Showing posts with label alex gowland. Show all posts
Showing posts with label alex gowland. Show all posts

Tuesday, 18 January 2011

We do wear suits. Sometimes.

We sent the A-team (Andrew, Amos and Alex) to London last week for BETT, the largest educational technology show in Europe. It was a huge venue, and our little stand felt a bit lost in the middle of it all.


However, as you can see, people did manage to find us. Here's Andrew being interviewed by Martin Stanford of Sky News. So it was worth wearing the suit after all.


It was a tiring week, as these things usually are, but it was good to meet with so many people working in all parts of the educational system, particularly longtime Moviestormer Iain "Iceaxe" Friar.

We were actually taken aback by how much attention we got amidst everything else that was going on. Alex and Amos gave back to back demos from start to finish, and ended up hoarse partway through the second day. All the software trials were taken, and we had to rush out half-way through the show and print more fliers. Alex summed up the event perfectly in his message back to the team afterwards: "I was astonished about the response almost as much as the potential clients were about the software." Andrew, meanwhile, excitedly texted back that he'd just been told we were the "best solution at the show".

We're looking forward to BETT 2012.

Friday, 8 January 2010

But soft! What light through yonder window breaks?

Height is important. More precisely, differences in height. You can use height to create drama, contrast, emotion, interest, beauty, menace - a clever director can do almost anything with a good, varied set. Up until now, Moviestorm didn't handle height very well. Characters could only really move around on a single level plain, which meant it was very hard to get shots like this:



Woo-hoo! There's no cheating in that shot. It's just plain ol' Moviestorm. That tower really is as tall as it seems to be.



We're using some brand new development code, which Mark has been quietly working on for the past few months, allowing characters to walk on surfaces at different heights. The tower is Amos's work (and, incidentally, his first official art asset for us).

Just in case you don't believe that it really works, here's a clip from the movie Alex is working on at the moment. He's asked me to stress that this is a really, really rough first draft, but it is all rendered directly from Moviestorm in one single scene.



Coming soon. As always: When It's Ready.

Friday, 25 September 2009

Alex's first fortnight

As is traditional now, we asked Alex to write a few paragraphs about his first weeks working with us here at Moviestorm Towers. We told him to be honest, so the bits where he says we're all great are not made under duress and are therefore admissible in court.

So I’ve been at Short Fuze for two weeks now and I’m glad to say that I’m surviving. Now I’ve got over those first week jitters, I’m feeling a lot more settled as part of the group. That's mostly due to the great hospitality of the Moviestorm team, who have welcomed me with open arms (and an open dev build). I began to feel at home right away, and fell straight into the work - despite having to make an hour and a half commute morning and night. Thankfully, today's Friday so I get a well earned lie-in tomorrow.
For the second week in a row, I’ve been placed firmly in the QA department. I’ve been giving new user experience input for the latest version of Moviestorm, finding bugs, submitting feature requests and generally trying to break the software. I have to say the work can be repetitive and sometimes frustrating, but if anyone knew my circumstances beforehand they’d know how much I’m enjoying it. As this version is close to being released I found myself somewhat thrown in at the deep end, but as we all know, beggars can’t be choosers and I love a challenge. Andrew has requested that I help him design some of his sweet-looking movie gifts so I’ve definitely not run out of things to look forward to. That’s much better than writing DVDs that each take an hour and a quarter to burn, yawn.
As my placement with Short Fuze is open-ended I have no idea how long I will be working here. I would very happily work here forever, so fingers crossed that investment starts flooding in and Moviestorm becomes bigger than The Sims! I guess as long as I’m making myself useful here there'll be a place for me, so its eyes down, tea in hand and tappity tap tap on the keyboard.
For me the significance of this placement is huge. Moviestorm isn't a game, of course, but I still consider this to be my first experience working in the games industry. It's built my confidence and taught me that I can work in one of the most competitive sectors of the media and make a name for myself. On a more constructive note it's inspiring me to start kicking down game company doors (metaphorically) to get my voice heard and my face out there for all to see (no matter how unpleasant).
In conclusion, this has been an amazing experience for me so far. Despite sitting in an office all day staring at a monitor screen, I’m relishing every moment of it. Perhaps it's because I’ve began working in the industry in which I want a career, or maybe it's because I’m working with a great bunch of guys (and one gal). Either way, I’m definitely richer for the experience.
That's got to be better than playing Counter Strike: Source all day. Hmm actually...

Tuesday, 22 September 2009

Anime Alex joins Short Fuze

Please say hi to the newest member of the Moviestorm crew, intern Alex Gowland. (No, not Alex Garland, who wrote The Beach and Sunshine. We can't afford him.) Our Alex is a self-confessed anime freak from Hartlepool with a degree in media production. He's also an artist and designer, and has ambitions to direct a video game that will, in his own words, "dwarf Final Fantasy".

Clearly the boy has talent and ambition, which is why we put him to work in QA. That'll learn him. He'll also be helping Andrew with a super-secret Short Fuze project currently in development, but he's got to take his licks as the QA whipping boy for a while before we let him loose on the fun stuff.

Apparently Alex enjoys cooking as well. That's good. We know who to turn to when we need someone to make late-night Pot Noodles for the dev team.