up

1:13:13

so I looked up the Wikipedia definition

1:13:15

before this just to see like what

1:13:18

is it what is it actually because

1:13:20

I'm sure my my experience is not

1:13:22

that and yeah I feel like it's

1:13:25

like a pearls before swine thing for

1:13:27

me because I like again it's the

1:13:29

only job I've had in the games

1:13:31

industry. and my experience with creative directors

1:13:34

are only the people I work with

1:13:36

here in London Ontario and I worked

1:13:38

so closely with them I was like

1:13:41

oh I understand like I think I

1:13:43

understand and then you start kind of

1:13:45

branching out into the world like I

1:13:48

went to my first GDC many many

1:13:50

many years into my career and I

1:13:52

you know you make observations at that

1:13:55

point as someone in the room of

1:13:57

game developer. it was 2018

1:13:59

was my first one.

1:14:02

and you know I you know, I observed,

1:14:04

I watched, I'm always, you know know, I

1:14:06

I say nothing and watch everything and

1:14:08

it's like, it's like okay yeah I guess I am

1:14:10

I am the only the only woman in

1:14:12

the room here or on this day on the

1:14:14

talk this day and on the

1:14:17

talk woman the only woman giving

1:14:19

a talk. That's interesting. Does that mean

1:14:21

anything? What could it possibly mean? mean

1:14:23

and it's always it's always just

1:14:25

been about the women I knew that I worked

1:14:27

with. with and to the credit like I don't

1:14:29

know know wonder if you know her

1:14:31

if you when I started and really

1:14:33

became like a full full-time employee

1:14:35

as opposed to like an hourly

1:14:37

summer student but not the person person

1:14:39

that actually hired me and said said

1:14:41

will commit to the community the was

1:14:43

Meredith Braun was been in Braun she's

1:14:46

forever in the games industry she

1:14:48

just she left the industry for

1:14:50

good the kind of live out a

1:14:52

good life a good life. recently, and she

1:14:54

was just a a powerhouse of a woman

1:14:56

very influential to me to understand. me She was

1:14:58

our vice president of publishing. vice And she

1:15:00

really was like, okay, if we're really this is

1:15:02

what we gotta do. if And I was

1:15:04

like, okay, like let's go, let's go. And

1:15:06

I learned so much from her. like, okay, let's go. Let's

1:15:08

go. that for me really

1:15:10

helped that my boss was

1:15:12

someone that was someone You know,

1:15:15

at the very least, least, like, I saw saw

1:15:17

saw a version of a female in the games

1:15:19

industry in her, and she was an

1:15:21

industry veteran, like had worked. veteran

1:15:23

like had worked at Infogram's

1:15:26

Atari like just legend. I

1:15:28

don't know her personally,

1:15:30

but I absolute. personally but she's an

1:15:33

There you have it. So that

1:15:35

she was my boss for

1:15:37

many, many years, she was my boss until

1:15:39

2019. years like up until 2019 so Yeah, like that

1:15:41

was who I was who I learned from.

