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XSOLLA.pro/A-I-A-S-P, click the click the
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more. learn more. Welcome
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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
the business and craft of interactive
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
music fans. There are some great
52:17
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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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