Did you do any Uni or TAFE? If so, what & did you graduate?
I did one year of a Bachelor of Arts (at Monash in Clayton), majoring in philosophy...which I absolutely loved. I think ultimately, if a career and money wasn't important, I would have followed that through and finished it. But I remember reading a statisticand the statistic was that 65% of arts graduates are unemployed for the first three years following graduation, and I thought "this really isn't any good." And again, that was a bit of a sideline to what I really wanted to do.
I always illustrated, that was my number one passion, drawing comic books. I originally tried to get into business school to do business management at Monash, and got knocked back and ended up doing an arts degree, and these were all things to try to suppress what I really wanted to do I guess, but kind of felt that was again, too much of a fantasy, to be able to draw monsters and aliens and spaceships for a living. On the whole that did work out in the end.
How important was formal study to your career?
It was weird because I thought that if I studied anything artisticI didn't know what would be ideal. Because there were things like industrial design, which dealt with CAD design, and a lot of digital art production, but they weren't really in the spirit of video games at the time. And then you could do classical courses like illustrating, life drawing and painting, but again it wasn't in the gaming sensibility. So I wasn't really sure what to pursue in the arts sense, it was all sort of a mystery. And ultimately, I just kind of fell into it as a result of knowing some people and doing some things that came naturally and they just said "yeah, you're ideal for this."
Would you recommend that people starting out in the industry now try to get some sort of formal training before they come and approach a business for work?
I think, having had an opportunity to mature a little bit within the industry, I wish that I'd had a bit more classical training in terms of art skills. (I wish I'd) done some more life drawing and studied some classical ideas about colour composition, painting and anatomy and things like that, because those are skills now that I find I have to study more and more diligently, and take a lot more seriously.
But I would say that if anybody wants to be an artist in any field they should study classical skills because they never go out of date, they are always relevant and you always need to lean on those pillars to produce good work. So if I go back, I'd say that I would really have liked to have been taught by experts, because all my skills arelearnt from watching what other people do and trying to reverse-engineer their techniques. And it's really hard doing it that way.
Do you feel that up-skilling and self-skilling is an important part of being a practitioner in the games industry?
Typically the best people that I have worked with are people that are self taught and have put a lot of energy into teaching themselves. I think that tends to separate the really worthwhile professionals in the industry from the other ones. It's a really dynamic industry, you have got to keep pursuing skills and making sure your skills are up to date and honed otherwise you fall by the wayside.
It is an industry where the technology moves along so quickly, the tool-set moves along so quickly. I'll have to use a new tool every 18 months, there will be a new software package or a new technique or a new approach that you have to become familiar with. So if you are stagnant in that you'll lose relevance in terms of your skill set. You're maintaining your skills, being on the lookout for new techniques and new approaches. It is really important to be vigilant in this industry. I mean, I can only talk about art production.
The other thing is that there are so many clever engineers in the industry figuring out new ways to do things. Games is characterised by having a limited platform to work with, you always have limits, so one big challenge is trying to figure out how to produce the best results while keeping these limitations in mind. And that always results in new techniques and new technologies to get around those limits. So yeah, you always have to be learning new things.
How did you get your first career break?
I was working with a guy who is now one of my business partners. We were working at the Keg, he was in the kitchen and I was in the dish-pit washing dishes. He got me an illegal copy of some 3d software. And I would call him once a week at midnight while I was trying to work something out and he would give me some answers. And with his help in getting me the software and giving me some pointers, I put together a show-reel of 3d modelling and animation.
He was doing part time work at what was then Beam Software in the quality assurance department, basically testing. And after about 6 months of trying to teach myself this 3d application I invited him round, this is Toby, and showed him my video, and he said "this is fantastic, you have got to have an interview at this company." And so he spoke with a few people at the art department at Beam Software and said "I know this guy." Fortunately they had this new project coming up just around then, and I went in for an interview and a week later I was offered the job, as a production artist on 'Crush, Kill and Destroy'.
So that was absolutely my first break, and I have literally had an unbroken career in games ever since then. I'd just turned twenty at the time. So that was the end of my university. I did a year and then fortunately was gainfully employed and had no more need for university.
Do you think the decision to employ you was based mainly on your folio or your interview?
It was interesting because what I found out retrospectively was that apparently a lot of my technical skills were called into question at the interview, but it was the strength of my comic style illustration that carried me through. One of the guys there who was a senior artist, who thank god had a bit of vision, was saying "he might not be an expert in 3d, but look at what he has done through his own initiative. Plus he has got these classical skills which show that artistically he is going to get there eventually."
I think more than anything it is the work they look at. I think the games industry has a very wide spectrum of personality types, so often you have to accept that people might be a little unconventional, a little bit quirky, or even a little bit antisocial. But if their work is really good, and you can find a way to make them work in your team, then I guess sometimes you have to decide what's more important.
I like to think that meeting me in person had an effect, but who knows!
What were the three most significant evolutions/changes in your working life?
I think that the first one was my first break, and that was when I had my eyes opened to the level that other professionals were at. And I was aware that the jump from being an enthusiast or an amateur, or even a student...the difference between that and seeing how real professionals work was massive. And that inspired me to take more responsibility about what I did.