1:15:43

So listening anyone listening that knew her or

1:15:45

knows her, of like it'll be like,

1:15:47

oh, of course that makes sense. just just

1:15:50

like, she is And she, she, I don't even

1:15:52

know if she realizes that don't even know

1:15:54

if she realizes that sometimes she was the only

1:15:56

woman in the room because she just always knew

1:15:58

what to do do had the right answer. answer. And it

1:16:00

was just, it was so wonderful

1:16:03

to watch. And then as I

1:16:05

started becoming, you know, more dialed

1:16:07

into the live ops and war

1:16:10

frames, everything, I really felt like,

1:16:12

oh, I like making the games,

1:16:14

like the publishing and marketing side

1:16:17

is cool, but it's definitely not

1:16:19

for me as a career path,

1:16:21

you know, like if I wanted

1:16:24

to take over what she did

1:16:26

formally. So I always leaned right,

1:16:28

I always fell back into the

1:16:31

dev dirty laundry pile. And but

1:16:33

I had it on the heels

1:16:35

of her training. It was I

1:16:38

definitely attribute a lot of my

1:16:40

I don't know what's confidence because

1:16:42

it's or it's just it's maybe

1:16:45

it is let's just call it

1:16:47

confidence just confidence that you know

1:16:49

being the only woman in the

1:16:52

room isn't a deal breaker just

1:16:54

get the job done like let's

1:16:57

go so she's that that has

1:16:59

all come from her for for

1:17:01

good for many like it's been

1:17:04

great so yeah I mean That

1:17:06

must have been amazing. Like, yeah,

1:17:08

it was. It was. What a

1:17:11

role model. You know, it's, it's

1:17:13

like, it's so, all this is

1:17:15

so interesting to me and such

1:17:18

needed, I'm like, I'm desperate to

1:17:20

talk to people like you, especially

1:17:22

on this podcast because we actually

1:17:25

need change. And it's almost like,

1:17:27

I don't even like saying. female

1:17:29

creative director just sounds gross to

1:17:32

actually have to say that but

1:17:34

like we got us we have

1:17:36

to there has to be a

1:17:39

movement towards this and like you

1:17:41

know if you could give advice

1:17:43

to maybe not people starting out

1:17:46

but but women in the industry

1:17:48

who are in positions in the

1:17:51

on teams to to kind of

1:17:53

you know move into these roles.

1:17:55

And let's be honest, there's a

1:17:58

whole horrible reason

1:18:00

why. why we were We were talking about

1:18:02

it. this because this been a boys

1:18:04

club It's just been it is. And

1:18:06

I think like, from my perspective, and

1:18:08

it is. think this is And I think,

1:18:11

like, because from my perspective experience think this

1:18:13

is problematic because this is my lived

1:18:15

experience in my perspective. So this

1:18:17

is just coming from me into the I've

1:18:19

experienced and what got me into the games

1:18:21

industry. be like, I don't think this is gonna

1:18:23

be controversial. I'm I hope not. And I'm

1:18:25

just having an honest conversation about it. It's It's

1:18:27

like. The The games I grew up

1:18:29

loving. that and playing that have

1:18:32

defined so much of my, I you

1:18:34

know, the games play the games I play

1:18:36

now, everything. if if you look at credits,

1:18:38

it's like, oh, teams of of men

1:18:40

made these games. They're good at it.

1:18:42

it's like, okay, fundamentally you have

1:18:44

like a you have like a, like a thing. Like a

1:18:46

fact, let's just say. say. So So

1:18:48

then you look for the teams of

1:18:50

women of you look for the the women

1:18:52

on on the teams that you can

1:18:54

identify on a list somewhere like female

1:18:56

game developers. game what have you, right? or

1:18:59

things and you start to Like together a

1:19:01

pattern for me of put together a

1:19:03

pattern for me happened? what Like,

1:19:05

how did it start in one way?

1:19:07

And now we're pushing for change in in

1:19:09

new direction that I'm a part of and

1:19:11

I'm so proud to be a female a

1:19:13

director, as we say. as we say. either, like, like,

1:19:16

is is grosser? I can say it it. I

1:19:18

admit, to say it but it's

1:19:20

like it. But it's only say it's gross

1:19:22

because it's gross because hate to

1:19:24

have to say it, right? right?

