over 5 years ago - Natalia_GGG - Direct link




As many of you already know, we recently hired Openarl, a well known member of the community who developed the community tool, 'Path of Building'. He's been with us just over a month and we wanted to share some insight about his background and his time with us.

Hi Openarl, thank you for taking part in the interview! Please tell us a little about yourself.

Hi! I’m Openarl, I’m 32 years old, and originally from Brisbane, Australia; but I’ve recently moved to Auckland to work as a gameplay programmer here at Grinding Gear Games.

The community is already familiar with you for your work on Path of Building. What made you decide to start this project?

I’ve always enjoyed theorycrafting in games but when I started playing Path of Exile I found that the existing 3rd-party tools only allowed for certain parts of a character’s build to be planned out and none offered detailed DPS calculations, so I decided to create something to fill the gaps.

Initially it just took the form of a DPS calculator that was for my use only, but I gradually expanded it to cover other aspects of build planning, and then eventually decided to release it for the community to enjoy as well.

What are the main challenges and highlights of maintaining this community tool?

Keeping up with the pace of the game’s development has always been the biggest challenge; especially since I’m also trying to work through a backlog of older game features that need to be supported, while also adding new features to the program itself to improve usability. Trying to replicate some of the more unusual mechanics has been quite challenging as well.

The periods around league launches are always special; the hype, the energy transfers, and the mad rush to implement the latest goodies. It’s always great to see community’s response once I finally get to hit the “release” button!

How did you come to work at Grinding Gear Games?

I’d considered applying for a while, so when a gameplay programmer position was advertised back in September I decided to try for it. After two interviews over VoIP I was flown over to Auckland for an in-person interview with Chris and Jonathan, then started work just two weeks later.

What would the community find most interesting about your role with us?

Contrary to what many assumed, I was hired to work only on the game, and not Path of Building, although I’m free to work on that in my spare time. My work has been quite varied so far; I’ve implemented uniques, passives, and monster skills, plus an assortment of bug fixes, tweaks, and technical improvements. And I’ve now suffered the indignity of having my character killed by a skill I helped make!

What was it like coming to the studio for the first time?

Beyond the nervousness, it was great to finally meet all my heroes, although the complete lack of capes was disappointing. They made up for it with overwhelming friendliness, though!

How has working with us so far compared with your expectations? Have there been any surprises?

What I’d heard previously about the work environment here didn’t fully prepare me for just how nice it is! Everyone has such a positive attitude towards their work, and towards each other; it’s the friendliest workplace I’ve ever been in, and I’ve had some good ones. I’ve enjoyed the work as well; it’s been really interesting learning all the systems and finding out how things are really implemented in-game compared to Path of Building.

When did you first start playing Path of Exile? What got you into the game?

I started playing at the release of the Forsaken Masters expansion in August 2014, and have played every league since, except for Torment/Bloodlines. I was introduced to the game by a friend, who still plays with me every league.

What have been the biggest highlights in your time playing Path of Exile so far?

My first solo Shaper kill back in Abyss league was definitely the biggest; I’m still working towards an uber Elder kill, but I came close in Delve with an Arc totem build. My first normal Atziri kill back in Warbands was memorable as well; it was a much bigger deal back then!

Do you have any advice for aspiring programmers?

As with anything, practice makes perfect, and with something so unforgiving of mistakes you really can’t practice too much; big projects, small projects, doesn’t matter, just code! Getting a variety of experience is good, too; it’ll broaden your thinking, and make you more employable.

What can the community look forward to in terms of things you're working on at the moment?

Game-wise, I’ve started doing some work on the next league; but nothing major at this stage. For Path of Building, there’s a few major features that are in the works, including support for Cast on Critical Strike, as well as full gem tooltips; the former is likely to be incorporated into the next major update, 1.5, which also will include some big improvements to skill configuration.

over 5 years ago - Natalia_GGG - Direct link




We recently hired a new Narrative Designer, Matt, who helped work on our recent lore-heavy expansion, Betrayal! We took a moment to get some insights about Matt's role and his working life.

Hi Matt! Thanks so much for participating in the interview. Could you please introduce yourself and let us know a little bit about your history with writing?

I’m Matt Dymerski, also known as M59Gar. I’m from pretty much the opposite side of the planet - Ohio - but I’m absolutely loving it here in Auckland. I’m considering sending pictures from the beach to my friends back home, who are currently snowed under, but that would require me to actually leave the computer and go to the beach. I’m a lifelong writer and gamer, and I usually end up in content creation one way or another.

As a writer, I’ve certainly had an interesting journey. I got my start online in the first generation of modern creepypastas around 2008. We were just a couple dozen amateur writers on someone’s blog when we went viral. Effectively, that was the birth of the indie horror community, which has now grown to enormous size. In that time, I ran a small e-publishing company to help get my fellow authors into the business, as well as writing novels of my own. Over time, I transitioned away from publishing and toward writing, which is my true passion.

I greatly enjoy building enormous worlds that are comprehensively designed behind the scenes so that, even though the reader only sees small pieces one a time, there’s an interconnectedness that makes the experience immersive. My style is a dark mixture of science fiction and horror influenced in large part by classic authors like H.P. Lovecraft and modern filmmakers like John Carpenter. My favorite movie is In The Mouth of Madness, so watch that to get an idea of what kind of things I might write. Bonus: Sam Neill is a kiwi!

