Episode 5: Yaz
[music]
[00:00:18] Ashley Wade: Welcome to All Inclusive, a podcast about game
development and the diverse people who make it. My name is Ash, and I'm an
environment artist in North Carolina, USA.
[00:00:28] Jasmin Habezai-Fekri: My name is Jasmin. I'm a 3D environment
artist from Cologne, Germany.
[00:00:33] Ashley: Today's special guest is Yas. They work at C77
Entertainment, but they have previously worked at Oculus and Epic Games. Thanks
for coming along today.
[00:00:42] Yasiman Ahsani: Hello. I don't know what else to say.
[00:00:47] Ashley: That's fine. It's cool. Everything's fine.
[00:00:51] Jasmin: We're super-hyped to have you here, especially as a
first guest of 2021. That's super-excited.
[00:00:56] Ashley: Wow, we made it. We all made it to 2021.
[00:01:00] Jasmin: Yes.
[00:01:02] Yasiman: I didn't even think about that, oh.
[00:01:04] Jasmin: Yes, it just feels like an endless loop. I don't know,
I guess we need a new number for these past years with the pandemic.
[laughter]
[00:01:13] Yasiman: It's 2020 extended edition is what it is.
[00:01:16] Jasmin: Exactly.
[00:01:18] Yasiman: Yes, it's all one big year, and we all get two
birthdays after the pandemic.
[00:01:25] Ashley: Oh, that'd be so good.
[00:01:27] Jasmin: We deserve that, for sure. For our listeners who don't
know Yas yet, and we are super keen to hear more about that, we really want to
know what actually got you into the industry. Is there a moment where you were
like, "Okay, now I've found my true calling, this is what I want to
do"? What was the entire path from back when you started to now where you
are, basically?
[00:01:54] Yasiman: Yes, obviously, I think like most children, I grew up
playing video games. I loved them. I was very lucky that I had a stepdad, who
was the first person who's like, "Here's your Game Boy." I'd never
had one before. Yes, I was super into games as a kid and then as I got a little
older, I upgraded to PlayStation 3. Then the moment that I was like-- Oh, there
are two moments.
One was I was obviously super into Guitar Hero. This
is PlayStation 2. I bought the Super Mega Special Edition because, at the time,
I also played guitar in my free time, so this was the perfect mesh of stuff.
They had this documentary on games in there and how they made Guitar Hero, and
I loved it so much watching it. I was like, "I want to be a game
artist" because I also made stupid comics and stuff as a kid.
I really liked the whole art thing. My mom was like,
"They don't make a lot of money." I'm like, "Okay, that kind of
sucks, whatever," but then the PS3 came out, and then I was playing
Uncharted and Nathan Drake falls in the water, and then he gets out of the
water, and his pants are wet, and that was it. I was like, "Whoa, wait.
I've never seen that."
[00:03:22] Jasmin: Oh, awesome. That's so iconic.
[00:03:25] Yasiman: [crosstalk] because before that, I think a lot of that
moment was for people when they played Shenmue when you could interact with so
many things, I had that moment maybe because I'm younger or something with the
Uncharted series. That's when I super went into like, "How do I get into
games? I want to know why that happened."
I started messing around in Unity as a teenager, and I
was like, "This is sick." Then I got into college and I went to-- It
wasn't a great school or anything, but I knew I wanted to do game art. I didn't
know that they were such specialized things, so I was a generalist going into
college. In an ideal world, I'd be like, "Oh, yes, I'll just make cool
ideas and have other people expand on that" like concept art type-stuff,
but that's not realistic.
It's very difficult to get in, and my parents were
very pushing me not to pursue something creative, classic Persian parents, but
I was like, "No, I'm doing this. Games can allow me to work in boring
stuff, like simulation," which I found out actually isn't boring, because
then in college, I just got super-involved in the community. I was the
president of our game dev club, just a complete dork, and then I got an
internship with a simulation company that I won't go into specifics of what
they did.
I did tech art stuff, and I did 3D generalist stuff.
It was super-fun and I was like, "Okay, I think tech arts are a good
middle ground for someone because it's the least risky, and it's very wanted.
I'm going to try to specialize in this." I was applying in other places. I
actually almost went to Crystal Dynamics, but that was a whole thing. I guess
what happened is I found out that someone who worked at the simulation company
I was an intern at was looking for a production assistant at Epic.
My dream was to work at Epic Games. I was a huge
Unreal Engine nerd. We used Unreal Engine at that simulation studio. It was
huge. If people have favorite developers, Tim Sweeney, we would joke he's a
game father like Todd Howard is a game father. Tim Sweeney is my game father. I
love that man. He's amazing.
[laughter]
I was like, "Screw everything else that I've been
applying to, I will scrub toilets at Epic. I want to make it there." I
applied. Sorry, it's a long story.
[00:06:34] Ashley: No, of course.
[00:06:35] Yasiman: I applied, and everyone's like, "Yes, Yas is
pretty good." My friend who was working there was like, "Well,
they're looking for someone who's-- This is a technical position, so we want
someone who understands the engine and can help work with engineers." I
love engineers, I love working with engineers. Art is so great, it's very
emotional.
[laughter]
Engineers are like there's no chit-chat, there's no,
"How's your day?" It's just, "Did you get this done?" and
it's like, "Okay, cool, next." It's great. It's great. I was like,
"This is awesome. Yes, I love to work with engineers." They thought I
was a good fit because of my technical background. I was Epic's first-ever
production assistant. That concept did not exist until they hired me because
they wanted juniors.
