What they're saying
Find out what some of our employees think of their work and of
EIDOS-MONTREAL's philosophy. Please note that the opinions
expressed are strictly personal and do not necessarily reflect the
views of EIDOS-MONTREAL.
Stephan Carmignani, Senior Level Designer >>Read my testimonial
"EIDOS-MONTREAL has a long-term vision"
Active in the gaming world since 1999
Born in Valence, France
Chose EIDOS-MONTREAL because of its people. Other
highlights:
creative talent,
small teams, a
passionate workforce,
freedom in the workplace, video games,
Deus Ex,
superior quality and
game development in Europe vs North
America.
People
It's the people here that motivated me to join [EIDOS-MONTREAL].
They're experienced, and they make up a really talented and
dedicated team. They know how to work in large teams, so on a
social level everything runs pretty smoothly. It's like working
with your own family: the atmosphere is good, so things move fast.
Even with the people you don't know, you feel as if you'd known
them for ages. It means you can really focus on your work.
Creative Talent
You find very different personalities here. [EIDOS-MONTREAL]
doesn't require us to all fit into the same pattern. We are
accepted as we are, so each one of us can bring our own vision to
the table. The result is that we're very connected and we all move
in the same direction. Until now, things have always worked
smoothly that way, and I don't see any reason it should change.
Small teams
It's a lot more intimate, a lot simpler - that's what I find
interesting! Working with a team of 200 is difficult. I've been on
games where we were 150, 200 people. When you have a team that size
and someone comes up and says, "This game has to be finished by
such and such a day of such and such a month of such and such a
year", you can't afford to take off in all sorts of directions to
make it better. When you have a large team to manage, you say, "We
have to move on" and you're more radical in your approach. You say,
"Either this idea works now, and we keep it, or it doesn't and we
move on". Here, we can afford to brainstorm, and ask "Will we get
rid of this? Do we have any alternatives? Are there things in here
that are worth keeping?" We all have ideas, and since we're not
that many, we can listen to each other. When you have 200 people,
you can't do that: someone has to make a decision.
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Passionate Workforce
One might wonder why people leave large, well-established
companies. Of course, these companies operate and they generate
revenues, but do they still have passion? [At EIDOS-MONTREAL], they
say, "We have the opportunity to sell a product - because it's
something we have to do, obviously - but at the same time, we can
be passionate about creating it".
Freedom
It's a paradox: since all the decisions [EIDOS-MONTREAL] has
made to this day were so well considered, you'd think that the
management style would be very controlling. But no, quite the
contrary: we are relatively free to make our own choices, our own
game. That's the difference with the companies I've worked for
previously. Here, no one comes in from the outside, saying, "Ok,
now you have to do this, and that's it". That type of approach
works out eventually, but what about the employees? Some think,
"We're way too passionate to be treated like this. We don't want to
have all those rules imposed upon us".
Deus Ex
We're working on an existing franchise, but that doesn't mean
we're going to come out with a certified copy: gamers would see
right through that! We're going to take what's good about it -
after all, the first game came out several years ago, and games and
gamers have changed a lot since - and develop it so that people
find it even more interesting.
Superior quality
We don't need anyone above us saying, "This has to be top
quality". I believe we're well aware of that.
Game development: Europe vs North
America
In Europe, they don't think in the long term. They look for
quick fixes. They say, "What project could we do that wouldn't be
too expensive, and would immediately generate two or three times
the investment, so that we can put that money on the next
project?", and so on, until one day the bubble bursts, and they
move on to something else... Here [in North America], it's
different. They say, "What kind of project would enhance our
profile in the long run, and make the public trust us and say,
'This Company, this brand, has come out with several games we
really liked. We can count on them'". I prefer the latter mentality
- EIDOS-MONTREAL clearly has a long-term vision.
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Jonathan Cooper, Lead animator >>Read my testimonial
“I'm really excited about the project!”
In the game industry since 2000
Born in Dundee, Scotland
Moved for love, the
project, a
dream team, the
environment, a
game community; also
living in Montreal.
Moved for love
My girlfriend was living in Montreal, I was living in Edmonton,
and after commuting for 10 months I considered relocating. So, I
interviewed the major game companies here. I had already been hired
by another company when I found out about Eidos. I must say Eidos
was definitely the most exciting one.
