Episodes
In this episode of Behind Massive Screens, we delve into the subject of online programming together with Senior Online Programmer Omar Elbehaedi to find out what makes online games tick. We also delve into the subject of why code is beautiful and discuss that most forbidden topic – netcode. You head into a Team Deathmatch, the Dark Zone, or a 4000-player battle in a space MMORPG. The players are located all over the world. The bullets are flying. But how does the technology that makes all...
Published 09/18/23
Published 09/18/23
In this episode of Behind Massive Screens, Petter and Dóri meet Marthe Jonkers, Associate Art Director at Massive Entertainment, to learn about the role that art direction plays when creating a game – the impact it has on a game’s development, how it helps set a game’s style and tone early on, and how it together with concept art communicates ideas to developers. We also get insights into what it is like to work in the Japanese games industry, and what it can take for someone from outside of...
Published 09/11/23
When designing a game, how do you make sure that the player gets the information they need while playing? Or navigate menus and button prompts in an intuitive way? In this episode of Behind Massive Screens, UI artist Anna Kuzminska takes our dynamic hosts on a journey through the fascinating world of user interface design – from fonts and art to colors and shapes. Resources: We Can Fix it in UI -...
Published 09/04/23
Ever wondered how game developers create stunning visual effects in video games? How they make red barrels blow up and explosions look great? How cars in racing games kick up dirt, or how the energy crackles from magical potions? In this episode of Behind Massive Screens, we meet John Behrens, VFX Artist at Massive Entertainment, who tells us about visual effects design and what is going on behind the scenes when the bullets hit the red barrel. Real-Time VFX - https://realtimevfx.com/ The...
Published 08/28/23
How do you become a playtester for video games and how does a playtest work? And what are the User Researchers, that are running the tests, looking for? In this episode of Behind Massive Screens, we meet User Researcher Hanna Rosvall, who will give us a look behind the scenes. What tools do User Researchers use, how does a games lab look, and what’s going on behind those mysterious one-way mirrors? Let’s find out! Subscribe or follow “Beyond Games” wherever you get your podcasts to stay up to...
Published 08/20/23
Ever wondered how to start working on artificial intelligence in a video game and how the AI in The Division was put together? What do you need to keep in mind when creating AI for an NPC? How do you get started in modding games and what can you create using the tools available? In this episode of Behind Massive Screens, Associate Game Director Drew Rechner covers these subjects in detail, since he’s worked with both – and has built one of the most ambitious Neverwinter Nights mods ever...
Published 08/13/23
Join Petter and Dóri as they meet Keltic Vermeersch, Environment Artist at Massive Entertainment, to find out how environments in video games are created - from "simple" hallways to sprawling open worlds. They also learn brand new creative uses for lamps. Yes, lamps. Subscribe or follow “Beyond Games” wherever you get your podcasts to stay up to date with the latest episodes. Hosted on Acast. See acast.com/privacy for more information.
Published 08/06/23
In this episode of Behind Massive Screens, Petter and Dori sit down with Lead Game Designer Lau Korsgaard to talk about experimental game design, indie development versus AAA, what uses a regular controller can have beyond the norm, and how games without rules can encourage social interaction. Subscribe or follow “Beyond Games” wherever you get your podcasts to stay up to date with the latest episodes. Hosted on Acast. See acast.com/privacy for more information.
Published 07/30/23
Join Petter and new co-host Dori as they sit down with Palle Hoffstein, Art Producer for The Division 2, and dive into his job and his long history in the games industry.
 What does an Art Producer do and how do they work with the artists? What was it like to work in the industry back in the 90s? How did you develop a fully fledged FPS with only 20 people? And how was the experience of moving from North America to Europe? Subscribe or follow “Beyond Games” wherever you get your podcasts to...
Published 07/23/23
We sat down with Chella Ramanan, Narrative Designer at Massive Entertainment, to dig into the complicated subject of storytelling in video games – in everything from smaller indie projects to giant AAA games. Subscribe or follow “Beyond Games” wherever you get your podcasts to stay up to date with the latest episodes. Hosted on Acast. See acast.com/privacy for more information.
Published 07/16/23
In this episode of Behind Massive Screens, Petter meets Concept Artists Topi Pajunen and Marie Isacsson to talk about their job, concept art’s role in game development, and how art can inspire the development teams and communicate ideas. Subscribe or follow “Beyond Games” wherever you get your podcasts to stay up to date with the latest episodes. Hosted on Acast. See acast.com/privacy for more information.
Published 07/09/23
What goes into adapting a huge AAA video game to other languages and markets than simply English? How do localizers and translators work on the text, but also on voices and UI? How do you work with voice casting and actors, dialects, language differences, and any potential translation mistakes? Subscribe or follow “Beyond Games” wherever you get your podcasts to stay up to date with the latest episodes. Hosted on Acast. See acast.com/privacy for more information.