I thought the job would be more technical, and it was
incredibly challenging at times because I ended up working on, obviously,
Fortnite. Primarily, Unreal Engine and some of the issues there are just very
abstract, understanding who needs to put together what to make a feature happen
can be very, very scary because it's just all these connections.
I am not a programmer by trade, so there is stuff that
I'm just not going to know. I'm not a senior engineer or anything. It was
challenging, it was great. I felt like I grew out of the position, so I left
and graduated and went to Oculus. I came to the realization that after all
these years of thinking AAA was for me, everyone was like, "Yas is such a
AAA person. She'll die in crunch."
I was like, "You know what, I miss the
wearing-all-hats thing. I miss the 'I want to do everything' and I miss the
challenge of that." Now I'm at C77 Entertainment, which is a team of
primarily ex-Halo devs and artists, and I'm having a blast. I'm the only producer,
which is really nice. I was at Epic before Fortnite exploded. Everyone knew
each other, it was like we were all fit in one building.
Everyone was on a first-name basis. It was a big
family and then when Fortnite happened, it exploded, and there were just people
I don't know in the halls and people telling me to do stuff that I'm like,
"I don't even know who you are." It was really bizarre and I didn't
like that. I liked the pre-era. I went back to that. Sorry.
[00:09:20] Jasmin: Oh, don't worry. That was super-interesting because
the thing is I've heard always of producers, and my internship started as a
producer, but it's not a role where you-- especially when you're at university,
you don't really think about becoming a producer. I am sure there are people
who do. It's really interesting to me how you adjusted to it so easily, in a
way.
Was it easy because it just sounds like you grew into
this role so well? Did you ever think about going into this when you were at
university already, or did it just come to you because, at Epic, they offered
you this very unique position?
[00:09:57] Yasiman: That's a really good question. Yes, I didn't think I
would be a producer. I was like, "If I'm ever a producer, it's because I'm
old, and I'm retiring, and I'm done making content" but because of just
the timing of everything and my personal goals or just the location I wanted to
work at, I grew into that, yes, a producer position. I was always, I don't want
to say, bossy, but always people were like, "What do I do?"
I'm like, all right, "You're doing this," I
naturally was like that, then being in a professional setting made me better at
that because I definitely wasn't good at it, and now it's actually crazy. I was
just thinking the other day of how much I've just changed as a person because
of being a producer, even in life, I'm ridiculously organized now, whereas
before, I'd be like, "Whatever, I'm so stressed out." Now, I'm like,
"No, we're going to produce this, it's going to be great, we're going to
get your groceries and pick up your laundry."
[laughter]
[00:10:59] Jasmin: That's such a great skill to have. Do you have any
quick tips that we could even apply to our own life? I don't know how it's for
you, Yas, but being an artist, you try to be organized and [unintelligible
00:11:13] but following is another [unintelligible 00:11:17]
[00:11:17] Yasiman: It's hard, yes. It's so hard.
[00:11:18] Ashley: I won't show you guys what's out of frame in this
camera, but I am very disorganized, I'm more the kind of person where I am okay
with living in disorganization, but there's a threshold that gets met, and then
once that threshold gets met, then I'm like, "I have to clean and organize
and get rid of things," and then after that, I'm good for another three
months until it gets back to the same place.
Even my desktop is very disorganized, but we won't
talk about that because this isn't about me, this isn't about [crosstalk]
disorganization, it's just like my energy is spent doing other things. It is
used for creative ventures and podcasting and language study, that's what I use
my energy for, cleaning, not as much, so yes, I could probably use a little bit
of production know-how to keep my life in check a little bit more.
I actually wanted to know, what kind of skills do you
think are paramount/really important for people who are wanting to be in a
similar position to you? What kind of things do you see being the most
important or things that are just less desirable? Any notes like that would be
interesting to hear.
[00:12:49] Yasiman: Right. Actually, there are so many GDC talks on this,
but there's, okay, complete transparency, I used to think producers were like
it was the dumbest job, a waste of time, why do you need someone to be a mommy
for how many years of development? I just didn't get it; now I get it because
it's exactly what you said, which is, you need someone to take on the burden or
the energy of corralling and organizing, otherwise, no one's on the same page.
The biggest thing that I would recommend or say that
you need to be good at is, obviously, communication, which is such a soft
skill, but soft skills are so obscure that they're hard to develop. I don't
think organization is necessarily a big one because any time I've had any issue
on a project, it's because some communication wasn't made, so communication is
just so obvious, huge, but then the second one is--
I hate this word, but you have to be a people person.
Going on my team, I know not to ask this person a question at 11:30 because
they haven't had their second coffee, and then I know that at 2:00, this person
goes into hardcore focus mode, so I need to ask everything before then, and
then this other person, I have to ask him how his day is before I start talking
about work, but then the other guy is the complete opposite, he doesn't give a
shit, he wants the full-- Sorry, can I say naughty words?
[00:14:21] Ashley: It's fine.
[00:14:22] Jasmin: Don't worry, we're all grown adults.
[laughter]
[00:14:27] Yasiman: Damn, this other person doesn't want to hear about
that, he just wants to know what he needs to do, and he likes just being told
what to do, and he'll get it done, and that's, obviously, my favorite type
because I do have time to joke around and stuff. I love that, I hate being
serious, but sometimes, you just got to get it done because it's just
[crosstalk]
[00:14:49] Ashley: Get in and get out.
[00:14:51] Yasiman: Yes, and just too much going on, so yes, you have to
be the person that's thinking about the organization and communication flow so
they don't have to. You're like, "You're all doing this," and
everyone's just like, "Okay, I don't have to worry about that. I trust
that Yas is making these decisions because they're the best for the team or
whatever."
