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Delafina777's profile
Jessica Price
Jessica Price
Jessica Price
@Delafina777

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Jessica Price

@Delafina777

Game tastemaker, creative lead, producer, writer, howling maenad. Mildly obsessed with lionesses. I block often. She/her.

ko-fi.com/jessicalprice
Joined April 2007

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    Jessica Price‏ @Delafina777 24 Feb 2020

    Jessica Price Retweeted Jessica Price

    So, regarding this thread: This is why, if you're a creative in games, it's so important to have interests--and *studies*--outside of games themselves, and why I'm worried about a lot of college game design programs. (Thread)https://twitter.com/Delafina777/status/1231677601556520960 …

    Jessica Price added,

    Jessica Price @Delafina777
    hnnnggggh actual dawn goddess dress pic.twitter.com/6UjPRCLQOO
    Show this thread
    9:46 AM - 24 Feb 2020
    • 5,395 Retweets
    • 19,673 Likes
    • inkfloydsound ferro Mantislords Moon Overcast reshmush 🍄 Lauren | Welcome to the Crossover Takeover ⚙️💚 *.✧ Kittea’s Cosmos ✧.* 😷Vaxxed & Pretty Gayforward🏳️‍🌈
    135 replies 5,395 retweets 19,673 likes
      1. New conversation
      2. Jessica Price‏ @Delafina777 24 Feb 2020

        (actually, thread after I do a quick stand-up meeting, please hold)

        3 replies 4 retweets 715 likes
        Show this thread
      3. Jessica Price‏ @Delafina777 24 Feb 2020

        Okay, back. So, I have, over the course of my career at this point, interviewed probably 80-100 prospective hires for various game creative positions. Most of them were writers/designers, but sometimes I was a Representative From Another Team for artists, sound people, etc.

        1 reply 18 retweets 1,019 likes
        Show this thread
      4. Jessica Price‏ @Delafina777 24 Feb 2020

        I've also worked with hundreds of game designers. None of the really great ones had a game design degree (this is not saying that it's a bad thing, but that there is a caveat there). One of the greats was a former standup comedian. One was a former architect.

        4 replies 23 retweets 1,114 likes
        Show this thread
      5. Jessica Price‏ @Delafina777 24 Feb 2020

        One was a former music producer. Heck, I co-hosted a podcast with Richard Garfield for a while. And I assure you that in addition to being one of the greatest game designers out there, he is very much a math professor.

        2 replies 21 retweets 1,077 likes
        Show this thread
      6. Jessica Price‏ @Delafina777 24 Feb 2020

        And over the past 5 or so years, there have been a lot of candidates from game design/animation/etc. programs. And--not across the board, but definitely as a trend--when I'd ask them their favorite book, they couldn't name one.

        15 replies 37 retweets 1,092 likes
        Show this thread
      7. Jessica Price‏ @Delafina777 24 Feb 2020

        We had a round of candidates for a cinematics director position. So, basically who directs our mini-movies in the game. Only one of the candidates was able to name a favorite movie director. It was Michael Bay.

        15 replies 38 retweets 1,191 likes
        Show this thread
      8. Jessica Price‏ @Delafina777 24 Feb 2020

        We had animation candidates who couldn't name a favorite animator. We had environmental artists who couldn't name a favorite style of architecture or type of biome.

        6 replies 42 retweets 1,335 likes
        Show this thread
      9. Jessica Price‏ @Delafina777 24 Feb 2020

        Their entire field of reference was other games, sometimes anime and manga. Sometimes movies, but not *critically.* They had trouble articulating what creative choices they liked about particular movies.

        6 replies 60 retweets 1,517 likes
        Show this thread
      10. Jessica Price‏ @Delafina777 24 Feb 2020

        And that's a BIG problem. Because games haven't been around that long. Like, whatever creative field you work in, you should be drawing inspiration from outside it. But that's doubly true for games, because there's *not that much to draw from.*

        3 replies 136 retweets 2,187 likes
        Show this thread
      11. Jessica Price‏ @Delafina777 24 Feb 2020

        Game cinematics haven't really developed their own language yet: they're still mostly cribbing from movies. So when other games are your examples for how to do a cinematic, you're deriving from something that's already derivative.

        3 replies 62 retweets 1,482 likes
        Show this thread
      12. Jessica Price‏ @Delafina777 24 Feb 2020

        And--while I'd like to see the visual language of games evolve to be something different than that of movies--at this point, they're mostly just doing what movies do but not as well. If you're a cinematics director or lead and haven't studied film, that's a problem.

        3 replies 35 retweets 1,181 likes
        Show this thread
      13. Jessica Price‏ @Delafina777 24 Feb 2020

        And before I get accused of elitism here, I'm not saying you have to go to college and take film crit classes. There's a lot of solid film crit going on on YouTube. I don't mean movie reviews. I mean *analysis*. https://www.youtube.com/watch?v=scmHVYYZZ3w …

        4 replies 76 retweets 1,533 likes
        Show this thread
      14. Jessica Price‏ @Delafina777 24 Feb 2020

        Here's a great introduction to camera movements and angles. https://wolfcrow.com/15-essential-camera-shots-angles-and-movements/ …

        2 replies 54 retweets 1,094 likes
        Show this thread
      15. Jessica Price‏ @Delafina777 24 Feb 2020