How and when did you find out about Path of Exile? What do you like the most about the game?

I found out about Path of Exile by recommendation from one of my old guildmates from Diablo 2. He called it ‘Diablo but better,’ and that was when Lunaris 3 was the end of the game. I can’t imagine what he thinks now!

Path of Exile’s greatest appeal to me is the ‘build fugue.’ There’s nothing more fun than getting lost in thought for hours - or even days - working on a new and creative character build. Path is the only game that keeps me coming back full of excitement every three months. I’m absolutely determined to make a self-chill Winterweave build excel. One of these days, I’ll succeed!

How did you end up working at Grinding Gear Games?

I saw a post on the /r/pathofexile subreddit linking to GGG’s job posting, and, when I read it, it seemed to be written specifically about me to an eerie degree. For a good week or so, it tormented my dreams, whispering my name. It would be crazy to move across the entire world, right? Eventually, my sanity cracked, and I was compelled to send in my resume.

Could you please tell us about your current role at Grinding Gear Games and what an average work day is like for you?

Grinding Gear Games is unlike any company I’ve ever worked for. Everyone here is helpful, focused, and good at what they do. Players often wonder how GGG creates a new expansion every three months, and I can tell you (now that I’m on the inside!) that it’s because these people actually want to be here doing this. Conversations generally revolve around, “Oh man, players are going to love this!”

My average work day involves a surprising amount of research and talking to coworkers. Path of Exile isn’t the sort of game that requires massive volumes of text, so I’m not typing furiously in a rapid-cut montage while rock music plays. Rather, the goal is to make each line of text hit hard at many different levels. My montages look like slowly panning B-roll footage as I smile for no reason and check multiple different documents for accuracy. That’s what I enjoy the most - thinking about that moment when a player puts one piece of lore together with another and has an ‘aha!’ revelation about Wraeclast and its history. I think players are going to enjoy where the lore is heading. The first thing I did when I got here was learn every single piece of public and secret lore, so that everything going forward has a unified world behind it.

You're creating new lore for Path of Exile's upcoming 3.6.0 expansion. Would you be able to give us an overview of this process?

This is the first league I’m truly ready to ‘dive in’ for, since I arrived in New Zealand the first week of Delve and was still learning the ropes while working on Betrayal. Lore planning for this league started while almost everyone was out on vacation; Mark Roberts and I sat around a bit throwing ideas out there and refining some lore concepts and names. The mechanical aspects were already decided, mostly. When people got back, the person I work with the most, Nick Kolan, put those concepts together with the design team’s mechanical expectations and created script docs and spreadsheets. Nick and I go back and forth iterating the ideas until they land just right. He’s an all-star that does both design and writing.

How difficult was it writing multiple crossing storylines for Betrayal?

Nick created a fantastic spreadsheet
that encompassed all nineteen or twenty personalities. After that, it was actually really fun. We iterated those whenever we had a better grasp of what Betrayal would look like and how these characters would come out. We also took charge of handfuls of specific characters to make sure they stayed consistent. I led It That Fled, Jorgin, Cameria, and Guff for example. On the flip side, some characters, like the previous masters, were just extensions of existing characters.

Can you tell us about some of your inspiration for character lines you've written in-game? In particular, we'd love to know more about your thoughts behind Guff.

The lines I write usually come from the question, “What is this character feeling in this moment?” along with a link to the reason they’re present in the first place. These characters aren’t trying to entertain an audience with cool quips. They’re vying for position within a Syndicate they may or may not want to be a part of, and for them the struggle requires playing up their own strengths and downplaying their weaknesses… until something hits them the wrong way and they react genuinely. That’s how you get things like Haku, a nice person, saying in front of his men that he’ll crush you, but when he’s alone and defeated he whispers that he misses his family and just wants to go home. Of course, some characters aren’t aware of the social game at all (It That Fled) or simply don’t care (Cameria).

Guff was a ton of fun. In fact, that was the core of the character. In a Syndicate full of violence and grimness, is anyone actually having a good time? Yes. Guff Gren is! Inspiration for his character and lines came from a book called the Dialect of Craven, published in 1828, which is a sort of old-timey dictionary I stumbled across during my research montage that contained a litany of exotic insults I’d never heard before. When Guff calls you a plenary whiffle-whaffle, he means it! The rest of his personality was built out out of the question, “What kind of person would get along with each one of this rogue’s gallery of misfits?”

Is there anything about this process that has surprised you?

I… uh… well
...

Is there anything particularly different about writing in-game lines and short stories?

Short stories carry a reader through a cohesive and punchy arc from beginning to end. In-game lines, however, are part of an unpredictable experience that will be heard in a random order, and often hundreds of times in a row. For example, we couldn’t really have known that players would be choosing Bargain pretty much every encounter, and rushing the Syndicate in Harbour Bridge so fast that they’re hearing the Bargain lines a hundred times an hour. If I’d known, I would have had most Bargain lines be closer to, “Bye.” or “Okay.” just to spare the player’s sanity.

Do you have a favourite storyline in the game?

