Entries tagged 'gaming'

  • Good Science's Shannon Loftis: Gaming as critical work

    Shannon at Good ScienceGeek in question: Shannon Loftis

    Job title: Studio Head – Good Science Studio

    Shannon Loftis can barely walk ten steps on campus without someone waving to her, saying hello or shouting her name. Since starting as a temp at Microsoft in 1992, Shannon has spent almost 20 years rising through the ranks of gaming and making more than a few friends and admirers along the way.

    As the head of the company’s prestigious Good Science Studio, her team was tasked with creating the original games for Xbox Kinect. Good Science’s first release was Kinect Adventures, which shipped with every first-generation Kinect.

    I met up with Shannon to find out the secret of her ongoing success in one of the most desirable and competitive areas in the tech industry.

    How did you get your start in gaming?
    In the mid 90s, I was doing database design and project management for Microsoft. The story I heard was that Bill Gates was really into playing online bridge and decided that we should have a version of the game on the then-emerging technology of MSN.

    I came to games to work on that project, which evolved into a virtual card table, which evolved into an online gaming service, which evolved into a lot of other new things. At the same time, Microsoft was ramping up in sports games, flight simulation games, and was inventing new ways of PC gaming.

    You must have seen gaming change quite a bit since then.
    Gaming is big business these days. It is huge compared to other types of entertainment - even movies. The industry has a lot of creative brilliance and with Kinect we are really pushing the boundaries of technology. The technology is just so much more powerful now, and we can do so much more for people.

    While some people dismiss gaming as too violent or just for kids, there is much more to it than that. It’s critical work. Entertainment is a fundamental human need, and gaming is a great way to give people a moment of pleasure and enjoyment in an otherwise stressful day. Life gets faster and faster paced and interactive entertainment is a great release.

    There are a lot of other game studios out there. Why have you stayed with Microsoft?
    I fell in love with the culture and still find it intoxicating that everyone around is so smart and is somebody you can learn from.

    That and Microsoft’s huge range of opportunities. You never find yourself at a dead end here. There’s always something new and exciting and the company keeps evolving. For example, it is the only company that could pull off something like Kinect.

    Shannon and familyHow did Good Science start?
    A bunch of people started working on Kinect when it was still “Project Natal” back at the end of ‘08. All that we had at that point was a rudimentary camera duct-taped to a very expensive PC with a high-end graphics card. It was up to us to turn that into a consumer-friendly product.

    I was working for Microsoft in the United Kingdom at the time and the company asked me to move back to Redmond to start Good Science in ‘09. Our goal was to figure out what kinds of experiences were best to introduce Kinect to the world.

    And how did you structure the studio?
    Good Science bridges the gap between incubation and research. The goal was to make a team of flexible creative generalists. We wanted to find the best way to introduce the world to full-body, no controller gaming and no-barriers UI. Hence, Kinect Adventures. And we’ve got some great new stuff in store too.

    How many people work at the studio?
    The size of Good Science is wildly variable as it expands and contracts depending on the projects at hand. At the smallest it can be 45 people and at the largest it is about 75.

    So, it’s like its own startup within Microsoft?
    Microsoft is a fairly fractal company, so teams must know how to stand on their own. Good Science has a ton of creative freedom, like a startup, but we’re able to tackle big challenges and boldly move forward with the support of Microsoft.

    Unlike a lot of startups, we have the focus and depth to make really big bets.

    Did you know right away that you were onto something huge with Kinect?
    We had lots of challenges to overcome but knew pretty quickly that what we had was magic. Seeing the crowd reaction when we showed it off at E3 in 2009 was one of the most exciting experiences of my life.

    Do you plan to stay in gaming for the rest of your career?
    It’s likely too late for me to cure cancer or go the moon, so this is still my shot at deep, fulfilling work.

    Kinect is already profound and will be even more so in the future. For example: there is a Kinect “hack,” Jewel Mine, that helps rehabilitate people who have had strokes as the interactive movements can repair neural damage.

    This is all just the start. I look forward to being along for the journey.

  • Maybe we're just biased

    The best way for us to share the thrills, and sometimes tribulations, of working here is to get you directly to the people that make life at Microsoft so interesting. And there are incredibly fascinating people here that create our innovative and dynamic workplace.

    Take the folks over on Platform Biased. A group of Software Development Engineers in Test (SDETs) that produce a bi-weekly podcast dedicated to sharing their love of gaming, what it’s like to do what they do and the everyday details that - though could seem mundane – are actually fodder for making a job more than just a place to show up every day.
    Don’t take our word for it. Just listen and laugh along to this podcast with Director of Test, Greg B. Jones. He reveals what got him started, what his goals are as a boss and what he hopes to achieve not only in the work that he does, but for the people that work in his group.

    Find your place at Microsoft

  • Xbox LIVE community patrolled by Enforcement Unicorn Ninja

    MicrospottingThe ‘Softie in question: Boris Erickson
    The job title: Enforcement Unicorn Ninja, Xbox LIVEBoris Erickson, Unicorn Ninja

    With millions of gamers inhabiting the Xbox LIVE community, creating a safe and fun environment is paramount. Not to fear: Microsoft has its very own special ops division charged with policing this world. One of the more colorful members of the team is Boris Erickson, whose title is Enforcement Unicorn Ninja. And, yes, we are being completely serious. 

    All joking aside, Boris holds an important role in helping keep harmony between gamers. He is also responsible for Vulcan, the software that arbitrates complaints from gamers and determines what, if any, corrective actions may be enforced. We caught up with Boris the day before he left for some face time with the gamers at The Penny Arcade Expo (PAX) in Boston.