The project
When I did the interview, David [Anfossi] showed me the
[development] schedule. In the upper left-hand corner, it was
written "Deus Ex". I always take a job based on the project.
It's not so much about the money and all that, it's, "What game are
we going to be working on?". That's what got me excited: the idea
of working on a sequel to one of my favorite games. Also, it was in
keeping with what I did in my previous job, so it's like the next
step: I can take everything I learned and use it to make this game
even better. I'm really excited about the project, I'm
excited about where it's going and I'm excited about my part in it.
People here listen to you and it's quite easy to get them on board.
If they don't like it, you know they'll say so as well.
A dream team
I'm still getting to know everyone, but I feel the people I'm
with are very talented. They're quite a dream team. Based on the
games they've worked on previously, I'm confident we're going to
produce something really good. It's a team that comes up with a lot
of ideas that are actually driving the project, and we all have the
possibility to help improve different areas of it. So there's no
single person to talk to, it's like a creative team and I'm very
fortunate to be part of it.
The environment
There was a risk involved because it was a startup, but it's
definitely paid off. It's not an established studio, but now,
after four months, it feels like one. We were in a temporary
studio for a while, which was little weird, but as soon as we came
down here, it really started to come together. The physical
environment has definitely added to it a lot. Everyone is in one
big space, with a meeting room to see the designs and things like
that. There used to be a lot of e-mail communications, but now I
can see if someone is at their desk and just go over and talk to
them. The communication factor in this kind of project - knowing
where everybody is at - is pretty important.
A game community
Moving from Europe to North America was great. That was
definitely the best thing I've ever done. The cool thing about it
is that since there are all these different companies, like EA,
Ubisoft, and A2M, and other smaller companies as well, there's a
community of game developers here and they seem to be very
proactive. They're not just holding meetings to have a drink
and see how their career is going: it's about sharing ideas, and
that got me really excited, because that's how it was in the
UK.
Living in Montreal
There's a lot of, you know, pockets [in the world] where lots of
game development studios appear, and Montreal's one of them. So I
was really keen to come here for that. Coming from Europe, Montreal
is very cultural, there's a lot happening. I can just go up
my street and find cafés and restaurants, and there are bands
playing just around the corner from my place. I find that the rest
of Canada is more American and here it's more European. In [Western
Canada], I couldn't open my mouth without people asking, "Where are
you from?". Here, so many people come from outside of
Montreal that I don't feel like a stranger.
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Jean-Arthur Deda, Senior 3D programmer >>Read my testimonial
“I think there's a correlation between the quality of a game and the quality of the communication in the team that develops it.”
Active in the games industry since 2000
Born in Hunedoara, Romania
Came to
EIDOS-MONTREAL for "the team, the vibes". His
insights about
programmer-artist communication;
freedom, trust and creativity; and
Quebec, tolerance and creativity.
The team, the vibes
The main reason I came to EIDOS-MONTREAL was the team - I knew
many of these people very well, and I enjoyed working with them.
The vibes are really good and things run smoothly.
Programmer-artist communication
I think there's a correlation between the quality of a game and
the quality of the communication in the team that develops it. I
find that artists and engineers in our industry often seem to live
in two different worlds, which works against their common goal.
Things shouldn't be like that: we need what I would call an overlap
area, a neutral area where their knowledge can merge. Technology is
the brush that artists use to express their vision, and it seems to
me that things work more smoothly when the artists fully grasp the
properties of the brush, and engineers see the art direction and
understand how the artists use the brush. Strangely enough, this
overlap area seems to be a side effect of human curiosity,
communication and understanding.
Freedom, trust and creativity
Excessive control, micromanagement and a lack of trust cause
more problems than they solve. Power can be a trap for both
parties, especially if it's used for the wrong reasons. If you have
to answer a number of micromanagement questions, you don't feel
trusted and you may block your creativity to play it safe and avoid
making mistakes. Fortunately, the team behind Deus Ex 3 has enough
experience to see through this - I feel there's a lot more trust
here. With freedom comes creativity. To develop a commercially
viable product, you need to have a balance between being creative
and playing it safe.
Quebec, tolerance and creativity
Quebec is the place to live if you are passionate about what you
are doing. People are nice, understanding and they have a very
constructive attitude. I see Quebec as a place where things happen
as a side effect of doing what you love to do. It's a place where
people like Domina Jalbert [who invented the Parafoil, an airfoil
used in paragliders, kites and modern parachutes] and Jean
St-Germain [who built the first recreational vertical wind tunnel
in 1980] had the freedom to do what they loved to do, as crazy as
it seemed to everyone else.