1:19:26

It should just be creative a creative director,

1:19:28

right? just get it like I I

1:19:30

know and I see it and it

1:19:32

becomes impossible to separate from impossible

1:19:34

to separate from, like, just,

1:19:37

when you see you see the business of

1:19:39

games and you see what games games. do well

1:19:41

in the indie space, when you see what

1:19:43

games do well in the do space, and when

1:19:45

you see what games do well and when just

1:19:47

good marketing. do well in like even just

1:19:49

It becomes so hard as a

1:19:52

woman to look and try and

1:19:54

see how some how some on that

1:19:56

team team high position. Like. like gets

1:19:58

to to put themselves risk. out there

1:20:00

or, you know, have an active role

1:20:02

in defining what their vision was or

1:20:05

what relationship they have with the game

1:20:07

or the create, like the process or

1:20:09

anything. And I don't really know what

1:20:12

I'm trying to say now, so I'll

1:20:14

ramble a little bit and you can

1:20:16

tell me if I'm not really making

1:20:19

sense, but it's sort of like, this

1:20:21

is all gravy. So go off. Go

1:20:23

off. All right. I'll go off. I

1:20:26

just think that I get. Okay. So

1:20:28

my my like in my corner, you

1:20:30

know, I'm in Canada. I have very

1:20:33

I've had very strong female mentors, which

1:20:35

again, that could be one of the

1:20:37

problems, right? Like if you don't have

1:20:40

Meredith Braun mentoring you, like who do

1:20:42

you have? Like, like she's been, she's

1:20:44

a legend, right? So. Are there enough

1:20:47

female mentors? That's something that I've tried

1:20:49

to actively do. Like I've talked to

1:20:51

some women that really want to either.

1:20:54

Like I really love what you did

1:20:56

with the community and I just wish

1:20:58

that the Debs on my team would

1:21:01

listen to me about how important community

1:21:03

is for live service. And I've seen,

1:21:05

I have seen, like women in community

1:21:08

roles, be able to just get a

1:21:10

little bit more of an understanding of

1:21:12

the science of community, let's call it.

1:21:15

And that's been wonderful. And even on

1:21:17

the own team. at hear a D

1:21:19

on warframe. It's a very, very diverse

1:21:22

and awesome team. And it's always been

1:21:24

about how, you know, warframe as a

1:21:26

game with this team of professionals behind

1:21:29

it can live their truth and live

1:21:31

their, like, have warframe live its truth.

1:21:33

So there's all the conversations about, you

1:21:36

know, the art, artists who's putting what

1:21:38

into the game, who's the target audience

1:21:40

for it. Like it's too, there's too

1:21:43

much to say. Where are more female

1:21:45

creative directors because I play a lot

1:21:47

of romance games that have female creative

1:21:50

directors So maybe it's just like they're

1:21:52

hiding over there and they're like a

1:21:54

tome genre of like like that thing

1:21:56

and they're making a killing perhaps or

1:21:59

maybe not If If you're listening, come

1:22:01

on the podcast. podcast. Want you. to to

1:22:03

talk to you. Yeah, and like, said this before,

1:22:05

and maybe this is, maybe I

1:22:07

think is, do need like an optimistic

1:22:09

need like thing, but I'll also speak

1:22:11

a truth, which is a would

1:22:13

never take a job somewhere outside

1:22:15

digital extremes in the creative director

1:22:17

rule. in the I don't think I

1:22:19

would I don't think I would

1:22:21

stay in the the, like once is done

1:22:23

with me, I will not. not. continue

1:22:26

in the games industry on a

1:22:28

team I I just don't don't think I can.

1:22:30

I think think. I think Yeah, I think. you

1:22:32

no no need you! want it to sound

1:22:34

but like, I don't want it to sound depressing. I like

1:22:36

and it's not it's not depressing because on being

1:22:38

here forever. So let's be real. It's a

1:22:40

bit of like be real it's a bit of This

1:22:42

is a bit of this is a that

1:22:44

is is question, is the you know... like

1:22:46

you know war is is forever Yeah, Yeah,

1:22:48

exactly. So I don't ever want it

1:22:50

to end, but when it does,

1:22:53

it will be the end for

1:22:55

me in this industry, like as far far

1:22:57

as I'm concerned, because I just

1:22:59

I just, the emotional endurance test will have reached

1:23:01

its end test will have reached its

1:23:03

end for me. because don't think that's

1:23:06

because I'm a lady. I think it's

1:23:08

just because when you are in

1:23:10

the creative field you're one, your baby reaches its

1:23:12

end, I I don't know if I'll

1:23:14

have the strength to do it

1:23:16

again. again. And that's just a personal

1:23:18

thing, but... Well, I think, I

1:23:21

think I shock I you said that, it's

1:23:23

like, you know my need you. when you said

1:23:25

that, it's like, you know, when

1:23:27

you explain it like that. But

1:23:29

when It is. it interesting.

1:23:32

it is, that is an Concept

1:23:34

and it's it's quite

1:23:36

mature it's, it's know Like,

1:23:39

you know, like, know. know. I got books

1:23:41

in on right at him. and going to do something else.