I’m a big fan of quietly sad plotlines. My favorite fragment is the tragedy of the family in the Crossroads, as told by Etchings on Wood, while my favorite greater plotline stems from Victario’s graffiti in Sarn. He tried so hard to fight for the future of the people, and he actually helped win a bunch of victories against all odds - but it wasn’t enough, and now all that’s left are rebellious bits of graffiti calling for action in a cause centuries lost. Most players run by these and don’t even give them a second thought, which is a very realistic reaction. All that love and pain and triumph and loss is nothing now but old paint.

What is it like hearing the voice actors bring your lines to life?

Among other recordings, I got to be present for Guff, and this guy, Kelson Henderson, was incredible. He just walked in and started talking exactly as you hear Guff in-game. He had the personality down pat. It was kind of astounding.

It was fantastic listening to these characters come to life. The best one, hands down, was the experience with It That Fled. The whole time, I was dreading trying to explain this absurd character to someone. Then, I couldn’t make the recording, and I just had to hope it turned out alright. I got the files soon after, and it turned out, Victoria Abbott absolutely nailed it. We didn’t even have to give any guidance or do any voice alteration effects - she’s just like that! Am I kidding? Maybe.

Maybe not.

Could you give any advice to aspiring writers?

We live in an era without gatekeepers. You don’t need anybody’s approval to write. You don’t need to submit things to agents or publishing houses. You certainly can if you want, but that’s a much further step down the road of writing than people think. The best thing you can do as an aspiring writer is to write passionately and relentlessly. Put your writing on Amazon, on a blog, on a website, or in a book. Post it on Facebook if you’ve got nowhere else.

The only way you can truly advance is by sending your writing out there to garner real reactions from other people. That continual process of creation and reaction is how you get better, and also the only way to truly feel any sense of reward. If someone says your work is bad, that’s fine, you’ll improve. If someone says your work is good, that’s fine, too, improve it anyway. Eventually, you’ll understand what you’re doing well enough that you won’t feel like you’re ‘aspiring’ anymore. You’ll actually feel like a writer.

(Secret: you always were.)

over 5 years ago - Bex_GGG - Direct link

" TradeImprovements wrote: I was waiting for something like this :)

Nick Kolan next one please!



We interviewed Nick in 2017.

about 4 years ago - Natalia_GGG - Direct link




We're starting this week by publishing an interview with Shaun Brown, one of our concept artists whose works you're all familiar with. Shaun created art for divination cards, the Atlas of Worlds and other in-game content. In this interview Shaun not only told us about his work at GGG and the process behind creating concept art, but also has shared several pieces of his artwork. Enjoy!

Hi Shaun, thanks for participating in the interview! Please tell us a little about yourself and what you do at GGG?

Well I'm a bit of a hermit and I spend most of my time doing art or art-related stuff. I also like learning new skills like juggling, archery and learning how to drive in VR. So I'm a very goal-oriented person.

Here's a list of what I do at GGG:

  • Monsters

  • Weapons

  • Bosses

  • Portals

  • MTX

  • Uniques

  • Characters

  • Pets

  • Symbols (like Magic Effects)

  • Graphical illustrations (Divination Cards, Atlas Map etc)

  • Sketch random ideas to Erik









How did you get started as a concept artist?

It had been my dream for many years to become a concept artist. I've always loved to draw monsters and come up with imaginative ideas since I was a kid so it felt like I was born for this job. It also took many years of practice, learning, failing and hard work! And I'll always be on that path of learning.

How did you come to work at Grinding Gear Games?

I started working at GGG in 2014. A good friend of mine was working for GGG and told me there was a job opening that I should apply for. There was a test but I don't remember it being too hard! That was the first concept art I did for GGG.


The community is most familiar with your artwork that appears on Divination Cards. What is this process like?

Once the game designers have confirmed the design with the client, I would read and look at the images in the description of the card and usually an image will pop up in my mind. Most of the time, I'll sketch the image exactly as I saw or I'll edit what I see to make it better. I guess it's like seeing the future and drawing it down (lol).

Then it's a matter of linework and colouring.

Which Divination Cards did you enjoy working on the most?

Hard to say. There are so many of them now! I do enjoy the ones that have hidden messages or symbols in the illustrations, like in The Union where you can see the date of the wedding.


Behind the scenes, you've created a lot of concepts and illustrations for microtransactions, monsters and game areas. Which of these presents the most challenges or limitations?

Well I can think of some that haven't come out yet, but the one that comes to mind is the stained-glass windows. There was quite a bit of information to simplify into a flat image so it can be readable in-game too.

A lot of thought went into them to help express what was happening with the characters - like the higher the character, the better off they were (and vice versa), and the use of contrasting shapes, colours etc.

You can see that when Sin's power grows, the symbol at the top is eclipsed except for panel 5which is when the mother and son are planning to get rid of Sin, and he is not fully in power - that's why there are gold horn shapes pointing at him too.

How much of a personal spin do you get to put on your work for GGG?

Depends on the task, sometimes it can be a lot when I intuitively generate ideas that will work in the game. But there are constraints when it comes to the mechanics of the game (things like the number of joints and how they move etc).

It's quite fun to problem solve and play around with ideas to get around these limitations.

Are there any cool concepts you created that didn't make it to the game?

