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Aligning Game Chi on Deadspace & Battlefield, with Ian Milham
Manage episode 278297751 series 2828037
In this episode:
Jordan interviews Ian Milham, a veteran Art Director and Game Director, known for his work on Dead Space, Battlefield Hardline, and Tomb Raider. Ian shares deep insights into the creative process of art direction, the concept of game “chi” (the alignment of the game’s vision across all teams), and the challenges of managing large AAA projects. He also shares how his journey from Art Director to Game Director informed his approach to maintaining a consistent creative vision while balancing production and creativity.
Topics covered:
- Ian’s journey from art direction to game direction
- Understanding game “chi" and how to align it across large development teams
- The importance of maintaining consistent communication within large teams
- The role of the director in maintaining a unified vision
- Balancing creative ambition and managing team resources
- How to balance between realism and artistic expression in game environments
- Using a Ripomatic to create game trailers and set the tone early in development
- The power of a well-defined promise between developers and players
For more game industry tips:
- Learn more about Jordan & Bright Black
- Listen on iTunes | Spotify (Support the show and leave a review)
- Visit www.playmakerspodcast.com for the full blog post and more!
Timestamps:
[03:03] Ian’s career journey: From LucasArts to EA Redwood Shores
[07:05] Managing Dead Space projects and aligning the game's chi
[10:30] The impact of large team structures on creative alignment
[13:25] Communication and maintaining a consistent game vision on AAA titles
[16:50] Dead Space development: Why "squinting" helps simplify and focus design
[21:20] How Battlefield Hardline redefined the tone of the Battlefield series
[25:52] Balancing innovation and expectations with limited team resources
[30:10] The role of "chi" in maintaining a unified experience for the player
[35:00] Collaborating with external studios and scaling production efforts
[40:05] [40:00] Ian’s thoughts on the future of game development
Resources & media mentioned in this episode:
Learn more and Connect with Marc Mencher:
Ripomatic Demo Reel - Chris Weakley Ripomatic Demo Reel - Chris Weakley
Games & companies mentioned:
- Dead Space (EA Redwood Shores/Visceral Games)
- Battlefield Hardline (Visceral Games/EA)
- Titanfall 2 (Respawn Entertainment)
- Grim Fandango (LucasArts)
- The Matrix Online (Monolith Productions)
- LucasArts
- Naughty Dog
- Ubisoft
- Telltale Games
- Bethesda
34 episodes
Manage episode 278297751 series 2828037
In this episode:
Jordan interviews Ian Milham, a veteran Art Director and Game Director, known for his work on Dead Space, Battlefield Hardline, and Tomb Raider. Ian shares deep insights into the creative process of art direction, the concept of game “chi” (the alignment of the game’s vision across all teams), and the challenges of managing large AAA projects. He also shares how his journey from Art Director to Game Director informed his approach to maintaining a consistent creative vision while balancing production and creativity.
Topics covered:
- Ian’s journey from art direction to game direction
- Understanding game “chi" and how to align it across large development teams
- The importance of maintaining consistent communication within large teams
- The role of the director in maintaining a unified vision
- Balancing creative ambition and managing team resources
- How to balance between realism and artistic expression in game environments
- Using a Ripomatic to create game trailers and set the tone early in development
- The power of a well-defined promise between developers and players
For more game industry tips:
- Learn more about Jordan & Bright Black
- Listen on iTunes | Spotify (Support the show and leave a review)
- Visit www.playmakerspodcast.com for the full blog post and more!
Timestamps:
[03:03] Ian’s career journey: From LucasArts to EA Redwood Shores
[07:05] Managing Dead Space projects and aligning the game's chi
[10:30] The impact of large team structures on creative alignment
[13:25] Communication and maintaining a consistent game vision on AAA titles
[16:50] Dead Space development: Why "squinting" helps simplify and focus design
[21:20] How Battlefield Hardline redefined the tone of the Battlefield series
[25:52] Balancing innovation and expectations with limited team resources
[30:10] The role of "chi" in maintaining a unified experience for the player
[35:00] Collaborating with external studios and scaling production efforts
[40:05] [40:00] Ian’s thoughts on the future of game development
Resources & media mentioned in this episode:
Learn more and Connect with Marc Mencher:
Ripomatic Demo Reel - Chris Weakley Ripomatic Demo Reel - Chris Weakley
Games & companies mentioned:
- Dead Space (EA Redwood Shores/Visceral Games)
- Battlefield Hardline (Visceral Games/EA)
- Titanfall 2 (Respawn Entertainment)
- Grim Fandango (LucasArts)
- The Matrix Online (Monolith Productions)
- LucasArts
- Naughty Dog
- Ubisoft
- Telltale Games
- Bethesda
34 episodes
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