1:23:43

Yeah, I'm I'm going to to do something else. I'm

1:23:45

I'll become a or I'll I'll make

1:23:47

um and I'll make like review videos like now

1:23:50

that saccharize done channel Not that that he's

1:23:52

my my now called of personality and This

1:23:54

is all coming full circle because like

1:23:56

because like Sakurai around he walks on curvy

1:23:58

my my favorite franchise ever. and he's

1:24:00

creative curvy, so it's like, got

1:24:02

a, got a, in his videos

1:24:04

I love, but anyway, but if

1:24:06

there are women in the industry

1:24:08

or considering it getting into the

1:24:10

industry or just play games, like

1:24:12

there is a space for you.

1:24:14

And I think there is a

1:24:16

assumed hostility that is likely a

1:24:18

very real and traumatic experience for

1:24:20

a lot of women. And I've

1:24:22

had my own issues, like when

1:24:24

I first started as a young

1:24:26

unpaid intern of a games company,

1:24:28

like whatever you're picturing. probably happened

1:24:30

to me, you know, like unwanted

1:24:32

touches and stuff. And like, it

1:24:34

was just, it was just not in

1:24:37

my worldview to let that beat

1:24:39

me and say, you know, and,

1:24:41

but there is a risk and

1:24:43

like, like, like, safety and all

1:24:45

these things, I don't want to

1:24:47

disregard those, but I, I ultimately,

1:24:49

felt so passionate about the art

1:24:51

and the process of making games

1:24:53

that I wasn't going to let someone

1:24:55

scare it out of me by

1:24:57

reminding me that, you know, I'm

1:24:59

a woman or something. And by

1:25:01

turning the blinders on early, it

1:25:03

probably created an ignorance that perhaps

1:25:05

I still carry with me to

1:25:07

this day. But it is obvious

1:25:09

like because I'm in this London

1:25:11

Ontario bubble, like when I do leave

1:25:13

it, it does occur to me

1:25:15

what it's like. you know out

1:25:17

at the GDCs of the world

1:25:19

and stuff because I remember going

1:25:21

to like a really important dinner

1:25:24

with one of our more senior

1:25:26

people and I went with him

1:25:28

to the dinner meeting and you

1:25:30

know the people at the table like

1:25:32

look past me like oh like

1:25:34

you must be so and so's

1:25:36

wife like where's the rest of

1:25:38

the team and I'm like well

1:25:40

I am the team but but

1:25:42

like it's an easy social mistake

1:25:44

to make but it's also not

1:25:46

and I'm not trying to apologize

1:25:48

but like I'm not going to let

1:25:50

it. Yes, yeah, yeah, it's that

1:25:52

and that's, you know, it's just

1:25:54

words and it's someone else's worldview

1:25:56

and perhaps maybe like a me

1:25:58

it is just is

1:26:00

the greatest motivator. motivator.

1:26:02

So like why not

1:26:04

particularly spiteful of

1:26:06

anybody. I'm not spiteful

1:26:09

of the person or

1:26:11

spiteful of a I or a thing

1:26:13

like am I I do I get my joys

1:26:15

and my my joys and

1:26:17

my and if if there's a

1:26:19

well and if there's a subconscious

1:26:21

part of that that is motivated

1:26:23

by by like someone from high school

1:26:25

wrong that said games weren't for

1:26:27

girls, then maybe that's what then

1:26:29

me sleep at night, but I

1:26:31

would love. night but I live. to live

1:26:34

You know. live in this in this maybe

1:26:36

dream of of mine, maybe not. and

1:26:38

my my articulate words fail me,

1:26:40

it's just a matter of. just I didn't

1:26:42

I didn't give up ever. And it's never

1:26:44

even crossed my mind. even when when I

1:26:47

was at my lows, like I do this?

1:26:49

Can I doubt myself? myself I surrounded I

1:26:51

surrounded myself with amazing people.

1:26:53

The team environment is you know second

1:26:56

you know, second to none. never I I was

1:26:58

never, I never felt alone I I never felt

1:27:00

belittled by the people whose opinion I acted.