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Mary Demarle, Senior narrative game designer >>Read my testimonial
“I think sharing ideas and being more collaborative works better in small groups, where voices can be heard.”
Active in the games industry since 1997
Born in Rochester, USA
Drawn by a story-centric start-up, which means, among other
things, wearing
many hats. Other themes include
writers and sharing ideas on smaller teams,
longer development times, the
third Deus Ex and
being in Montreal, a
diverse and stimulating city.
Story-centric start-up
Of course, Eidos is a very well-known company in the world, and
it works on great titles, many of which are very
story-centric. Also important was the fact that a new studio
was just starting in Montreal, which is a city I love. I've been in
the game industry for over ten years and the most exciting
companies I've worked with were the ones that were small and just
starting to grow, because a lot of really cool challenges come with
building a company.
Many hats
Like the fact of working with limited resources on a big vision:
limited resources usually mean you don't have enough people to work
it. This allows many of the people to wear many hats and to have
more to say on the product they're working on, and to bring more to
it. When you have [very large teams], people tend to get
slotted in particular tasks, and even though that may be their
forte, they have other, very important skills that may be
overlooked. Here, they want to limit the size of the teams.
Of writers and sharing ideas on smaller
teams
As a writer, I think I have one of the most misunderstood jobs
in the industry, because people think of the writer as, "You just
put the words down on the page". In a small team, however, the
writer becomes very integral [to the process] and actually helps
shape the ideas and directions of things. I think sharing ideas -
being more collaborative - works better in small groups, where
voices can be heard. [If people aren't open to ideas from other
areas], it can definitely be a problem. I think it's always a
difficult balance to maintain: you have to be willing to hear the
ideas of others, and you also have to be willing to accept when
your own ideas are not being heard. You're more likely
to realize that you can have a voice, but you are also able to keep
the personal communication going, to understand why your ideas may
not work. I think it's easier to understand that in a small
group.
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Longer development times
The complexity of the story is based on the type of the game
you're dealing with. Many games just need a very simple story line,
and many need a very complex and deep one. When you have
shorter periods of time, you have to scale down your story and your
design ideas. It obviously takes much longer to develop a deep and
complex story, and since the game we're working on is going to be a
very deep story, having a longer development time ensures not only
being able to do it but being able to get it right.
Third Deus Ex
When I played the first game, I realized that so much of it is
centered on the story that it automatically calls for a deep and
interesting story line, and that was a big reason for me to want to
be here and to work on it. Another reason is the fact that
[Eidos] games are very well recognized, and have built
a loyal fan base. The development team saw opportunities
to expand those games beyond their initial focus, and that's always
a very interesting challenge: to create another version of
something that is much loved, [a version] that will grow beyond it
without upsetting the people who love it, and yet will be
interesting to people who may not have liked it or may never have
heard of it.
Being in Montreal
I grew up on the East Coast, in the U.S., so I enjoy the change
of seasons. California is very nice; certain parts are much
nicer than others - I worked in L.A. for a while, which I didn't
like that much, and I worked in San Diego, which I think is one of
the nicest places in California. But at heart I'm someone who grew
up on the East Coast, and I prefer the lifestyle and the changes of
scenery.
Diverse city
Montreal itself is a very diverse city. It has a lot of
different cultures that blend within it and that's something I've
always found very appealing. I'm learning French, I can speak
"un peu" and I can understand a bit more. It can be
intimidating when you don't understand what people are saying, but
at the same time it's really interesting to be immersed in another
culture, in another way of seeing things. I really enjoy that
aspect of it. Another reason I like being here is that I'm not too
far from home. I have a big family and they're mostly centered in
upper state New York and Vermont, so I get to see them a lot
more.
Stimulating city
In Montreal, the game community is growing and getting bigger.
My chosen profession is games, and I love working in games.
Especially as a writer, it's a whole new challenge, because no one
quite knows yet how to really tell a story in games, we still
haven't invented the language yet. Since I'm working in games, I
want to live in a city that appeals to me as well, and Montreal a
very diverse city and it's drawing in a whole community of gamers
and game developers. It's good because you start to learn from each
other. You need the outside stimulus to keep everything fresh and
new, and you also get stimulated by your colleagues because the
sharing of ideas can create stronger, new, original ones. So,
both of those forces coming together is really valuable.