[00:15:13] Jasmin: That's really interesting to have that kind of
relationship with the people and the team. There's a lot of psychology even
going into it. It would be important to be able to read people like you
described, that's super-interesting. I don't even think into that direction,
but it's great to have you as a coordinator and the person who can solve
things, somebody is not completely lost.
[00:15:39] Ashley: Yes, I feel like people [unintelligible 00:15:40]
make their difference also because they are empathetically in tune to what's
happening with you. I feel like it would make such a huge difference, not even [unintelligible
00:15:53] in a work sense but even just if you had someone on a team in a
school project or endeavor, to be in tune with you so that you know that
"Ash doesn't like to be communicated with this way."
Stuff like that I feel like really makes a huge
difference, and it really is overlooked because I think sometimes people want
to do things their way, maybe. They feel like they know what's best for the
whole when in reality it's like, no, you actually have to treat people like
yes, you are a group and you're a team, but people are still individuals, and
you do have to watch out for them as people as well.
[00:16:42] Yasiman: Yes, constantly reading the room.
[00:16:45] Ashley: [crosstalk] such an underrated skill, by the way.
[00:16:48] Yasiman: It is, yes.
[00:16:48] Ashley: Reading the room, so often, I wouldn't say that I'm
the best at reading the room all the time, but I think that so often I'm in
conversations in a large group chatter or whatever where I'll feel the shift in
tone of the conversation and then I'm going to immediately be like, "Okay,
how do we balance this out? This is getting really, really tense. We can't go
here because someone's going to get hurt."
[crosstalk] Yes, that's me. That's probably me, or if
we're playing-- I'm going to expose my friends for two seconds. If we're
playing Overwatch some time, understanding that some people are getting tilted,
then I'll try to be the person who's not as tilted sometimes. Just, I don't
know, being observant like that I think it's really cool and important. I'm really
glad that you mentioned that because we love to see more people do that. Go
ahead, sister.
[00:17:45] Jasmin: I was wondering just something small because you said
that at a university, your course was more general, which is always the case I
guess with a lot of games dev courses. In your opinion, do you think it'd be
interesting to have a producer-focused course even some of our students to
maybe know about this role more or even to get some of the soft skills that you
explained because I feel like at uni, you do need to do group work, but a lot
of times, it's not really explained to people how to work well in a group?
You're just thrown into the deep end and then [unintelligible
00:18:19] get out of university and the struggle to even work in a group
maybe because I really learned that. Do you think that was maybe something that
your university supported? Do you think that should be maybe more done also
already in an educational level?
[00:18:34] Yasiman: That's also a really good question. I'm very lucky
that my program did have-- We had several amazing professors who were very
like, "We're going to teach this as if you are in a studio." They did
assign producer-type roles and explained what the producer did, but what I
really liked, and I know this is going to sound hoaxy, but they did teach agile
and scrum discipline, and that was fantastic because we all had an idea of how
things worked.
I actually didn't totally get it until I was in a
studio setting where we used agile and scrum. That's when it clicked, I was
like, "Okay, I get why they do this." Then I introduced that back to
my classmates, so that's how we all worked, and it's hard because that click
didn't happen until I was in a real-world setting. I don't know if you can have
a course for production because it is something you can get better at.
It's something I've significantly improved at, but I
don't know if it'll ever truly feel the same until you're in that setting is
what I'm saying. It was super-helpful we learned, obviously, about charts and
burn-down charts and your scrum board and all of that. That was great. I guess
I wouldn't know how to take that to the next level because the reality of it is
when you're in school, I had a full-time job while I was in school, so I
couldn't dedicate more than a certain number of hours.
Some other people had two jobs. It was just like you
can't have a full producer role. You'd have to be a producer but also a
programmer or something. That's a really great question. I know they talked
about it, too. They were like, "Should we do a producer job?"
[00:20:39] Jasmin: Oh, really?
[00:20:41] Yasiman: Yes. Actually, the grad school connected to my
undergrad because they do have a grad game dev program. I know they have a
producer track, but they make the producers also specialize in level design or
something. I feel like most producers I meet were something before that, which
I think is really important so they understand the dev process. Most producers
I've met were either a programmer or an artist before. That's probably why they
emphasize not having a producer role.
[00:21:18] Ashley: It seems like it'd be really helpful to have someone
with a little bit of experience somewhere else to then get put into production
because then you have a more in-depth understanding of what that department is
going to be working with or whatever, as opposed to maybe someone just being a
complete outsider or whatever, coming in and doing things. I can see that.
[00:21:41] Yasiman: That was a huge issue after Fortnite exploded, the reality
of it was that this is a huge product, and they have to keep hiring so that
they could support it. They did end up hiring a lot of people who didn't really
have a technical background, and I struggled working with them. I'd have to,
instead of just saying a couple of words and then someone who used to be a
programmer or something, they'd understand what I'm saying, I'd have to spend
some time to break it down and explain why we can't do something, and they'd be
like, "Oh, okay" because they didn't have that background. It was
really difficult. I emphasize having some skill or trait so that you get the
process or where you would be in that process.
[00:22:29] Ashley: Moving on to our next topic a little bit, probably
just talking a little bit more about production and production roles. You may
have touched on it a little bit before. I'm trying to keep up in my brain, but
I wanted to know, what's a typical day as a producer like, a day in the life?
How do you start your day? How do you end your day, anything like that?
[00:22:59] Yasiman: Now it's a lot different. At Epic, it was very
time-consuming. My phone was always going off. It'd be 3:00 in the morning and
I'd get a message from someone that's like, "Can you do this right
now?" and I'm like, "Why does the servers in Brazil have to react
this way right now? Now I have to deal with this." It was really, really
tiring. Now a typical day, because I work at a no-crunch studio, is that I'll
try to break it down, although I don't know.