Sometimes that happens but they often end up in the game later on.

Is there an area of concept art that you find the most enjoyable or interesting?

That would be portals! It's fun to try to reinvent how a doorway can open up. It pushes you to think outside the box.

Do you have any hobbies outside of art?

Yeah I'm trying to get away from computer screens and get outside! I like mountain biking and kayak fishing when the weather is good, but it's been hard to do this year since the pandemic. I've been getting into reading psychology books about dream interpretation and just got into archery too.

Do you dabble in any other art mediums than digital?

Just pens and pencils on paper. I would like to get into oil painting, water colours and clay sculpting but I don't really have the time. Maybe later down the track or when I retire.

Which artists have inspired you the most?

There's too many of them and I keep finding more every month! Here's the Top 10 artists that inspired the most, that I can think of off the top of my head:


  • John Singer Sargent

  • Anders Zorn

  • Alphonse Mucha

  • Andrew Loomis

  • Iain Mccaig

  • H. R. Giger

  • Takehiko Inoue

  • Yoji Shinkawa

  • Kim Jung Gi

  • Jason Hong



What kind of work did you do prior to working here?

I was a struggling freelance artist doing concept art and illustrations for small businesses and got commissioned to do personal projects. Some of the things I did were illustrations for board games and card games, and a book cover.

Do you have any advice for people who are looking to become professional concept artists get into the industry?

Post your artwork on a site or a blog to show your growth and dedication. Learn from your mistakes because you're going to make a lot of them - and try not to repeat them! Keep at it if it's what you really want because you never know when an opportunity will arise out of the blue.

You've also done a lot of concept art work on Path of Exile bosses and monsters for the third act of Path of Exile 2. What are you most looking forward to the community seeing?

There is a boss I worked on last year. All I can say is that he has a big flat ornament on his head, has no feet, there are snakes coming out of his back like wings and there's a man standing inside his stomach. Sometimes it's hard to know how good things will look when they're in the game, but I'm hoping it turns out well.

about 4 years ago - Natalia_GGG - Direct link




As you know, sometimes we hire talented people straight from the community. James (aka viperesque), a subreddit moderator and long-time community member you may be familiar with, joined our team a few months ago. We recently asked him to share some insight about his background and time with us. We hope you enjoy this interview.

Hi James! Thanks for taking part in the interview! Please introduce yourself.

Hi! I’m James, but in Path of Exile circles more people will know me as viperesque from the forums, reddit or Discord. I’ve been working at GGG as a game designer since January this year.

Tell us a bit about your current role at GGG.

Before I started working to get this job, I didn’t really appreciate how many different tasks were involved in game design in Path of Exile! Turns out there are a lot of hats to wear. The roles which I expect people associate most with it are coming up with ideas and doing balance adjustments for items, skill and support gems, crafting systems, and so on. That’s definitely a big part of it, but for example, setup and scripting for monsters and encounters are also designer roles and end up being a significant portion of the job (though I’m only just starting to graduate from simple monsters myself). There are also things like bug catching, visual effects implementation, level design and preparing materials for announcements.

It’s also an extremely collaborative role — whether the initial idea for a feature or change comes from a designer or someone else, it almost always needs to go to another person (a programmer, animator, artist, level designer, sound designer, or anyone else) to be created, and then sent back to the designer to be implemented into the game. That’s been one of my unexpected favourite things about the position so far, because you get to work with so many people throughout the company and learn little bits about how they do their jobs.

How and when did you find out about Path of Exile?

A friend of mine had been a closed beta supporter, and told our whole group of gamer friends about Path of Exile when it went into open beta. So I first found out about it in February 2013, and have been playing regularly ever since.

What was the moment that got you hooked on the game?

It wasn’t a single moment. Even in 2013, Path of Exile was such a complicated game that it took months to fully appreciate it. That said, I can pick out a few exciting events. I remember I’d been wishing for years for more RPGs that took character customisation seriously without having turn-based or terrible gameplay, so that first time seeing the passive tree was definitely more of a “Hell yes!” for me than the “What the hell?” that I know many people experience. Getting my first real build (Marohi Ground Slam, already going out of style in early 2013 if we’re being honest) to endgame after two or three false starts made me feel like I was starting to understand the game, though I was so wrong. About 100 hours into Docks farming with Spork totems (now there’s the 2013 meta we knew and loved!) I was definitely hooked. At some point much later, the purpose of temporary leagues clicked for me, and that was when I realised I would be playing this game for years and years. Certainly never expected to end up here though!

You are known in the community as a Path of Exile subreddit moderator. How did you start there?

Whenever I get really invested in a complicated game, I tend to start semi-obsessively devouring information about it. I also sometimes start answering people’s questions about the game online, partly because it’s a fun and fulfilling way to spend bits of spare time and partly because the process of helping people and reading other people’s answers improves my own knowledge.

In the case of Path of Exile, I started on the official forums, then made a reddit account to answer questions there as well, then got really into the Discord server when that started. This got me noticed by the Discord mods (who at the time were mostly subreddit mods too), and I was asked to help out modding there. That eventually led to being asked to help with the subreddit too, since I was active on both. I actually turned down that request a couple of times because I was worried about the time commitment/potential stress based on previous modding roles, but eventually I said yes on a trial basis, found it was much less painful than I expected, and stuck with it.