Published 07/02/23
In this episode of Behind Massive Screens, Technical Animator Rasmus Björk gives an insight into what technical animation is, how it works and its place in bringing characters to life in video games. How do you make sure that a human, or an orc, or even an animal moves in a realistic way? How do you build a skeleton that animators can then use to work their magic? Subscribe or follow “Beyond Games” wherever you get your podcasts to stay up to date with the latest episodes. Hosted on Acast....
Published 06/25/23
In this episode of Behind Massive Screens, Cinematic Animator Soo Kang tells us how cutscenes in games are made – from script to motion capture, to ending up in a game.
 How do you plan for a recording, how do you use the motion capture data once it’s done, how do you go from a pair of moving dots to a complete scene? How do you create drama and how do you connect it to gameplay? How do you use a mix of technology and storytelling to draw a player into the world of the game? Subscribe or...
Published 06/18/23
In our second episode of the Behind Massive Screens podcast, we sit down with Lead Game Designer Fredrik Thylander to discuss game design, how it works in practice and how you approach designing a new game from scratch. And how do you, with various tricks (and cheats), create fun, second-to-second gameplay? Subscribe or follow “Beyond Games” wherever you get your podcasts to stay up to date with the latest episodes. Hosted on Acast. See acast.com/privacy for more information.
Published 06/11/23
In Behind Massive Screens, we talk about the ins and outs of game development and the gaming industry with the people behind the games. Hosted by Massive Entertainment – creators of The Division, Avatar: Frontiers of Pandora and the Star Wars Project – the show gives you a greater insight into how game development actually works and an opportunity to learn about the different roles at a gaming studio, straight from the experts themselves. In this inaugural episode we meet Lead Data Scientist...
Published 06/04/23
In this final episode, our experts discuss innovations beyond gaming. For example, how the self-driving cars in Watch Dogs can teach kids the basics of machine learning, how AI can raise climate-change awareness by simulating its possible consequences, and how our research is helping counter dangerous online behaviours thanks to some unexpected allies… Guests: Elisabeth Doyon (Student at Université de Montréal—CSM AI for kids Project), Amanda Jarrell ([MURL], User Research Project...
Published 04/30/23
In this fourth episode, we explain how the SmartNav prototype manages to create more realistic and responsive behaviours for non-playable characters and how their design enhances the immersive experience for players in various open-world games. Guests: Joshua Romoff (Research Scientist at Ubisoft—Ubisoft La Forge—SmartNav), Gabriel Robert (Technical Lead—Ubisoft La Forge) and Julien Varnier (Technical Architect for AI & Gameplay—Far Cry 5, 4 & 3) A go-script media production. If you...
Published 04/23/23
In this third episode, we discuss the Torch prototype, which combines physics and programming to improve on traditional methods of animating fluids such as water, air, and fire. We also dig into the differences between academic and corporate environments, and how La Forge manages to bring these two worlds together through research and development. Guests: Shahin Rabbani (Director of Scientific Research and Development—Ubisoft La Forge—Torch) and Claude Langlais (Director — Anvil) An original...
Published 04/16/23
In this second episode, we explore how scientists at La Forge are revolutionizing video game characters and how text-to-speech technology is helping our artists improve and refine the gaming experience by making character voices more realistic. You will also learn about Choreograph—a prototype that anticipates the movements of playable characters and gives them a fluidity like those recorded in motion capture. Guests: Marc-André Carbonneau (R&D Scientist and Director of a team of...
Published 04/09/23
In this first episode, you will dive into the world of the founders of Ubisoft La Forge, research, and development lab, which is celebrating its 5th anniversary this year. Travel back in time to its creation and discover its many impacts, triumphs, and of course … its failures. Guests: Yves Jacquier (Executive Director—Ubisoft La Forge), Olivier Pomarez (Director of Development—Ubisoft La Forge) and Cédric Decelle (VP Technology —Ubisoft Montréal) A go-script media production. If you liked...
Published 04/02/23
Welcome to Tech Makers, a Ubisoft podcast. In this first series hosted by David Usher, we’re celebrating 5 years of innovation at La Forge. In this exclusive sneak peek, you’ll meet the people working on some of the video game industry’s most promising innovations. Get ready to learn more about the project’s origins and discover various prototypes and breakthroughs whose impacts are felt far beyond the world of gaming. A bit more about La Forge: La Forge aims to accelerate R&D by linking...
Published 03/26/23
Generative AI models like DALLE2, Stable Diffusion, and ChatGPT have made a splash this year for their ability to create original content from written prompts. At this turning point in the world of AI, we wanted to question some of the challenges faced by this technology, and see how the field of video games is both benefiting from this tech and helping to take it into new directions. For this last episode of the season, we are joined by Yves Jacquier, Executive Director of Ubisoft La Forge,...
Published 12/15/22
From "Duck Hunt" to "Stray", animals have always been a major part of many video game experiences. Some players even keep track of the games in which they can pet the dog – or other animals. But what do representations of animals in games say about our treatment of animals in the real world? To explore this topic and share our favourite in-game pets, we are joined by Benjamin Hall, Creative Director at Ubisoft Toronto, and Alenda Chang, Associate Professor in Film and Media Studies at UC...
Published 12/08/22