Inside EA Social Links

  • 31Mar

    So you want to be an artist?

    I thought it cool to share a presentation on art careers in EA, the different art disciplines, (eg animator, modeller, VFX, Concept artist etc), the skills and experience we look for each role and a definition of ‘what good looks like’.  This will give you a great insight into what recruiters look at and how they take decisions.

    Take a look at the presentation.  (For those reading the news letter you will need to view this HTML on the site).

     So let’s continue our focus on art with an interview by our sister site www.ea.com.  Lucian Tucker met with Emma Toyonaga a Concept Artist.  Over to you Lucian.

    Emmy Toyonaga

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  • 31Mar

    Just as I promised the other day, let’s travel today to EA’s Head Office in San Francisco.

    EA corporate headquarters is based in Redwood Shores, California. Also known as EARS, EA Redwood Shores is home to a diverse range of development studios with franchises ranging from the bestselling The Sims, to the sci-fi horror title Dead Space and Dante’s Inferno.

    Located approximately 30 minutes from San Francisco, EARS is an amazing place to work. It has a real campus feel with great office space, two onsite restaurants, a large gym with the latest exercise equipment, a beautiful lawn for soccer and other sports, outdoor volleyball and basketball courts, and much more. The campus also features a number of cool meeting areas, gaming areas, and its very own Starbucks. Not far from EARS, in Emeryville, another EA team works on Spore.

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  • 31Mar

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  • 29Mar

    DeadSpace-X360-Screenshot2.png

    Everyone wants to be a game designer.  It is by far the most popular topic that the recruitment team is inundated about…..how do I become a game designer?  What qualifications do I need?  

    Everyone wants to create the holy grail.  That ‘AAA’ hit that sells millions across the globe to huge critical acclaim.  But not everyone will be the next Will Wright or Miyamoto. 

    In the past we have highlighted a presentation made at the Swansea International Animation Festival called ‘Mum, Dad, I want to be a Game Designer’.  This is published on our YouTube Channel and has had 23,440 viewings and been rated at 5 Star by the Community.  It is a 50 minute presentation, so grab a coffee and settle in……click here and enjoy :)

    Also, extremely noteworthy is an interview published on our sister site www.ea.com by Lucian Tucker.   Lucian met with Rom Rodriquez, a Level Designer on Dead Space 2 to get more insight into breaking into Game Design…..over to you Lucian…

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  • 29Mar

    Dante's Inferno Spring Break 3

    Lucian Tucker from www.ea.com meets with Raasahn a Senior QA Test Lead, who provides a great insight into working as a tester in videogames.

    Raasahn leads “the QA team from the start of the project to the finish.” And unlike what you would expect, he came to EA 5 years ago with an interest in testing, not in making games.

    What’s your name and job title?
    My name is Raasahn Browder and my title is Senior QA Test Lead.

    And what do you do as a Senior Test Lead?
    Currently I’m training for the Project Lead position but as a Senior QA Test Lead, I’m responsible for multiple projects at a time, leading the QA team from the start of the project to the finish.

    How exactly does that work? Can you describe that process from beginning to end?
    Sure. At the start of the project, the main goal is information collection and finding out what the responsibilities of the QA team are for the project. Getting a GDD (Game Design Document) and formulating a test plan to see how to tackle the project is the focus at the start.

    Also setting up meetings with the developers and producers you are working with is a large part of it. Working within the time frame allotted with the testing plan that is created is the major goal.

    Once that is complete, the focus is making sure that all aspects of the title that is being worked on are covered with the staffing that is available.

    When that is all hashed out, working towards the milestones and updating the developers and producers with the progress of the title is very important so they can make any changes that need to happen so the title doesn’t miss any of the milestone dates that were set.

    Near the end of the project, the focus is more on making sure that all the loose ends of the project are tied up and there are no major issues that still are not addressed as well as making sure the title is in compliance with all the current standards.

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