I have the utmost respect for each of these developers. I must say I think they’re mostly incorrect in their assessments of why the Dreamcast failed. The Dreamcast’s ultimate failure had so little to do with the way Sega handled the Dreamcast. Sega and their third party affiliates such as Namco and Capcom put out so many games of such stellar quality, that the Dreamcast won over a generation of gamers who had previously been diehard Nintendo or Sony fans. They even won me over, who had been a diehard Sega fan since the SMS days, but was so disillusioned by the Saturn’s handling that I had initially decided to sit the Dreamcast out. At that time, the Dreamcast launch was widely considered to be the strongest console launch in US history. In my opinion, the three issues leading to the fall of the Dreamcast were (in inverse order):1)piracy, 2)Sega’s great deficit of finances and cachet following the Saturn debacle, and 3)Sony’s masterful marketing of the PlayStation 2. Piracy’s effect on Dreamcast sales is a hotly debated topic, but I’ll say that the turn of the millennium, most college and post-college guys I knew pirated every bit of music or software they could. Regarding the Saturn debacle, the infighting between SOA and SOJ is well known, as are the number of hubristic decisions Mr. Nakayama made which left Sega in huge financial deficit. They were also directly responsible for erasing a lot of the respect and good will Sega had chiseled out worldwide during the Mega Drive/Genesis era. With the Dreamcast, Sega was digging itself out of a hole. They had seemingly done it as well, and would have surely continued along that path, had it not been for the PS2. There is no doubt in my mind that the overwhelming reason the Dreamcast failed was because of the PS2.
Great stuff Fran!
What the hell are you saying? I can't make sense of it.
The team is looking for a highly talented, motivated, and experienced Lead Character Artist for a AAA project based in their Quebec-city studio.
- Leading the development of high-quality AAA characters
- Creation and maintenance of a prospering art culture and technical guidance within the Character Art Team, through training, mentoring, and reviewing assets for quality
- Ensuring a productive internal workflow and beneficial relationships with external partners
- Prioritizing and managing the Character Art Team’s tasks to ensure that deliverables are completed on time and to specifications through stand-ups and synchronization meetings to communicate vision and needs with other teams
- Organizing work and backlog using project management/ planning tools i.e. Jira
- Working together with producers, leads, directors and external teams to push project quality
- Balancing quality and efficiency of character work to reach the best results within given time frames
- 8+ years game industry production experience, 3+ years in a lead role
- Multiple shipped AAA titles, with at least one in a Lead role
- Working knowledge of Zbrush, 3ds Max, Maya, Adobe Photoshop CC, and/or other modeling, rigging, material and texture creation tools
- Knowledge of additional software such as Substance Painter and Designer, Marvelous Designer
- Physically based rendering expertise
- Experience with next-gen game development