Obviously, I wake up. We usually start our day with
stand-up in the morning, and I'll run that. The reality of it is if I wasn't
there, people would just be like, "All right, we're all doing this"
and then they'd separate. I have to be like, "Okay, so you're doing this
with this person, right?" They're like, "Yes." I'm like,
"Okay, I'm writing that down. It better be done by the end of the
day."
Then, "Okay, so you need to talk to this person,
right?" They're like, "Yes, I'll talk to them after this." I'm
like, "Great" because if I don't do that, people just go off into
their own little worlds. With COVID-19, it's really difficult to make sure
those side conversations keep happening because we're all remote right now.
When we're in the office, it's just like, "Oh, let's hop into this meeting
room for a quick sec," but we don't have that, so I have to be super on
top of all those little conversations.
First, in the morning, it's straightening out
everything that needs to happen because there has to be someone to do that. It
sounds insane. You'd be like, "Oh, we're all adults. We could totally [unintelligible
00:24:44]
[00:24:45] Ashley: [crosstalk] No, even more so why you probably need to
do that because I feel like since people are adults and they feel pretty
independent or whatever, it's just like, "Oh, I can just exist in my
little corner." It's good to have someone like you being like,
"Actually [crosstalk] [laughter]
[00:25:00] Yasiman: It's so insane. When I first started in production, I
didn't know that people-- [laughs] It sounds bad, I didn't know that people
were so bad at being organized in their tasks, so I would just trust that they
would do it, and I'd feel bad like I was babying them, but then I'm like,
"That's my job, I have to be the person who sees the big picture because
they're all focused, laser-focused on these little things." After
stand-up, the rest of my day is emails, emails, emails, no, I'm kidding.
[laughter]
I do answer a lot of emails, but it's mostly, I'll
always look at the big picture, the big schedule, I'll make sure that we're on
the right timeline, and everything that we're doing in the next few weeks makes
sense. It's never that smooth, so then the rest of my day is making sure we're
all on the same page about that. I'll get tons of little messages from people
being like, "I'm unclear about this," or "Oh, I don't think this
person does this thing," or "I need to do this other thing," and
then I'm like, "Oh, wait, that other thing requires us talking to four
other people. Let's make sure we do that."
It's a lot of connecting the dots because people don't
have time to do that, I need to make sure that I'm doing that. Because we're a
smaller studio, I also deal with a bunch of other little side things like legal
stuff or contractee stuff. Right now, I'm trying to figure out publishing
stuff, so that takes up a lot of my time. I guess I would define that as
getting answers for other people who don't have time to get those answers.
[laughs]
Then just little meetings throughout the day. It would
be so different if we were in an office, to be honest, because you hear the
conversations, and you're all on the same page in the same room, but it feels
like I'm on a huge team, just because it's so hard to communicate stuff right
now.
[00:26:57] Ashley: For sure. If you were all in the same building, it's
so much easier to be like, "Oh, I need to talk to Ash. I'll just pop over
and see them and stop her before she starts another sculpt or whatever and ask
her this question," but when it's remote, it's like, okay, I send a
message, and hopefully someone sees it because when you're working on stuff,
you can be this deep in the zone and forget about all of your notifications,
and then you see you see that Yas messaged you two and a half hours ago and you
feel bad because now it's like, oh, no, you needed to know this two hours ago.
I can imagine [crosstalk]
[laughter]
[00:27:46] Yasiman: Oh, no, I don't hate it because people take forever to
respond, I hate it because they feel so bad having them. I don't know what they're
doing, so I'm not sure if they're at a stopping point. If we were in the
office, it's like, "Oh, he got up to grab a coffee, let me go catch him
during this time," but if I see him super-focused, in the zone, sculpting
away, or concepting, I'm like, "All right, this isn't the time," but
I feel so bad messaging them and being like, "Hey."
[laughter]
"Funny gift to entice you. What are you up
to?"
[00:28:22] Ashley: Oh, no.
[00:28:24] Jasmin: I do wonder, does it get easier over the past year, or
is it still at a point where you think, "Oh, I still wish we would be back
into office"? Is it getting maybe that people are being a bit more aware
of that they need to be more present on Slack, for example, have it open on
another window at all times, or do you think it's not like in people's heads
yet because it's still such an unusual thing to be in?
[00:28:51] Yasiman: I think it's a balance almost because some people have
been better at it. I have one person on my team, and I love that he does this
because it's almost like real life, but he'll just call me when he needs
something, and I'm on my computer, so I just answer, whereas other people are
still in the same situation that they're very focused when they're working when
they're at home, they're like super in the zone, understandably, so it'll
always be difficult to get someone's attention who that's their job, they have
to work that way.
Yes, I think it's 50-50, some people have adjusted,
some people haven't. I think in an ideal world, we would do a flex schedule,
which we're talking about now where half of the week we're all in the office on
those important days, but then we've designated Wednesdays, for example, as a
no-meetings-allowed day, which obviously doesn't apply to me, but everyone else
is allowed to be focused in the zone.
"We're not talking about it today, it's a
tomorrow problem." I'm like, "Okay, this is great" because I
love that day in a lot of ways because that's when I'm not bothered by other
people, so I can clean up our tasks and go through our bugs and reprioritize
things and get in the zone. I think, yes, in an ideal world, we would just be
working from home a few days a week but then have that social interaction for
those needed connections that are lost.
[00:30:22] Ashley: That honestly sounds ideal. So many people, especially
if you're on the more introverted side, having the ability to have both, I
feel, would help a lot of people, or help people who have social anxiety
problems. For example, knowing that like, "Oh, man, I have to spend a
couple of days around people and then I can prepare coping mechanisms or
whatever to help me get through those days."