What were the most difficult moments and the most fun moments?

The biggest difficulties always came from trying to reach a compromise between groups with completely opposite opinions or beliefs about how the subreddit should work. Reddit is weird like that I think — forums can be subdivided as much as you like, but subreddits mash everything together and you’re stuck with it all (and splinter subreddits rarely get much traction), so everyone has to put up with some content they don’t really care for and that causes friction. Having people on both sides of a debate accuse you of being biased against them is an unforgettable experience.

Most fun...well honestly, modding isn’t fun. Occasionally you get the satisfaction of handling something well, but otherwise it’s very neutral.

How did you end up working at GGG?

In a word, Bex!

Before GGG I was a research biochemist, and it was fine but never felt like a perfect fit for me. I was thinking about much less drastic career shifts — maybe pharma or government science. The idea that maybe I could apply to GGG popped up from nowhere one day and I couldn’t quite shake it. I know heaps about the game, I’m active in the community, I lived in Australia long enough to get citizenship and my partner is Australian so we could dodge New Zealand’s overseas hiring regulations...I thought it was kind of a silly dream, but I knew I’d regret not following it up. Luckily I was already on good terms with Bex because of communication about subreddit issues over the years, so I asked her whether it would make any sense for me to apply for a community role at GGG.

As it turned out, the community team was full. However, Bex thought I might fit in more roles, encouraged me to send an open-ended application in anyway, and gave me a lot of advice for doing so. If it wasn’t for her I probably would never have sent anything in, and definitely wouldn’t have considered myself for a design role.

It turned out that Chris and a few other GGG staff already knew of me. A few emails and a couple of Skypes with Chris later I was being considered for a game design position. I made it through Neon's two hour interview/chat/gameplay session, flew over to try out in person, my partner was happy to quit her job, and next thing I knew we were packing up our household and moving to Auckland!

How has working with us been so far compared with your expectations? Have there been any surprises?

I didn’t really know what to expect until I started, so in that sense everything has been a surprise! When I first tried out, I had to make sure to prepare myself in case I hated it! It’s been great though. I feel incredibly lucky to be in this position and to have a job I really enjoy doing, and everyone in the office is so friendly. I guess one nice surprise is that game balance has a surprising amount in common with scientific experimentation, so I can apply a lot of my experience and training there. Sorry to people who’ve had to read my issue notes when I start treating them like a lab notebook!

It’s also been interesting to finally be able to learn about all the mechanics GGG keep secret, and how wrong I was in my assumptions about some of them. And while it’s not directly related to the job, going into Covid lockdown three weeks after arriving in New Zealand was definitely a surprise, and one we’ve only managed to handle by borrowing a lot of things from the office...

You were involved in the design of the notables for the Cluster Jewel system. What was the most challenging part in this process?

Firstly, getting my head around this crazy new system I’d just been told about on my second day on the job. Secondly, just coming up with all the ideas! There was never a specific goal for the number of notables to end up with, but we had to have enough so that every build we could think of had a decent number to pick from. Rory jokingly(?) suggested that we get to a list of 3000 and cull from there. We probably came up with at least 500, although to be clear this was a group effort and no more than a third of them were mine.

Do you have any advice for aspiring designers?

I’m not sure I’m qualified to answer this question yet! For Path of Exile specifically, I’d echo Neon's comments at ExileCon that the big thing you need is to know the game inside and out. Understanding how the game’s mechanics and calculations work, being able to quickly figure out use and abuse cases for a new item or skill, making sure you don’t repeat anything that has already been done, and knowing what metrics to use for balance are all absolutely vital. I’m being taught the rest as I go, though some aptitude for computers is obviously a plus. Also, this applies to any role and is a bit of a cliché but it’s so helpful to be visible! I was lucky that GGG senior staff were engaged with the community and noticed my years of answering questions to the extent that I could convince them to hire me, but if you’re gunning for a job from the get-go I’m sure you can think of a better strategy than that.

What can the community look forward to in terms of things you're working on at the moment?

Naturally I’m mostly working on 3.11 right now. In particular, I’ve been improving and reworking some of the less-loved unique items and buffing a few underpowered skills. If your favourite hipster build goes meta in 3.11, or a buffed skill/unique is still ignored and unused, you can probably blame me for it. I also have smaller roles in new skills and unique items for 3.11, and a bit of league mechanic setup. Looking further ahead, I’m taking point on a fairly large set of changes to some older content that you’ll find out more about later in the year, coordinating the finishing touches for Act 1 of the Path of Exile 2 campaign, and doing setup for some of the monsters from Act 2. Exciting times!

about 4 years ago - Natalia_GGG - Direct link




Continuing with our developer interviews, we took a moment to talk with Skyler, one of our gameplay programmers who joined the team last year. Check it out below.

Hi Skyler! Thanks for taking part in the interview. Please introduce yourself.

Hi! My name is Skyler and I'm a gameplay programmer at Grinding Gear Games since about October of last year. I was born in Alaska where I grew up, attended college at the University of Utah, and now I'm here in NZ learning how to be a proper kiwi.

Could you tell us a bit about your current role at GGG?