1:27:02

whose about. I And

1:27:04

that's. about and of who I am. of

1:27:06

who I am. I mean what a way to end

1:27:09

a What a way to end a

1:27:11

conversation. that was really great piece of

1:27:13

great. and perspective

1:27:15

and I think That was really great. really

1:27:18

piece of information and. and

1:27:20

perspective and I I think

1:27:22

that I think that I hope that that

1:27:24

we We can use

1:27:26

this episode to get out out,

1:27:29

get out there, and

1:27:31

you know try to try to

1:27:33

You know, try to some change some

1:27:36

change going because we do need it.

1:27:38

it and it's it's it's

1:27:40

really bad that the

1:27:43

It's really bad. so small. The

1:27:45

list list is so small.

1:27:47

I would The list is small. would like to

1:27:49

see more names on the list. I I I

1:27:51

am a in a pretty open book when it

1:27:53

comes to a lot of these things and

1:27:55

being able to talk with you about it,

1:27:57

with you seen who world that I haven't. I haven't and

1:28:00

I just hope that. I mean,

1:28:02

but so of you, right?

1:28:04

Yeah, yeah. You worked on

1:28:06

one thing and kept it

1:28:08

alive. Like, that's actually like

1:28:10

my parents generation idea of

1:28:12

a job, right? There's not

1:28:14

that many people in the

1:28:16

industry and like, like, I

1:28:18

just talked to Tim last

1:28:20

week about this, right? You

1:28:23

know, he, he, he had

1:28:25

that, that long history at

1:28:27

ID, but it. It all

1:28:29

doesn't matter because it's the

1:28:31

it's the experience and what

1:28:33

you bring to it and

1:28:35

it's just really you know

1:28:37

I have at least 10

1:28:39

pages of notes to talk

1:28:41

about warframe we didn't even

1:28:43

talk about warframe and honestly

1:28:45

that's that's actually pretty cool

1:28:47

because that's actually pretty cool

1:28:50

because we talked about something

1:28:52

that here today that is

1:28:54

super needed and It's great

1:28:56

to have you on. I

1:28:58

could, we could go on

1:29:00

for hours and hours and

1:29:02

hours about this stuff and

1:29:04

maybe we should do another

1:29:06

episode and actually. Yeah, I

1:29:08

am all yours for that.

1:29:10

Yeah, no, I'm all yours.

1:29:12

Like, yeah, I think I

1:29:15

would hope that if you've

1:29:17

made it this far in

1:29:19

and thank you, Adam for

1:29:21

listening and asking these questions,

1:29:23

it's, it's, it's, it always

1:29:25

has been a matter of

1:29:27

passion and commitment on this

1:29:29

particular. project with this group

1:29:31

and we have been dealt

1:29:33

horrible hands that we just

1:29:35

kept turning winds on somehow.

1:29:37

So I'll be able, I'll

1:29:40

take a luck over good

1:29:42

and the luck continues until

1:29:44

it doesn't I suppose. Rebecca

1:29:46

Ford, Creative Director, Warframe, what

1:29:48

a pleasure, great episode, I

1:29:50

loved it, let's do it

1:29:52

again sometime and again if

1:29:54

you're listening and you're a

1:29:56

woman in the industry. This

1:29:58

is a great a

1:30:00

great example, a great role model.

1:30:02

to follow. I'll do my best. You

1:30:06

know. Go play Warframe. It's

1:30:08

great. Do it. Yeah, maybe you

1:30:10

could play Warframe and be like, whoa, that's from

1:30:12

a female creative director. She sucks. And then I'll

1:30:15

be like, oh, damn it. Maybe. Well,

1:30:18

I think I think I think the goal

1:30:20

here is to never have to say female

1:30:22

creative director ever again True. That's right. yeah.

1:30:26

Rebecca Ford, creative director. There

1:30:28

we go. Perfection, the punctuation

1:30:30

mark writes itself. Adam, thank you

1:30:32

so much for this lovely chat.

1:30:43

Thank you for joining us for

1:30:45

the Game Maker's Notebook. For

1:30:47

more information on the Academy of

1:30:49

Interactive Arts and Sciences, our

1:30:51

podcasts, and our other initiatives, please

1:30:53

visit www .interactive .org. Hey,

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