    Ok, Boris: Does your business card actually say, “Enforcement Unicorn Ninja”?
    Yes. I was told I needed a new title and asked if I had any requests. I asked if I could work “ninja” in there, and in two days I had this new title. It fits me, and it’s always a good icebreaker.

    What are your job responsibilities as the Enforcement Unicorn Ninja for Xbox LIVE?
    The primary part of my day is making sure that the toolset I designed—called Vulcan—keeps running.  People file complaints on Xbox LIVE, and Vulcan is the conduit through which those complaints come to our enforcement team. The team then reviews the information and takes appropriate action.

    It sounds like there is a whole team of ninjas.  Do you see yourselves more as police or chaperones?
    We do want to be chaperones but we don’t want to be authoritarian. We’re not going to take action on someone for dropping an occasional expletive in a game, like if you get sniped from all the way across the map. We like to think of ourselves as enabling safe, fun experiences for people.

    It seems like a fine line to walk. Is it important for the people on the team to come from differing backgrounds?
    We think it is important to have a team from all over the map. We value a diverse population in our investigators not just in gaming platforms like Xbox or PC, but diversity in gender, race, and age. Because sometimes we come across content that is super offensive to one of us, but it’s kind of grey area, so we’ll all talk about it.

    Does that mean you are responsible for making the community standards for the gamers?
    It’s more about reflecting a community standard, because we don’t want to be the arbiters of morality. We want to make sure that the team isn’t getting in people’s private lives, but when you come into the public sphere, into the public arena, that’s when we get involved.

    Boris Erickson's business cardHow do the gamers view you then?
    Generally most of the public sees the enforcement team as a vital resource for Xbox LIVE for keeping the peace, keeping the rules and keeping people on reasonable behavior.  We don’t like to be arbiters of what’s acceptable. We believe in like-minded gamers gaming in like-minded ways.

    Mainly, Xbox LIVE Enforcement is there to guide people and help maintain a fun and safe place for gamers to connect.

    And clearly that’s what is all about – a fun and safe connection point.
    Yes, especially as we try to bring more families into the fold with Kinect and broader entertainment offerings on Xbox LIVE. We want people to have video Kinect chats with their grandma across the country, and creating an attractive environment for everyone is important. 

    Do you think anyone can find a place within the Xbox LIVE world?
    The Xbox LIVE community is as diverse as any community out there. And I believe Xbox LIVE is a greater microcosm of the wider population of the planet than most of the other Microsoft software user demographics.

    So yes, I think there is room for everyone on Xbox LIVE.   Mostly because the technology is so capable and it’s just going to get more accessible and more multi-purpose as time goes on.  As more people come to this forum our job is to sort of help people form communities within the larger community.

    And keep the peace?
    Indeed.

     

  • Raphael Mun: translating dreams to Xbox

    Mr. Mun having funMicrospotting‘Softie in question: Raphael Mun

    Job title: Software Development Engineer for Xbox Platform

    First off, congratulations on the launch of Kinect. Was working in gaming a life-long dream for you?
    As a little kid in Korea, I was originally into reading. But everything changed when my dad came back from a work trip to Japan with an Atari system and a vector graphics cowboy game. Next thing I knew, I was playing games until my nose was bleeding-

    Nose was bleeding?
    You know what I mean: a lot. I was hooked. Then came Super Mario World. After that, I didn’t read so much any more.

    Tell me about the jump from playing games to creating games.
    My family moved to Virginia and I did the Center for Talented Youth summer program at Johns Hopkins before I started in the 6th grade. It was there that I learned Java and made my first tic-tac-toe game.

  • How to "break in" to gaming & entertainment

    JasonThe #1 question I am asked by young people looking to work in the games and entertainment industry: “How do I break in?” 

    I’ll give you a hint…it’s not by promising to clean our toilets or bragging about how much time you spend pwning newbs on Halo.

    Breaking in takes hard work and commitment. If you are a 17-year-old and reading this, I hope that you are submitting your college applications. Because, the best way to start on your path is to graduate with a 4-year degree. Yes, yes…I realize that there are stories of people who didn’t go to college but have had successful careers and made a bazillion dollars. That’s all fine and dandy and very true. But, I consider them the exceptions. Often, they are ridiculously brilliant OR they have put in a tremendous amount of effort to accomplish their goals. Effort that others put into college. So…if you have the means to go to college, do it! 

  • Microsoft Games Studio Writer John Sutherland - from Pong to Kinect

    Microspotting‘Softie in question: John SutherlandJohn Sutherland - lots to smile about

    Job title: Writer - Microsoft Game Studios

    Could you explain the role of the writer in game development?
    The writer develops the story and collaborates with the designer, who is often the game’s director. Sometimes we work with an outside developer who may have as many as four staff writers on a game. In that case, I work as the story doctor and oversee the writers: I help with story structure, pacing, and trimming their dialogue down to a manageable level. Other times, we work with developers who don’t have any staff writers and I’m the sole scriptwriter.

    How did your career start off at Microsoft Game Studios?
    I was working as a technical writer for Microsoft on error messages for Office 95 and telephony projects and that sort of thing. But, like a lot of technical writers, I had a secret life. When I wasn’t at work, I was busy as a screenwriter.

    I started working in games in 1996 when a former copy editor of mine from Office asked me to create an online help system for Mind Aerobics, a new puzzle game by Alexey Pajitnov - who invented Tetris. In many ways, my first game writing job was still technical writing.