.@Diablo3 will always hold a special place in my heart. It was the first game I worked on as a UI Designer and before Breakaway was the longest I got to work on a game before it launched. I had never worked on a console project before, and learned a lot!
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I reached a point where I wanted more responsibility or to work on a game early on and those opportunities at Blizzard were very rare and hard to come by back then.
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I had a 4 month period where I got to be an FX artist while they tried to figure out why "technical artist" was holding back my upward mobility (UI titles didn't exist back then) and I had a BLAST learning how to do really cool things with
@RachelDayFX#punintendedPokaż ten wątek
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@Wildstar, I wanted more responsibility? I got it here for sure. The lead that hired me left the company right before I started. I got to redesign the whole UI while the game was still in beta and man was that a wonderful learning experience.Pokaż ten wątek -
I earned my first opportunity to lead a team and shied away from that opportunity pretty quickly. Unfortunately Carbine was going through multiple rounds of layoffs and I didn't have a lot of confidence in myself back then!
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@Playbreakaway was my first opportunity to work on a game from the ground floor. I was pretty intimidated working at@amazongames, but was really excited none the less and learned a lot there too!Pokaż ten wątekDziękujemy. Twitter skorzysta z tych informacji, aby Twoja oś czasu bardziej Ci odpowiadała. CofnijCofnij
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@smitegame was an opportunity to build some of that confidence I was lacking after getting let go from Breakaway before it was cancelled. I started the year we were doing Adventures and it felt like we shipped 5 or 6 small games that year!
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A few years later, I'm now leading a team again and it feels like things are going pretty well so far! We have many improvements we still want to make though!!
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