The next big break or big turning point was when I went to England in Oxford for a few years with a company on a 'Crash Bandicoot' game. That was the first time I was officially given the role as art director, and that was my first opportunity to learn how to manage a teamYou're dealing with art production and you've got 11 staff under youart is a pretty personal thing and everyone will tailor that to their own sensibilities. And that was a real challenge, trying to figure out how to unify an artistic vision. Which I'm not suggesting I was necessarily able to do, but (I was able to start) thinking about how you do that, how you manage lots of different personalities and artistic influences and try to make something look consistent across the board. And that was probably my first real experience of being a senior art manager.
And I guess coming here and being a business owner, that is a whole other thing, because suddenly you see everything from the other side. You see all the things you used to complain about...from a different perspective and you understand why there are problems. As a production artist I think you are constantly hitting way-points in your career and learning new things. I guess one of the bigger things that I try to impart to juniors working now is the idea of patience and discipline. I think it is very easy to want to achieve great results quickly with not a lot of work. It's very glamorous, you see a lot of incredibly talented artists. But...if I could speak to a lot of students who send their folio through, (I would want to) impart that idea that (the important thing) is patience and discipline. Producing great work simply takes a lot of time and a lot of study and a lot of personal discipline to see something through to the end. And maybe that is something that only comes with being a professional artist.
Did anything jeopardise your career in its early stages?
I wish I could say something controversial or dramatic, but no. I'm very lucky. I think my career to date has been very smooth. And fortunately I used to dabble in computer programming when I was young, and I think I benefited from having an inclination toward technical things. This is an industry where if you can manage to merge a technical perspective on production with a creative, artistic side, you are in really good stead because what we do is always a half-way house between the two. So I think having that disposition at the start has just stood me in really good stead. I always seem to adapt well to projects and have fortunately been given more responsibility at quite a steady rate. It has all sort of worked out.
I guess if there was one I could probably say about the industry at large...the industry imposes a lot of challenges on people because it is still young and it still has very shoddy work practices at a lot of studios and so it can involve very long hours, very poor management and very poor scheduling and deadlines. I have friends and colleagues at studios everywhere in the world, and that is always a complaint. And I have seen that it does push people out of the industry, because they'll say "as much as I'm passionate about it and love it, I'm going to work for a bank or an IT company because the hours are regular, the pay is better, and I've got my social/ personal life and I can enjoy that." Whereas in games sometimes it does demand a lot of you to be committed, above and beyond the call of duty. So if ever there was one thing I think that has given me pause for thought it would be that. You sort of think "this organization is being run so badly, I don't know that I want to constantly sacrifice my own energy and all that for the sake of something that could be done a lot better." But you know, that's what leads you to start your own company, and here we are.
What was the best piece of professional advice you received in the early stages of your career?
That's really tough. I'm not sure that I was ever given a particularly potent bit of advice, but there were times when I have been taken under the wing of more senior people. If I could try to come up with a philosophy I could say that making a concerted effort to learn from people who were senior and more experienced was incredibly beneficial. I mean, everyone knows that you get a lot of young people who come into jobs and think they know everything, it's a clich but it happens to be true a lot of the time and that's really sad. Because I think learning from people who have been there and done that before, learning their tricks and their methods was something that I was always quite determined to do. Not to let my ego rule my attitude to my own work, and to let other people say "you know, there's a better way to do this," or "have you tried this technique?"
So I was lucky. There are probably two or three people off the top of my head who had a really profound effect on my skill sets, and my development as a production artist in games. So just learning from people who know more than you I think is just something that you really need to embrace. There is always someone in the room who is better than you or knows more than you do, there is no getting around that, so take advantage of it.
If you could thank anyone from your professional past, who would it be and what would you say to them?
I don't want to offend people that have helped me out. But there is one guy who always leaps to mind, a guy by the name of Adam Ryan who works at Animal Logic, which you've probably heard of. He taught me some great practical techniques: he was the first person to teach me how to do facial animation on a character, and how to set them up to deliver dialogue, and things to remember and consider when you are doing that...But probably more than anything he taught me the idea of aspiring to standards far beyond what you can see in your own mind.
I used to do this thing where I'd be working on this artwork, and I'd reach a point where I'd say to myself "now what would Adam do at this point?" Because he wouldn't stop here, he would go on and do some research. If
he was making a monster or spaceship or something he'd get all the information available, he would look at the best examples of the work, and he would push himself and keep pushing until he was as good as that. So more than anything he taught me to never be satisfied with what you think is good.
Subject your work to the most severe criticism possible and the highest standards, and don't ever be satisfied just because you think it's good...but look at the world and the industry standard and measure yourself against that, not just the other people you work with or what you've done in the past. Don't say "well it's better than the last thing I did." That's not enough. Is it better than...what they are doing at Pixar? That's where you set your standards.
And again, it is something I find a lot of graduates don't do. They are comparing their work to their classmates, or what their tutor has done, and that's not going to get you anywhere. You need to look at the industry out in the world.
If I could take one person it would definitely be Adam because he taught me that: high standards, aspire for the best.