Also, knowing that I could come home and work from
here in my pajamas, with my cat, I feel like that would help the mental health
of a lot of people. It's a big topic right now since everyone-- well, not
everyone but a lot of people at a lot of different industries are working from
home now, but there are still the people who are like, "Oh, I miss the
office" and then other people who are like, "No, I prefer working
from home." I think that if you had more options to help people, I think
it would help retain people a little bit more maybe but then just make
companies a better place to work at. That sounds great to me.
[00:31:33] Yasiman: Yes, absolutely. You need those days to prep. Even
before we do stand-up, I spend 10 to 15 minutes just organizing all my thoughts
because I just woke up. I'm all over the place. I'm not really organized, by
nature, I have to force myself to be. You do need those moments away, where you
can be secluded to figure stuff out, I agree.
[00:31:59] Ashley: Hopefully, we'll see a bit more of that in the future
because, again, I do think it will be really, really beneficial. There's people
like me, who enjoy people, love being around people and then there's people who
do just as great work, but they just want to not be around people right now. I
feel like we should be accommodating those kinds of people.
Another question that I had for you, which again, we
may have talked about this already, this job that you're doing right now, how
does it present different challenges in comparison to other things you've done?
This can be in comparison to the place that you're working now, as opposed to
previous places you've worked, or even just how you started work in the
industry, versus production. Anything like that would be cool to hear.
[00:32:58] Yasiman: That's a good question. I've never worked during a
pandemic before.
[00:33:05] Ashley: There is one thing.
[laughter]
There is one thing
[00:33:12] Yasiman: The biggest challenge, maybe it's unique to our
current situation, but I had left Oculus. I went on a fun-employment thing, so
I didn't work for a couple of months because I'm like, "I need summer camp
break. I need that." I did that before I went to C77. Then I was at C77, I
think it was March. I met everyone. They're all still pretty new to me, the
team is new.
Two weeks later, we've been in quarantine [unintelligible
00:33:53] [crosstalk] the challenge there was like, "I have to
emotionally connect with these people because I need to give them direction
without upsetting them." I have to do that now with this technology
barrier, whereas at Epic or Oculus, it's so easy just making friends your first
month. At the end of the month, everyone knows you, you have jokes, everyone's
cool, you're all on the same wavelength.
That didn't happen. Not that it didn't happen, my team
and I, we all love each other. We're actually super-close. We're also just
friends, which is awesome. It was awkward for a while, being like,
"Please, like me." We ended up hiring people that we've never seen in
real life. It's even harder then. Actually, those people have gotten very close
to me, because, I don't know, it's just crazy
how you gravitate to emotional support from certain
people. I was really happy that I could be that person for some people, and I
haven't even met them. It's awesome. That was really hard. To actually answer
your question, I think the bigger organization, the harder the communication
gets, insanely hard. At Epic before Fortnite, if I wanted to get
something done, I'd talk to two people, and then Fortnite happened, it
took nine people to get something really simple out of the way.
Now that I'm back on a smaller scale, I only talk to
one person. It's fantastic because the bigger company is, the tiniest little
change is going to ripple across all these other people, or you have to get
approval from crazy high stages. It's just so insanely difficult to get the
most-- I had to change a word on a website once because someone had a typo and
it took 10 people and the legal team and the marketing team, and I tell them,
"I just need you to fix this word. I didn't even write it. It's just
wrong."
[00:36:22] Jasmin: I'm sure the person that did that typo was like,
"I don't know who did that typo. I didn't cause all this mess."
[00:36:29] Yasiman: It's insane. We once had a meeting about whether
something should be a circle or a square, and that was this whole thing, and
I'm like, "Just make it a freaking square. I don't care. We'll fix it
later. This is an expensive meeting. We have the head of this guy and the head
of tech and the lead artists. This meeting probably cost like half a million
dollars every second.
[00:37:01] Jasmin: Like a day out of a sitcom, you couldn't even make to [unintelligible
00:37:04]
[00:37:08] Ashley: You're just sitting there being stuck in your own body
watching things happen and you're like, "Oh no." These are people in
higher positions who threw together the meeting. I wish people understood there
needs to be a meeting cost. I think there is a meeting cost calculator that has
a timer and you put everyone's estimated salary and then it'll tell you how
expensive the meeting was. That's why you have a producer. [unintelligible
00:37:43] No, we have the head of engineering here. We can't- [crosstalk]
[00:37:56] Yasiman: I'm really thinking about such a situation actually,
because any time you put a dollar amount on somebody is like, "Can we
please stop bringing money into this?" I don't want to know. [crosstalk]
[00:38:10] Ashley: [unintelligible 00:38:12] in that certain situation. What a day as a
producer? Honestly, it seems like you would be busy basically like busy bee all
day. To me, obviously artists and things have a lot of things to do, but the
person corralling everyone, I don't know how you have the brain space really,
because I barely have the brain space for myself.
I'll do enough, like writing things down, like the
basic, basic things, but writing things down for 5 people or 10 people and 15,
20 people or whatever, that's a lot of work. I have no idea how you keep it
together, honestly, in your brain. That's insane.
[00:39:19] Yasiman: I will add that like-- Oh shoot. What was I going to
say? Oh, yes. In an ideal world, you wouldn't need a producer. If everyone's
perfect and everyone's constantly communicating and coming to the same
agreement all the time, and everyone shares the same vision and everyone knows
the budget, you won't need a producer, you don't need a producer. That's why
Naughty Dog doesn't have a producer. They don't have producers. They don't need
it.