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Thierry Doizon, Concept artist >>Read my testimonial
"We’ll always come out with better products if the developers feel motivated by what they’re working on."
Active in the game industry since 1995
Born in Montargis, in France
Chose EIDOS-MONTREAL first for the project, then for the
size of the teams, and finally for
its culture. Also his impressions on
the impact of demographics, the
gaming trade, the
importance of the corporate culture and the
Deus Ex project.
The project
Science fiction and cyberpunk are my favourite environments in
terms of concepts, and Deus Ex is a game I liked a lot. I
appreciate it creatively, as an artist, and I feel comfortable with
it. It's an adult product that has a lot of potential (...). It has
a shooter angle to it, obviously, but considering its rich
political, economic, and social content, it's in a category of its
own as far as video games go. The framework has a depth that you
don't find in most games today. That's the main reason I joined
[EIDOS MONTREAL].
The size of the teams
I also felt the need to return to the sources and work with
smaller groups. I had nostalgia for the first studios, from ten
years ago: back then, teams were smaller and each person felt a
little more empowered and everyone was integrated and took part in
the overall design of the game. I've always liked to work in
smaller studios. What I'm interested in is the structure we work
with, i.e. the relationships. [A smaller team], makes it possible
to interact on a more human scale, rather than a factory scale. The
more hierarchy and people you have, the more information becomes
diluted, the more contacts between people become diluted, and the
more that essential factor is lost. In order to really feel
involved, each person should perform more than one function; each
person should do a little more than they're supposed to; we should
feel a little more responsible. In other words, we should really be
part of the team, but to me a team isn't 300 people. Here, they'll
remain small enough so that everyone knows everyone else at least a
little.
Impact of the demograhics
I think that the [size of the teams] actually has an enormous
impact. To begin with, we're working with a product we like. It's
something you find in sports, for example. [Smaller teams] make
everyone feel much more involved, much more motivated to win the
Cup. You're not lost in a large group, you feel a little more
responsible and your role becomes more important, therefore you
avoid missing work or showing a certain lack of motivation, which
happens much easier in a "production line" type of environment. The
more diluted you are, the less important you feel your role is.
The trade
Actually, there's nothing easy about our work. It's pleasant,
but not easy. It's a lot more demanding than the average job.
You're much more motivated within a small team, in a small company,
than if youre schedule looks like a civil servant's. Artists can't
be managed like civil servants: we don't work at fixed hours, we
have to be available... The larger the company, the more management
tends to treat us as civil servants. In France, because of the 35
hour [week] and the way employees are managed, there are
practically no more video games [being produced]. So
EIDOS-MONTREAL's vision is in sync with what is required in this
industry to produce good results. It means more motivated teams
that have an opportunity to develop more interesting games, with
more depth and content. We'll always come out with better products
if the developers are motivated by the product and if they want to
play with it themselves.
The culture
[Another motivation] was the studio's philosophy, because I know
the people who set it up. Right now, we're almost all seniors, in
other words we're at that point in our career where we know what we
want - and especially what we don't want. So we all have a common
goal, which is to produce a very good game - actually, it has the
potential to be an excellent game - and we're very motivated about
it, because we're all a little more mature.
More on Deus Ex
It's an ambitious type of game, and that's what I like about it.
Here, we're passionate about creating video games. Before coming to
Canada, I worked in England and in France, and I seldom worked on
games of this calibre. It's right up my alley, so I feel very
lucky! I can pour a lot much more energy into this project because
it's a goal I can totally relate to. At the same time, you never
forget you're developing a product for a broad spectrum of the
population. It's like making a movie or any form of art: you're
doing something you like, and you hope that it will appeal to other
people as well. [Deus Ex] is an outstanding game because of its
quality, its style and its contents. It actually was a hit
with a very small audience of highly passionate players. We want to
reach those people again, while also giving the game a broader
appeal.
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Paul Gordon, Tester >>Read my testimonial
“It feels like a team, a family (…). It's a really nice atmosphere.”
Active in the games industry since 2005
Born in Montreal, Quebec, Canada
Liked Eidos games, and enjoys the
open door policy; as well as
being a kid and being happy going to work.