        Here's a short, easy primer on what we're even talking about when we talk about the "visual language" of film.https://www.videomaker.com/article/c18/18140-visual-language-using-language-as-cinematic-structure …

        3 replies 97 retweets 1,371 likes
        Show this thread
      16. Jessica Price‏ @Delafina777 24 Feb 2020

        So I don't think you have to be formally educated to be good at this stuff. I don't think you need a film degree to be a good cinematics animator or even director. But I do think you need to be *curious* and you need to be *analytical.*

        2 replies 115 retweets 1,481 likes
        Show this thread
      17. Jessica Price‏ @Delafina777 24 Feb 2020

        I mean, that's what I've always screened for in interviews. Not experience. Not *vocabulary*--knowing the terminology is helpful, but you can learn it on the job and insisting someone know it coming in gatekeeps out a lot of people from different backgrounds.

        4 replies 34 retweets 1,046 likes
        Show this thread
      18. Jessica Price‏ @Delafina777 24 Feb 2020

        But what has to be there for me to give someone even a soft yes as a potential hire is that curiosity and that desire to analyze. If you love a particular game, I need you to be able to tell me *why.* To have thought about the decisions that went into it.

        4 replies 45 retweets 1,064 likes
        Show this thread
      19. Jessica Price‏ @Delafina777 24 Feb 2020

        Because you can teach technical skills. You can teach vocabulary. You can teach process. You can't teach curiosity.

        8 replies 211 retweets 1,652 likes
        Show this thread
      20. Jessica Price‏ @Delafina777 24 Feb 2020

        And you can teach *types* of analysis. You can show people different frames for it. You can give them new questions to ask. But wanting to understand *how* something was made and *why,* wanting to get inside the heads of the people that made it--you can't make someone do that.

        3 replies 48 retweets 963 likes
        Show this thread
      21. Jessica Price‏ @Delafina777 24 Feb 2020

        When it comes to things like the clothes characters wear in game art--if we're talking video games, though I was initially talking tabletop games, where the art isn't animated and there are no limits on what the clothes can look like--there are limitations to the tech.

        1 reply 13 retweets 760 likes
        Show this thread
      22. Jessica Price‏ @Delafina777 24 Feb 2020

        And that's a driver in just looking to what's been done before for inspiration. But that's also a cop-out. Part of being a creative in video games is never having the resources/tech to make what you imagine, and figuring out how to stretch things to get closer.

        3 replies 13 retweets 742 likes
        Show this thread
      23. Jessica Price‏ @Delafina777 24 Feb 2020

        But it's also that if, as a creative, you're not going down rabbit holes for inspiration from the real world for how your fictional world works, you're not doing your job. You're there to manifest imagination, and to do that, you need to *feed* it.

        2 replies 61 retweets 883 likes
        Show this thread
      24. Jessica Price‏ @Delafina777 24 Feb 2020

        As one of my mentors, Jordan Weisman, used to say repeatedly: when you're working in fantasy/scifi, you need to emphasize the familiar so people can appreciate the exotic.

        4 replies 124 retweets 1,372 likes
        Show this thread
      25. Jessica Price‏ @Delafina777 24 Feb 2020

        And that's partially about giving people touchstones so they're not completely unmoored in your world, but it's also about you figuring out some of the mundane aspects of how your world works. If you're designing a city, go down some urban planning rabbitholes.

        1 reply 27 retweets 838 likes
        Show this thread
      26. Jessica Price‏ @Delafina777 24 Feb 2020

        Hell, make your imagined visuals *concrete.* When I was working on Pathfinder, we had a country called Nidal. It was described as sophisticated, glittering, yet colorless and ghostly. Super-refined aesthetics, but both cruel and washed out.

        1 reply 7 retweets 702 likes
        Show this thread
      27. Jessica Price‏ @Delafina777 24 Feb 2020

        So I went and made a fashion Pinterest board from it, because if I ended up having to do the art order for a book on it, and *hadn't* bothered to manifest more than a vague mental image, we were going to end up with faux-medieval, but in gray.https://www.pinterest.com/delafina/nidal/ 

        10 replies 16 retweets 865 likes
        Show this thread
      28. Jessica Price‏ @Delafina777 24 Feb 2020

        Something I've tried to emphasize everywhere I've worked is that *everything in your game tells a story.* Down to the menu design and language. And if you're not intentionally telling stories with those elements, you're telling stories unintentionally.

        6 replies 162 retweets 1,314 likes
        Show this thread
      29. Jessica Price‏ @Delafina777 24 Feb 2020

        And that often means different elements end up telling stories that are at cross-purposes. So you don't need an architecture degree. But you do need to go spend an hour reading some basic intros to major *concepts* in architecture...

        1 reply 17 retweets 770 likes
        Show this thread
      30. Jessica Price‏ @Delafina777 24 Feb 2020

        ...so that you know how people actually move through buildings, how we use them, what decisions in building design (both aesthetic and functional) say about the culture that makes the buildings. Because how buildings are used in your game tells a story.

        1 reply 20 retweets 754 likes
        Show this thread
      31. Jessica Price‏ @Delafina777 24 Feb 2020

        Same with clothes. Character movement. Combat encounter design. Music. Lighting. And again, you don't have to become an expert in all this stuff, but you should *understand the basics*, regardless of what area of creative you work in.

        2 replies 21 retweets 870 likes
        Show this thread
      32. Show replies

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