That's why they crunch so much because there isn't
someone being like, "Okay, if you really want to get this done by this
time, I really think we should do these things first, or we should cut this
completely, or, oh, wait, before we do this, we need to do this. Otherwise,
that's going to block these other people for three months or something."
That's why I need a producer because no one is perfect. I wish.
[laughter]
[00:40:09] Jasmin: Because management skills are a whole thing in itself.
You can't expect everyone to have the art skills and design skills and then
management, that's a whole thing that you can go into, and having somebody
being responsible for that and not having that extra pressure on you while you
have to work on other things, it's amazing. I hope to have a good producer on a
project- [crosstalk]
[00:40:34] Yasiman: Oh man, yes.
[00:40:35] Jasmin: -or wherever. That's the most other thing which maybe
many people not think about if they're just going to work as an artist or a
designer or something on a project, they're not going to think, "Oh, if I
had a good producer," but then you get there and there's nobody to like
plan these things. You can't just throw into the deep end, then you realize
that they need somebody to be responsible for that big- [crosstalk]
[00:40:56] Yasiman: I always say there's only really, really good
producers or really, really bad producers. I've only ever met really good or
really, really bad and obviously, I'm really good.
[00:41:11] Jasmin: Obviously?
[laughter]
[00:41:14] Yasiman: Objects aside. It's one of those skills where it's a
switch, you either can do it or you can't, and that's the reality of it. It's
like any other-- I think a lot of skills are like that, but-
[00:41:26] Jasmin: That's true.
[00:41:26] Ashley: Sure. I'm sure the team that you're currently on is
very thankful for your presence, and I hope that all the good producers are
getting nice gifts and gift baskets and treats- [crosstalk]
[00:41:43] Jasmin: We send them all the good vibes.
[00:41:45] Yasiman: It's truly keeping the ship from sinking out here in
these streets. Yes, we're going to stop right there for now and take a short
break.
[music]
[00:42:25] Jasmin: Welcome back to All Inclusive. Before the
break, we talked about how Yazentered the industry and what it's like working
as a producer and we've got a lot of super interesting insights into what her
day looks like. Next, I was very interested to maybe talk to you a little bit
about what kind of art you enjoy, because you mentioned that during university
and also in between that, that you worked inside Unity and Unreal by yourself,
but I also saw you have a lot of cool artwork on your website and all these
little games on HIO, so yes, just wanted to talk a bit this art includes that
you enjoy doing and how it might inspire you.
[00:43:04] Yasiman: Yes, I like making [crosstalk] Yes, I love 3D art. I
obviously went through that low poly, cute 3D phase that I think a lot of
artists go through, minimalist stuff, and then I got super into materials in
unreal and making crazy materials, making sure they look good. The whole like
PVR pipeline and all of that which is how I got really interested in the tech
art stuff.
I was like, "Oh, you can make some cool shaders
and all that. This is really neat and if I change this value, then I can expose
this and now you can make it all twisty or whatever," stuff like that I
really enjoy it because I liked basic game development and I liked art so I
liked that bridge that was created. Outside of that, I always did traditional
art in school. We did have to take studio art classes, and those are some of my
favorite because I'm sure the two of you have had to take traditional classes
at some point and you're in this super quiet room, you might hear someone
cough. There's a naked person in the middle of the room and you're just in the
zone going at it.
I really, really loved that and so yes, in my free
time I do freelance illustration and stuff. I hadn't been able to do that
before because other places I worked didn't allow their employees to do
freelance. Yes, I've been really taking advantage of that with my current
studio. They're wonderful. They're like, "Absolutely, do whatever you want
outside of your work hours. What happens after work stays there."
I found that I tend to make a lot of work, and I think
the two of you definitely probably relate, but you probably make a lot of stuff
when you're like feeling something. You're like, "I just need to shove
these emotions to somewhere else." Culturally, Jasmine and I are both
Iranian and there's always something going on on that side of the world, so I'm
always drawing stuff, and so I'm always creating stuff based around my
background, and I don't live close to my family, and so it's like the best way
to connect with them.
I do enjoy making both 2D and 3D art, and the last 3D
type thing I've been working on was, well, originally I was making this whole
super-intense material library for myself so that I could reference side
projects for fun, and then my friend was like, "What if we made like a PS1
style game," and everything looked awful, and I'm like, "That's fake,
let's do that."
[00:46:10] Jasmin: Here's why graphics are so cool, honestly. My favorite
aesthetic.
[00:46:14] Yasiman: We got super into investigating why it looks the way
it does, what causes the popping, and so I wrote like a little shader that
mimics that, and that was super fun, and it was originally in Unreal now where
we've decided to continue it in Unity just for fun. The name of the game is
called the Animal Knife Fight and you play as-
[00:46:39] Jasmin: I've seen it.
[00:46:40] Yasiman: Oh, you've seen it on Twitter.
[00:46:42] Jasmin: Yes, so good.
[00:46:43] Yasiman: You play as these tiny animals with like different
knives and different weapons. I'm just going through and making all the
animals, and I rigged and animated them. I don't want to show too much because
it's more exciting when it's like, "Here's everything," but that's
been my passion project games-wise, and then on the side, I do painting and
illustration. I have a project that I might be working on that you guys might
find interesting. There's this Brewery in Brooklyn run by two Iranian women.
They needed help design with some illustration stuff, and so I'm helping them
out there. I don't know, it's been a blast. Quarantines are great.
[00:47:31] Jasmin: I think it's so inspiring that you let your cultural
background be influenced in your art too, and I want to do something similar as
well because there is so much you can draw from that, and because we're also
not really see it much on media, like we touched upon that on another podcast
with Jared who does a lot of African inspired art. It really makes me think
that we should do more of that for our cultures too.