As a gameplay programmer I pretty much do anything and everything programming related that has to do with gameplay: implementing unique items, hooking up new stats, making skills, and more.

When did you find out about Path of Exile?

I started playing Path of Exile about 7 years ago when I was in highschool and 1.0 came out. I had a good friend who told me about it and I had fond memories of D2 as a kid so I gave it a go. Been playing almost every league since.

What was the moment that got you hooked on the game?

I think for me it was a combination of two things.

First was definitely the theorycrafting. I've probably spent as much or more time using offline skill tree planners and the wiki as I have actually playing the game. Before Path of Building (thanks OpenARL!) I would be in class writing down numbers from the wiki and the offline skill tree and doing manual arithmetic on paper to estimate the total DPS of some build idea. I'd spend hours on this stuff, sometimes being unable to go to sleep until I planned out a build idea floating around in my head.

Second was probably the community. I've been checking the Path of Exile reddit multiple times daily for about the last seven years. I just absolutely love the builds people come up with and learning more about the game through others. Plus those few weeks leading up to a league launch are always pretty magical. The hype train is infectious.

You knew Chris prior to joining us. How did you meet?

I was actually extremely lucky in meeting Chris. I was just finishing up my senior year at University of Utah in 2019 and was attending the Game Developers Conference in San Francisco. A friend let me borrow their VIP pass and encouraged me to go to a talk. I noticed Chris was one of the speakers and this piqued my interest. After the talk I asked him about job opportunities and he gave me his email and discord. I was shocked to say the least. I'm also a bit ashamed to admit, but I definitely got a selfie with him to show the friend who introduced me to the game all those years ago hahaha.

When did you know that you wanted to work in the video game industry?

I had decided I wanted to make games since about my junior year of high school, so it was definitely a long term plan for me. I was always very keen on the old adage "work a job you love and you'll never work a day in your life". Of course every job will feel like work sometimes, but I generally feel very privileged to have been able to pursue my passion.

How did you end up working at GGG?

After meeting Chris at GDC I poured my heart into a cover letter and resume, emailed him, and crossed my fingers. After many back and forth emails, we set up a technical interview with Jonathan where I shared my screen and tackled a programming problem live. However, while my general programming was quite strong and I immediately knew how to solve the problem, my C++ was very weak (I’d been heavily using Unity and C# in the last few years). I was certain I had bombed the interview when Jonathan said “Well… your C++ clearly needs a lot of work.” But he followed up, “However, it’s clear you’re actually a programmer. You think like a programmer. We can work with that.” I just about flew out of my chair, somehow managing to hold my composure for the rest of the interview.

You are working on skill mechanics. Would you be able to give us an overview of the process of your involvement in the development of a new skill?

Sure! The first step is just getting a minimum viable prototype. Just something that functions so we can feel out if the idea has any promise. After that it's an extremely iterative back and forth between me, the designer, and the effects artist. Obviously the designer has final say in most non technical decisions, but I thoroughly enjoy trying to contribute my thoughts and opinions. Generally I value trying to make skills that are interesting to theorycraft since that has always been my favorite part of the game.

What is the most challenging aspect of programming Path of Exile gameplay?

Definitely the sheer size of the game. I like to joke that I get paid to fix bugs and to make more bugs to fix later. The codebase is absolutely huge and it's very easy to miss small details or not consider niche edge cases. Thankfully having a good understanding of the game has helped me in considering these edge cases, but it can still be very hard to catch everything (Bless QA for catching so many of my bugs).

What is your favourite thing you've worked on for the game so far?

I think it has to be implementing The Saviour. I really enjoy the wide open possibilities the sword offers. It's been extremely gratifying watching videos of people testing all the different skills that can work with it and reasoning about what's best and how they could build around the different options.

Do you have any advice for aspiring programmers?

Your education is not enough. It's sad, but it's definitely true. If you want to stand out you cannot simply rely on your classwork. You have to always be experimenting with side projects, working towards internships, and building a well curated portfolio. This is especially true if you want to get into the games industry. Find projects that interest you and put the time in. The only way to get better at programming is to program.

What can the community look forward to in terms of things you're working on at the moment?

This league I've been working a lot on an older skill category which hasn’t seen major changes in quite a while: revamping the original skills and making quite a few new ones as well. I’m a bit limited on what I can reveal at this time (we have news posts coming soon), but suffice to say I think the changes will enable some interesting builds and breathe life back into truly ethical forms of gameplay.

almost 4 years ago - Bex_GGG - Direct link




In continuation of our Developer Interview news series, we took a moment to chat with Eben from our community team about his work with Grinding Gear Games. Many of you will already be familiar with Eben's work on trailers, skill demonstrations, microtransaction videos and more!

Hi Eben, thank you for participating in the interview! Can you please tell us a bit about yourself?

I’m a 27 year old from Auckland who’s been with Grinding Gear Games since 2015. Armed with a bachelor’s degree in Media Studies and all sorts of nerdy hobbies, I’ve found an easy home here. Outside of work I’ve been busy producing an unusual educational game, just because.

What does your current role at GGG involve?

For the lack of a better title I’m the Video Guy. I make the trailers, teasers, and microtransaction videos for Path of Exile.