The games
I liked some of their [Eidos] games already, that was one of my
major reasons for coming here. Also, the company I worked for only
did game testing, while here there are game designers, programmers
and so on, and so I thought this would be a good way to gain
experience. I studied in film and multimedia, and I love film and
television, and media in general, and two games from this
company were actually turned into movies. Given the status of the
QA team here, I figured I would have more mobility. I can talk to
some of the people and actually find out how I can become adept at
creating games or selling games, marketing, etc. Who knows?
Maybe in a few years from now I'll be writing scripts!
Open door
So far, I see it's pretty much an open door policy everywhere.
You can ask anyone almost anything and they will take the time to
help you out as best as they can or direct you to the right area. I
really like that: I don't have to be afraid, just because I'm in
QA, that someone in Designing or Programming or Management won't
answer me. It feels like a team, a family, which is really good.
It's a really nice atmosphere.
"Being a kid" and being happy going to work
The best part is that for eight hours of the day I can be a
kid! I do my work at the same time, but it's so
relaxing. I've worked at a lot of different places, in
different types of jobs, but here I've never got up once in the
morning saying to myself, "Oh my God, I have to go to work!". I
don't have that feeling at all. It just feels really good, I feel
relaxed, I'm not stressed about anything. It's not just about money
sometimes, you know, you have to be happy in what you're doing and
I'm very happy here.
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Elliot Gozansky, IT Network manager >>Read my testimonial
“It’s a friendlier work environment, everyone knows your name…”
In the game industry since 2000
Born in Montreal, Quebec, Canada
Was drawn by the
challenge of a start-up and the
worker-friendly environment.
The challenge of a start-up
This is exactly what I expected in a startup company. The
challenge of bringing together a team - that's the beautiful part
of a start-up: you have an open tarp to paint on. I'm enjoying the
fast pace, building the site. There's always little fires, little
things that have to be tweaked and fixed, and it has to be done
fast. I just hope it's not going to slow down at any time! My
deadlines are production deadlines; my goal is to make sure [the
production teams] get their game out on time. I can't be holding
them back, so my main objective is to make sure they have what they
need. They need support, they need excellent network conditions
while maintaining a high level of security, they need proper
services, state of the art servers - they need everything to
function, all the time.
A worker-friendly environment
I like the smaller, more family-oriented environment. I missed
it at my previous job. I enjoy the closeness of a smaller company.
It's a friendlier work environment: everybody knows your name! You
walk down the hall, people say good morning. It's more enjoyable,
versus the "everyone's a number" type of thing!
François Lapikas, Senior game designer >>Read my testimonial
"As soon as I heard that this would be happening in Montreal, I just had to come here."
Active in the game industry since 2000
Born in Montreal, Quebec, Canada
Selected EIDOS-MONTREAL for three reasons:
the project,
the team, and
the culture (in that order). Also speaks of
communication,
deadlines and
quality.
The project
Deus Ex is a game I played when it came out. As soon as I heard
this was happening in Montreal, I had to be part of it! This is the
type of game I like to play; it's a really good challenge. What's
nice is that we're not starting from scratch. We have a foundation
to build on. We already know what worked and what didn't, and
that's worth gold. The design stage was really great. In the first
months of the project, we decided what we wanted to do, and what
direction we wanted to take. Things go really smoothly with
Jean-François Dugas [the lead designer]. Often, in a video
game, people get lost right from the start because they haven't
clearly defined what they want to do, and that can drag on for
years: you see projects where people still don't know where they're
going after a year and half, two years.
The team
My second motivation to come here was that there were people I
had worked with two, three, five years ago. I didn't have to get to
know them or learn how to communicate with them: I could jump right
in and start working. Right now, everyone on the team loves
everyone, which makes a big difference. You can relax and focus on
your work because you don't have all these questions going on in
your mind. That can really undermine your concentration - even if
you try to ignore it, it's always there in the background, keeping
part of your brain busy. Here, I see none of these problems. I feel
comfortable going up and talking to anyone on the team and saying
what I think. I know they won't feel hurt, because it's not
negative. I'm not trying to criticize them; it's completely about
the project.
