Inside EA Social Links

  • 19Feb

    Ssssshhhhhh.

    I just grabbed a camera and took a peak inside the offices of Playfish in London.  Playfish are new to the EA family and live, drink and swim, social games.  More on Playfish shortly….but in the meantime….

    Have a look at their offices….ssshhhhhhh…I did not take these pictures ;)

    EArl

    Hello….welcome to Playfish.  The doors to the Studio

    Inside a meeting room….relax

    Work hard…and yes play hard.  Tough day…chill and bounce round the office…or rock out on Rockband

    Office decoration…Playfish style!

     

    © 2010 Electronic Arts Inc. All rights reserved. All trademarks are the property of their respective owners

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  • 16Nov

    dante_s_inferno_death 

    Following in our profile series, we continue to introduce you to more members of the Dante’s Inferno Team.

    First up, let’s introduce you to the latest member of the team to be profiled.  Rachel Mina Cross.

    Title: Lead Lighter

    What is it you do here on Dante’s Inferno?
    I work with a talented team of six lighters who along with the VFX team add to the final look of the game.

    What’s a typical day for you here at EA?
    I get in and attend morning dailies, head to the gym at lunch. My afternoons will include Lighting reviews, meetings, updating Lighting schedules and any work that I do at my desk is essentially adding lights to Dante’s path to lead him deeper and deeper into hell!!

    What do you enjoy so much about Dante’s Inferno?
    The creative background environments and amazing concept art for this game makes my job so much fun!!

    Where do you belong in hell?
    Gluttony – I crave cake and other yummy snacks! Especially around 3pm:).

     

    Name: Greg Reisdorf

    Title: Level Designer

    What is it you do here on Dante’s Inferno?
    I get to make the levels of hell! From the initial concept (based on the poem, of course) to the super secret hidden cambers that only 1 gamer in every 1,000 will find. I get to come up with ideas, put them in a computer and make them come to life. I also get to find out how bad most of my ideas actually are, it takes a lot of iteration and play time to get things right. However there are some ideas that are just no good at all. That’s when you have to know how to kill your babies, and where better to do that than hell. I’ve killed a lot of my babies… most were disfigured and mutilated from the start. But some I nurtured and tried to raise. But at the end of the day if you don’t kill that bad baby then someone else, generally a producer(baby killers), will. So I create levels by killing my babies.

    What’s a typical day for you here at EA?
    Since we are close to finaling the game my days currently go a little like:
    1) Get in, get coffee
    2) Review one of my levels with the other departments and leads
    3) Try to fix any major issues from the review
    4) Lunch
    5) Coffee
    6) Keep trying to fix stuff
    7) Get tired of fixing stuff and play the game.
    8) Coffee
    9) Fix some more stuff
    10) Help someone else fix something I broke a long time ago.
    11) Think about adding something cool… get my baby killed… go back to fixing stuff
    12) Help someone fix something that I just broke when I was trying to fix something else.

    What do you enjoy so much about Dante’s Inferno?
    The carnage and the variety in the levels of hell. There is a ton of awesome background information and great ideas that we get to pull from when creating the gameplay spaces, scenarios and puzzles.

    Where do you belong in hell?
    I’m pretty sure I would be sent to Greed.

    Before we sign off from the team.  Take a look at the latest Developer Insight Video…Heresy. 


     

    The Dante’s Inferno art leads standing at the Gates of Hell, at the Cantor Art Center at Stanford University, Palo Alto, CA.

      

    © 2009 Electronic Arts Inc. All rights reserved. All trademarks are the property of their respective owners

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  • 12Nov

    Great video just in showing Canadian TV personality and comedian Rick Mercer visiting our studio at Burnaby, EA Canada.

    Take a look.

    © 2009 Electronic Arts Inc. All rights reserved. All trademarks are the property of their respective owners

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  • 02Nov

    IMG_1470

    Great insight from Stephanie Koutoulas over at EA Redwood Shores.

    ‘We had great fun Halloween Celebrations at our Redwood Shores studio, filled with pumpkin carving and Halloween contests and a parade with kids from our onsite daycare facility.  It was a gorgeous day!

    Some of the best costumes were  – MySIMS characters, a Ghostbuster, Brutal Legend.  Here’s a few pics I took from the day’.

    IMG_1588

    IMG_1596

    IMG_1543

    IMG_1571

    IMG_1585

    IMG_1604

    © 2009 Electronic Arts Inc. All rights reserved. All trademarks are the property of their respective owners

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  • 19Oct

    PogoBalloon

    Insight provided by Stephanie Kotoulas.  Thanks Stephanie…….

    Pogo.com employees have just celebrated 10 years of creating causal online games at the EA Redwood Shores Campus.

    The day started off with a Spike, the host of Poppit! the most popular game on Pogo, plushie hunt around the EARS campus with over 100 hidden for employees to seek out and take home.

     PogoSpikeCompetition

    Continue reading »

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