| PREPARING FOR YOUR CAREER IN GAMES |
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Chanel Summers Worldwide Creative Manager, Microsoft Xbox Current project:
College:
University of Southern California 1. USC/Belgrade Robotic Hand Project - Sensor Development and Grasp Planning: Lead programmer on KnowledgeCraft-based project designed to enable a five-fingered robotic hand to view an object and plan appropriate grasping maneuvers. The goal of the project was to enable robot-assisted neural surgery. 2. Society of Women Engineers - USC Chapter Secretary. 3. Laboratory Assistant-Molecular
Biology Lab at the Ahmanson Center for Biological Research: Manufactured
genetic mutations to research possible new antibiotics, analyzed gene
splices, and oversaw laboratory procedures for the projects under my supervision. Did you do any
internships?
Tell us about
your first job in the industry. How did you get the job? What was it like?
What were your responsibilities? I got the job when
a friend contacted someone he knew at the company and found out that a
position was available. It was a lot of fun to manage all the upfront
planning for the games, including game design and concept art, as well
as business aspects like product positioning, strategy formulation, and
financial analysis. One of the most important things I did was to work
with other people: development teams of programmers and artists. I found
that in many cases I became more of a member of the development team than
of my own company! What jobs have
you held in the games industry thus far? Briefly describe the career path
you took to get where you are today. I then went to help start Mattel Media as the group's first Executive Producer for "Boys' Properties". In this position, I managed and was responsible for all aspects of product development related to games based on Mattel product lines like Hot Wheels and Mattel's action figure lines - things like high-performance 3D vehicle simulations, action/arcade platform games, and productivity applications. One of the most exciting projects I got to work on was a mouse shaped like a big Hot Wheels car. After that, I returned to Mindscape to design and manage the preproduction process for an unreleased 3D action game while also developing a prototype for a children's typing instruction program. In addition to designing the product and creating all design specifications, I had to manage artists in creating key interface images, and work with producers to build workable budgets and development schedules. I joined Microsoft
in 1997 as the program manager for "Fighter Ace", the first
massively multiplayer game on the Microsoft Internet Gaming Zone. This
required long hours and lots of organization as I worked with all the
server folks at Microsoft and the game developers in Russia. After shipping
"Fighter Ace," I moved over to the DirectX team as Microsoft's
first Audio Technical Evangelist, where I was responsible for working
with developers around the world to get them to use Microsoft's interactive
audio technologies in their games. One of my biggest accomplishments was
launching a technology called DirectMusic, a revolutionary method of creating
and delivering interactive sound designs. During that time, I also came
up with programs to get audio programmers, composers and sound designers
more involved in the design of Microsoft technologies. This led to a lot
of public exposure at industry meetings, trade shows, and public speaking
opportunities. As a result, I became recognized as an expert in leading
industry organizations and was also able to write and publish a number
of articles and technical white papers before moving on to the Xbox audio
team. Advice What fields
of study, specific courses, or life experiences would you recommend to
students interested in your field? Is there anything
you wish someone had told you before you got into the games industry?
Is there anything you would have done differently? As games increase
in complexity, what are the various kinds of jobs that you foresee development
companies needing in the next five years? Do you have
any other advice or recommendations to share with students who are interested
in doing what you do? |
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