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Communication
I've seen teams with up to 150, 200 people. Here we want to keep
it around 80, which means we have to be more versatile, even though
some of us will probably specialize in one area or another. You
can't build a video game alone. Communication is crucial, and if
you have problems with another team member, it's likely to break
down. If certain key people stop talking to one another, that's an
enormous challenge - and it's been known to happen. Teams often
take on the profile of their leader, so if the managers don't get
along, their teams will also have trouble communicating. That's
really not happening here.
A culture based on trust
A game company should trust its employees. If we're here, it's
because we have certain skills. In other companies, I've seen
leaders who didn't trust us, so they'd come over and tell us what
to do, and what not to do. That kind of micromanaging undermines a
team's motivation and causes conflicts. Communications go sour and
it gets very hard to meet deadlines, because the design can change
at any minute. Right now, I can tell that the studio really trusts
us a lot, starting with David [Anfossi], the producer; same for
Stephan [D'Astous] and the head office: we really feel supported.
I'm not worried that in three months from now or towards the end of
the project someone is going to say: "Actually, this isn't what we
wanted, so you have to do this part over again". I feel that
[EIDOS-MONTREAL managers] have closely reviewed and approved what
we've done so far, so we're on solid ground and we can move on to
the next step.
Longer development schedules
The more time you have, the more you can push the envelope and
take risks; the less time you have, the more you have to play it
safe. [More time] allows us to try a lot more things, and we can
also learn a lot more. We often hear that we learn from our
mistakes, but I believe that we actually learn when we succeed in
doing something right. There are millions of errors to make, but
far less ways of doing things right. Once you've found one of them,
you learn a lot more.
Quality
At the moment, we're not too stressed about time. It's more
about quality. We want to make sure we live up to everyone's
expectations.
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Emmanuel-Yvan Ofoé, Project Manager, QA >>Read my testimonial
« I like the fact that we’re testing games that come from all over the world. »
Active in the game industry since 1998
Born in Montreal, Quebec, Canada
For Emmanuel-Yvan, working at EIDOS-MONTREAL is an opportunity,
a chance to learn, to
test games from everywhere in the world, to
work with teams from abroad, and to
have a privileged status in the
industry.
An opportunity
I saw EIDOS-MONTREAL as an opportunity, a start-up I could
contribute to and leverage my knowledge and experience to help the
company develop. I left a slightly better job and risked taking a
step back, so to say, to assess things better - and learn, too. In
my previous job, we were pretty much self-taught. We had acquired
our own techniques, our own view of things, our own ways of
communicating…
A chance to keep on learning
Now, I'm in a place where the practices
are different. That gives me an opportunity to learn, develop my
skills, and share what I know. It means that in five years, instead
of remaining in the same place I'll have acquired more expertise by
acquiring a broader perspective and learning new techniques. When
you work with people who work differently and have different
standards, you expand your skills. It feels like being paid to go
back to school! Of course, I have to change my ways of doing
things, but my studio manager is highly qualified, which helps me a
lot. Our goal is to attain a higher level of quality as a group,
not as individuals.
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Games from the world over
I like the fact that we're testing games from everywhere:
Australia, Scandinavian countries, England, the US... The QA
department is in direct contact with the UK [head office], which
assigns us our projects, and that is a little different from what
I've known before. [Production teams] have deadlines, and we're
there to help. Our job is to find all the problems as quickly as
possible, so they can make corrections as fast as possible, so we
can come out with a game of the best possible quality.
Working with teams abroad
Through all of this, we strive to establish the best
communications so that developers - who are often in studios abroad
- can have a common understanding of the corrections to be made. We
work the same way with off-site development teams as we do with
in-house ones, but we communicate differently; we don't talk with
everyone on the project, only to certain people like the producer
or the project manager. When you work on in-house projects, you
talk to the programmers, sound engineers, etc., and you get a lot
of information. The challenges are not the same. I like what I do.
I don't get tired of it at all! I like being able to bring this
level of quality and communication, and help [production teams]
maximize their chances of success.
A privileged status
I've worked on more than 50 games in my career and when you do
that, you end up knowing pretty well what works and what doesn't.
Therefore I can share my knowledge with production people. Some
game companies have a rather poor opinion of the test department.
They see it mostly as a way to get past the door, and its role
seems quite secondary: it's a place you go to at the very end of
the development process... Here, QA is an integral part of
production. That's one reason I came to work here: production and
QA form a whole, they are enshrined in the basic vision. In other
words, there is a will, as the years go by, to constantly include
the testing team and its expertise into the whole.
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