When I saw one of your paintings on your website, I
was very Iranian. I was like these old paintings you see, and it was very
pretty and cute. I love that. It made me feel I want to do something like this,
but how do you start to do something like that in a respectful manner and that
people appreciate it. Do you have, I don't know, like the way you approach it,
or do you talk even to relatives about it maybe, and show them the stuff you
do, what they think about it? Anything in that line?
[00:48:32] Yasiman: Well, they're super sensitive about, I don't know-- My
family history is they were all before my grandmother, it skipped my
grandmother and went to my mom because she's a painter, but before that, they
were all these super emotional artists that had these tragic background.
They're really sensitive about it when I'm like, "Oh, I'm thinking of
starting a new painting," and they're like, "Oh, why? Why must we do
this way?" I'm like, "Oh, my God, they're so annoying."
I don't know if I can explain it, but I feel this
thing, I have this concept I've wanted to experiment with. There's a lot of
weird color stuff I've been enjoying, weird color and lighting stuff and
interpreting that in a unique way, I guess, and mashing that together and
figuring it out. I don't have a process. I might come up with a thumbnail or
something just to make sure the idea works, and then I'll have a reference.
I remember when I learned artists work with reference,
my life changed. Yes, I always have a reference, and then I'll trace it out, my
thumbnail basically I'll blow it up and retrace it on the canvas and then get
to work.
[00:50:05] Jasmin: Do you think it helps you also in your job as a
producer? Does it give you new perspectives or even spikes on the inspiration
to do things differently in your job there?
[00:50:17] Yasiman: I do enjoy working with the engineers a lot because of
their black and whiteness, but I am emotional. I think all artists are
emotional. Those days when someone's like, "I'm not feeling it, I'm
feeling things. I'm not 100%," I completely get it. I'm like, "I
totally get it. Just don't even work. You need to just lay in bed and listen to
sad music. I totally get it. Go do that." They do it and they come back
they're like, "I work until 3:00 in the morning, I got all this crazy
stuff done. I made up all the time. I feel so good." I'm like,
"Yes."
I understand emotionally that feeling and also because
of my game art background, I understand the pipeline. A while ago someone was
like, "I did this thing and then in my head I'm like, "Oh my God,
this system doesn't exist. You shouldn't have done that. We need to talk to
this guy and set this up properly." That's just because I'm hyper-aware
and I have to be.
[laughter]
[00:51:20] Jasmin: No, I think that's great to have such a broad spectrum
of interests, and also being able to dip your toes into them and get something
out of that, and then go back to that. Also being able to have that freedom of
doing that, like you said that you can now freelance. On the other side, I feel
like that's a great addition to have in your life. How do you manage your time?
That sounds like a lot of work to do, but then again, you're a producer, you
can do this, and you produce your own time.
[00:51:55] Yasiman: Reproduction life. Before I went into production, I
wouldn't have been able to be totally on it, but because I think I'm lucky in
that my career and my hobbies are separate, if that makes sense. I'm very lucky
that my hobby also happens to be something that people like to purchase. I'm
like, "Oh, okay." I think that's what keeps it separate. My relax
thing is, "I'm going to turn on the TV, throw something on and work on
this freelance illustration or something." It's so zen. It's not work for
me, and I think that's what it is.
Also, I will say, not having social obligations is
incredible with freeing up your time, not commuting to work. I would take the
train and it takes an hour or whatever, and now I don't have to. That's two
hours that I get back.
[00:53:00] Ashley: How do I even put this? I think it's so nice to be a
more well-rounded person in the end. Having those experiences and having that
separation from what you're saying your hobby is and your work life, I think it
makes you a better overall person to be around, having that experience doing
freelance and having experience working with cultural art and things like that.
It all makes you you, and that richer person brings richness to the team that
they're on.
It can be hard to, as an artist, from my point of
view, also, it can be hard to let yourself be different and not only just do
art, but it's good for you. It's like vegetables but more fun, I suppose,
making sure that you're doing stuff like that. Moving on quickly into the final
topic. I was hoping you could tell us a little bit about how you're hoping to
bridge the gap between game engines and general media, which is interesting to
me because game engines are powerful things.
I feel the more and more that people catch on to a
real engine being able to be used for a bunch of things, the more we'll see it
maybe stepping into the film world or whatever. Tell us a little bit about
that. Where's your mind at with that?
[00:54:38] Yasiman: I think I'm very, very lucky that I have the background
and the engines to bridge the gap, and we're slowly seeing some artists on
Twitter making really cool animated content, like 2D stuff in blender. It's
traditionally a game space, a game's tool, and so it's super cool seeing these
new perspectives from these tools and it's like, "Oh my God, now Unreal
engine is running in a car." That's crazy, or also like doing a bunch of
the stuff with the Mandalorian that they did and all of that. It's
incredible and I think people don't understand that there is a connection
there, and I know the whole our games art argument, and I always say, "No,
games are not art, but you can make it art."
That's what I'm excited for and I hope more people
like us and me who have this interest in both 2D and 3D art, I've obviously seen
Jasmine's work and it takes that. You encapsulate that perfectly, like the
hand-painted tuniness, if you screenshot it, you think it was painted, but
actually, oh, I can rotate this. I can explore this and look at all these
little details, and that's not possible in Photoshop.
[laughter]
The animations and stuff is so easy to hook up in
Unreal and I can't wait for when everyone is ideally maybe we're in VR and
maybe we can walk around and, "Oh, this light needs to move to the left a
little bit and in this space," that's so cool. That's what I hope the
direction we're going in. What about you guys, what do you find yourselves
drawn to?