I’ve made so many microtransaction videos that I would call myself an expert on Exile Fashion. My personal characters are always impeccably dressed.




When making teaser videos I’m Bex’s benevolent nemesis. As she puts it, I’m the Batman to her Joker. While she torments you with content unseen, I’m the one who gets to finally show you what you’re hyped for!

And when making trailers, I have a lot of freedom to approach each new project however I like. It’s often up to me to identify what makes the new content pop and do justice to all the hard work that the developers have put in. It’s a little intimidating at times but rewarding when everything comes together.

How and when did you find out about Path of Exile?

I remember this well! My first introduction to Path of Exile was TotalBiscuit. His “WTF is” video about the game got me to try out the closed beta. I still have my little supporter kiwi pet on my account which I’m very proud of. TotalBiscuit himself was a legend and technically I owe my current job to him because I may have never got into Path of Exile otherwise.



What was the moment that got you hooked on the game?

After the TotalBiscuit video, I remember watching a Build of the Week episode about a Flicker Strike character and thought: that looks awesome, I gotta try that! Naturally I had no idea what I was doing and my poor Shadow couldn’t flicker more than twice every few seconds but he had spirit.

Nonetheless it was wonderful hearing the New Zealand accents and seeing some familiar flora and fauna playing through those first two acts (there were only two at the time). I had never played Diablo or similar ARPGs but Path of Exile stood on its own.

What are some of the more unexpected challenges involved in working on creating videos?

In the past there have been many issues with monster RNG, visual artifacts, and glitches.



I talked about some of this here. However in the last couple of years the team has been able to develop some really nice filming tools for me and I now have the flexibility to ameliorate these problems.

With that said some strange issues still exist. Often I have to chase critters out of the background of a shot. Literally herding cats is part of my job. And yes, they always wander back into frame the moment you forget about them.

Most of the challenge now is the time squeeze. Leagues are ever more ambitious and some assets will only get finished a day before the deadline for the trailer. Exilecon was the extreme case, we had four trailers to make in a very short time.

Which of our past trailers are your favourite and why?

Delve is up there. Everything came together for that league - a new lighting system, new camera tools, the foreboding theme, Kamil’s excellent soundtrack, and the delightfully crazy Niko who Jay Simon brought to life.



I also have to mention the Path of Exile 2 Trailer - it was great to see it on the big screen at Exilecon. Lastly I was also very proud of our Fall of Oriath: Beta Release trailer. It was our few attempts at a story-only “cinematic” trailer and I like to think it came out pretty well.





What did you do before working with us?

I was a bit lost, if I’m honest. I had acquired my media degree but had been kicking around doing volunteer work and personal projects for a year. No one really teaches you how to approach adult life, and when I was young I’m not sure I would’ve listened to them anyway. Naturally I was very happy when I was offered the job at Grinding Gear Games.

How did you end up working at GGG?

I noticed a job listing for the customer service department and being familiar with Path of Exile I simply applied. Turns out I was a good fit! Starting out on the graveyard shift, I worked for a year before Chris came looking for a media person.

What kind of hobbies do you have outside of work?

I spend my time with all sorts of nerdy media. Recently I’ve been playing Disco Elysium, reading The Name of the Wind, and playing Dune (the board game) with some friends at GGG.

Oddly, my first and foremost hobby is making educational games. I developed Forgetful Dictator in which a powerful tyrant has everything he needs to conquer the world… except a grasp of basic geography. The player has to help by learning countries, capitals, flags, that kind of thing.

What gave you the inspiration for Forgetful Dictator?

I’d been wanting to make a game for a long time and over the years I’ve piled up a lot of discarded projects. One day I found myself wanting to procrastinate with something informative but I found so few examples of compelling educational games. So I decided to make one, focusing on geography as my own knowledge was terrible.

If you’re an indie developer I’d highly recommend making something educational because if nothing else you’ll learn a lot about your chosen topic. I know where Guinea, Georgia, and Grenada are on a map now so that’s cool.

In recent news I’m releasing on mobile soon and couldn’t be more nervous!

What part of what you do do you enjoy the most?

The trailers of course! Every league has such a different flavour that I have fun simply planning my approach. The best feeling is slotting the shots together and seeing your plan come to life.

Recently I also enjoyed interviewing our composer Kamil. I’d like to make more such videos about other folks at GGG if the opportunity arises.



Do you have any advice for people who might want to get into video creation?

I almost stumbled into the role so take my advice with a grain of salt. But for a job like mine where you’re making videos for a single company, make sure you know their products especially well. My Path of Exile knowledge is just as important as the video skills in this role.

If you're into editing, learn the hotkeys. There’s a lot of other amorphous advice I could give about the industry but… never underestimate hotkeys.

What can we look forward to in terms of what you're working on?

Every time I check out Path of Exile 2 I’m blown away by the audacity and fidelity of the new acts. Filming the PoE 2 trailer was a delight and I can’t wait to show everyone some more!

Right now I’m working on the trailer for the next league. The concept stole my heart, and I’m gonna see how ridiculous I can make the trailer.

