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Trigger, Interactive Design Studio

Developing games for the web


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Trigger, Interactive Design Studio

with Jason Yim

Video: Developing games for the web

(Music playing) Vivid Savitri: My friends and I, when we were kids, we used to play with these, like, figurines, and my cousins. And then, because I am the only girl, I ended up with the weakest character, which was wolverine. Seriously, this guy has no super powers. I mean, okay. It has super powers, but it's not a thing that he can do to help others, really. So I always ended up with wolverine and so then, like, so, "How can I win this game?" So, I had to have to, like, start digging up, alright, like, "So this guy can do "this, this, this, this." So, I didn't know the word 'research' at that age, but then that's what I so oft did.

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Trigger, Interactive Design Studio
1h 25m Appropriate for all Nov 11, 2009

Viewers: in countries Watching now:

Trigger may be the biggest little interactive shop that probably has never been heard of. This amazing boutique shoots out web sites, online games, Facebook apps, and iPhone apps for major motion pictures like Spider-Man and District 9, and consumer brands like Nike and Red Bull. Combining a talented design team with solid software engineering, Trigger has mastered the integration of creative expression and technology. With offices in Los Angeles and Shanghai, they've found the elusive winning formula for East-West collaboration. This installment of Creative Inspirations takes viewers inside what may be a prototype for the next generation design firm.

Subjects:
Web Interaction Design Creative Inspirations Documentaries
Author:
Jason Yim

Developing games for the web

(Music playing) Vivid Savitri: My friends and I, when we were kids, we used to play with these, like, figurines, and my cousins. And then, because I am the only girl, I ended up with the weakest character, which was wolverine. Seriously, this guy has no super powers. I mean, okay. It has super powers, but it's not a thing that he can do to help others, really. So I always ended up with wolverine and so then, like, so, "How can I win this game?" So, I had to have to, like, start digging up, alright, like, "So this guy can do "this, this, this, this." So, I didn't know the word 'research' at that age, but then that's what I so oft did.

So, my team and I, we are now working on that. We create snippets of a period of wolverine's life, but it's actually barely covering the movie. We did the sketches of characters. We did the world sketches. We did the action sequences, the storyboards. (Music playing) Basically, for our games, we always try to create all the assets by ourselves and the clients ask us to design an original concept of robots on top of the movie robots that exists, and we create, like, a simple tool to customize your own robot and basically, this is like a fun tool for non-hardcore fans of Transformers.

I remember when we worked on Transformers, we know that the deadline is very, very tight because it came to our desk at the last minute. And then I asked my team, "Hey guys. All right, we have got this project, so, "it's all up to you. Do you want to do it or not?" And then everybody looked at me, at least everybody on the second floor, looked at me and was like, "You've got to be insane not to say 'yes' to this project," because Transformer is huge is China. So on the day when I had briefing, like, I told the team, "All right, okay. So, "anyone who wants to work on Transformers, come and see me downstairs." And everybody on the second floor crammed in that tiny meeting room and I'm like, "Look, I meant anyone, but not all of you," so, like, we all end up working on it.

I have to believe, and I have to really like the game because if I don't really like it, it's hard for other people to like it and if you are enthusiastic about your work, about what you do, it's contagious and that's the kind of spirit and that's the kind of energy that I want to instill on my team.

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