[00:56:37] Jasmin: I think what you like touched upon that whole thing of
bringing 2D into the 3D space is a huge thing for me as well, because I love
traditional art and I started with traditional art, but I wasn't passionate
about it in the sense that I would see myself being really good at it, but then
as soon as I discovered 3D, I was like, "I can merge this and then be good
at this," and merge these passions that I have into something that I can
actually reproduce into the ideas that I have in my head and bring them on--
not on paper, but into 3D and trick people maybe into thinking it's 2D.
Having that tool is super powerful and I think it also
brings people from other spheres into games and also this type of media,
because maybe people who are into traditional art or architectural paintings
and stuff that would never consider using Unreal or anything like that because it's
so game focused, but with opening of that door, it can really enrich our
industry too and art as a whole because we can all merge everything together
into this huge pot and be inspired by each other and enrich each other, and the
whole process of that it's a much better. It's democratizing the whole thing,
like that the boundaries break apart.
[00:57:58] Yasiman: Yes, that's very well put. Though the architecture
things is a great example, too.
[00:58:04] Jasmin: Yes, it's a big thing.
[00:58:08] Ashley: This question is hard for me to answer because I'm
pretty new to this sphere in more ways that of one, not necessarily just
starting freelance work or whatever. I didn't start out trying to be a game
artist at all. I became a game artist because game artist was easy to find on
Twitter and people were not precious with the information that they knew. I
went to school to try to become a character animator and work in animation.
That's actually on my degree somewhere in this room,
and actually says that I'm a character animator on paper. What I actually
wanted to do was more like the classic. I grew up with Disney Films and Cinderella
and things like that, and I wanted to affect other people the same way that
those cartoon films like 3D animated films affected me, so a lot of what I find
curious over into game art is in really simple terms, I really just care about
what it makes you feel and like trying to figure out why something makes me
feel a certain way, mood matters a lot to me. My current work in progress, I'll
send it to you later, is going to the more moody sort of rich side.
I feel if I can make someone feel something, make them
feel like they're in the space that I'm in, then that's really it, because
that's all I've really wanted. I think that as we move forward as an industry
and more people realize game engines potential, we will have more opportunities
to make people feel things that they probably didn't think that they could feel
before, whether it's through video games or VR experiences, or anything like
that, or using a game engine to help bridge a gap between film and other
things.
There's a tremendous potential that game art holds
that is just now being pursued and unlocked. On my end, it's always been about
the art. If the art is good, and if it makes you feel something, then that's
really all I care about, which may not be an answer that some people like, but
it's fine, because that's my answer. That's all I'm here for. Yes, I guess that
answers your question.
[01:00:54] Yasiman: No, that's awesome because that's a perfect example
of, I was in this space, but then I discovered that this one opens more doors,
but I can-- It's the same, I can transition and whoa, like, "That's so
cool." I don't know. That's so awesome that you came to that realization.
[01:01:11] Jasmin: Because it's so cool when you play games when you see
an artwork, and you can imagine yourself there, or feel I'm going there, that's
the best thing ever. That's being able to travel through space and time,
almost, and experience being there. Its something magical about art and game
art, especially because you can immerse yourself into a space that doesn't
exist maybe, but you created it for the people and for yourself, and I think
that's-- Yes, it makes you feel like a magician almost for sure. [laughs]
[01:01:43] Ashley: We all get to touch a little piece of it. We all get
to make things happen for other people, so yes, that's a great place to end
actually. That makes you feel things, you guys.
[crosstalk]
[01:02:05] Ashley: We're good.
[01:02:05] Yasiman: All warm.
[01:02:06] Ashley: All warm and fuzzy, but, yes, that was great. I just
want to say for people listening, you can find Yaz on Twitter and her website,
we will be including those links in the description box below so you can keep
up with them and find out all the cool things that they're doing and keep an
eye on it, so thanks for coming on and talking to us and hanging out.
[01:02:34] Yasiman: Yes, this is great. You guys are so fun to talk to.
[01:02:38] Ashley: Oh, good.
[01:02:40] Yasiman: I hope it sounds formal. I hope we can continue to be
friends and continue the conversation.
[01:02:47] Jasmin: For sure.
[01:02:48] Ashley: It's been really refreshing.
[01:02:49] Jasmin: Yes.
[01:02:50] Ashley: Yes, I'm glad. We're trying to make this podcast like
a refreshing space, so I'm glad that you feel about it that way. That's good.
[01:03:03] Jasmin: It's the best compliment we could get. It brings us
back to that old fuzzy and warm wholesome feeling.
[01:03:11] Ashley: We're just never going to leave this spot. We miss you
now. [laughs]
[01:03:17] Jasmin: Thank you so much for coming on, we had such a great
time with you, and if anyone listening would like to suggest someone to join us
on the podcast, someone who's a great positive force in the community, along
with being great at what they're doing, please send us an email at
allinclusivepdcst@gmail.com. That's allinclusive, no spaces
P-D-C-S-T@gmail.com. That can be a 2D artist, a 3D artist, a community manager,
or someone who works in QA. We're open to having anyone come on here and talk
to us and have a cozy chat.
[01:03:55] Ashley: Yes. Thank you for joining us for another episode of All
Inclusive. We hope that you have had as much fun listening to us as we do
talking. You can find us on a couple of different social media channels, which
you can find in the description box below, and that's most likely going to
include Twitter, YouTube, and Spotify. Thanks again, and we hope you'll enjoy
you'll join us for another episode of All Inclusive.
[music]
[01:04:36] [END OF AUDIO]
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