__________
If you want to check out more of Eben's video work, be sure to look back on some of our past trailers and follow the Twitter for his game Forgetful Dictator.

almost 4 years ago - Natalia_GGG - Direct link




This week we took a moment to chat with Jeff, our Console Producer, to discuss his work with us. If you're playing on Xbox One or PS4, you may already know him as he's the person behind all the patches and communication on consoles. Check out his interview in this news post!

Hi Jeff, thank you for participating in the interview! Can you please tell us a bit about yourself?

Hello! My name's Jeff, I'm 29 years old, originally from the land of maple syrup (Canada). I've been with Grinding Gear Games since 2016. As an avid gamer all my life, this has been a match made in heaven for me.

What does your current role at GGG involve?

My primary focus is and has been everything to do with the console platforms since shortly after starting with GGG. I organize the console patches; this involves communicating with the development team to address issues as they arise, creating the updates themselves, and working closely with the console Quality Assurance team. I also handle the bulk of the behind the scenes work with both Microsoft and Sony. This involves platform compliance, backend product maintenance, patch submissions and resolving any issues that may come up.

How and when did you find out about Path of Exile?

I was an avid player of the Diablo series, starting in elementary school when I definitely shouldn't have been playing Diablo 1 thanks to one of my parents having a keen interest in computer games; I would hover around the computer at every possible opportunity when they were playing, which led to me jumping on anytime our home PC was free. I heard about Path of Exile through various gaming communities early on in its development, and found myself getting access to the closed beta.

What was the moment that got you hooked on the game?

After getting access to the game and seeing the resemblance of Diablo II, I was hooked. I had spent thousands of hours playing Diablo II in its prime, and Path of Exile offered vastly more complexity and build diversity, needless to say I was quickly drawn to the game.

Console production has many unique challenges. What are the main differences in getting patches onto consoles compared with PC?

Testing content on consoles is slower than PC from step one of the process, updating all of the consoles with each build iteration takes a considerable amount of time, whereas on PC we can update our clients within seconds. While we have access to similar in-game commands that PC has, they're much slower to reproduce; On PC if we're testing a specific issue that has listed reproduction steps, we can copy and paste them into the client, whereas on consoles we either need to manually input them or create a separate scripts which then needs to be put onto the console itself, all of which takes time. What I'm trying to say is that everything to do with the console pipeline takes more time from nearly all angles. When it comes to having the updates deployed to the Microsoft and Sony store, they each have respective processes, again, both of which take time and scheduling (are you seeing the pattern here?), which primarily fall outside of the time zone in New Zealand. This means I frequently have to stay up very late after hours to get an update into the certification process as quickly as possible. In comparison to PC, they're able to patch an update as soon as 'go ahead' has been given by Quality Assurance and the server admin team has everything they need in place on the servers.

What did you do before working with us?

Following my university studies I took a leave of absence from a bank job that I was working into travel and play poker on the side. Strategy games had always appealed to me, and one that I could compete in while supporting myself was very attractive. I spent two years travelling throughout North America visiting different cities and friends I had made online over the years, which made for many memorable experiences before I found myself travelling to New Zealand.

How did you end up working at GGG?

I was able to get a work visa which allowed me to live and work in New Zealand, I packed two suitcases which included nothing but clothing and my PC. When I arrived I landed an interview with GGG for a Quality Assurance position, which went well. I learned the ropes of Quality Assurance for my first few months, then began working on the Xbox platform, which was early into its development at the time. I began working closely with Chris, who was spearheading the project's production. As time went on, I learned what was involved with the different stages of production, and soon found myself taking over the reins of the platform entirely, while still reporting to Chris. Following the launch of Xbox, PlayStation became the next project being discussed. After having just learned the process from start to finish on Xbox, I took charge of the production and behind the scenes work for PlayStation too. Today I oversee most of the production tasks for both Xbox and PlayStation, which occupy the better part of most days for me.

What kind of hobbies do you have outside of work?

My main hobbies are gaming and keeping physically active. A typical day for me involves some form of exercise following work, playing games in the evening, or spending time with friends. I would like to do more travel in the future but this is on hold due to the current global situation.

What's the best part about what you do?

Working in an area that I love; as the saying goes, find a job you love doing and you'll never work a day in your life. On top of this, the freedom and flexibility we're given at GGG in our work days is priceless and promotes a healthy balance in my life.

Your brother also works with us. What's it like working alongside a family member?

It's great! He's somebody I can always count on professionally, and personally; to know that I have that level of support here gives me peace of mind knowing that when in doubt, he's always someone I can go to.

You're originally from Canada. How does it compare living and working in New Zealand?

Living in New Zealand compared to Canada is great. I very much enjoy not dealing with the brutal winters that Canada endures. Waking up in the morning and not needing to put on layers of warm clothing to shovel snow is amazing. I do chuckle to myself at times when hearing kiwis talk about winter as freezing when I think of waking up the morning after a blizzard, while I often only need a sweater here to keep warm.

Do you have any advice for people who might want to get into game production?

Communication skills, both written and oral are very important. Be a team player: in production you'll work with every department within an organization, which is going to require you to problem solve with a range of team members. A high level of organization, as working with deadlines requires a good amount of planning and preparing for obstacles that you may face along the way. Oh, and a passion for video games!

What can we look forward to in terms of what you're working on?

With the next generation of consoles on the horizon, I'll be continuing to focus my efforts on all things console.