Image courtesy of Insomniac Games.

Passion, risk-taking and crafty weaponry: Insomniac Games

Last modification: 9 Oct, 2018
6 mins

They brought you Ratchet and Clank, the Spyro series, the Resistance series, Sunset Overdrive, and now they're bringing you a whole lot of VR titles. Autodesk visited the Insomniac Games team who told us how Maya is a staple in their studio and what it takes to be a part of their passionate team.

Video transcript available below

The team at Insomniac Games uses Autodesk Maya to bring life to their fresh and wacky games.

Video Transcript

TED PRICE: Back in early 1994, I started Insomniac with the intent of building console games. And, at the very beginning, it was just me in a little 10x10 office, staring at a PC, wondering how I was going to make games. I met a guy named Al Hastings. The two of us put together a demo for our first game called Disruptor. We took a trip up to LA and met with some folks at Universal Interactive Studios. And the first thing we did after we signed that deal was to bring on Al Hastings’ brother, Brian Hastings, who became a third partner in the company. And that's how we started. Right now, we're close to 250 strong. We've got offices on both the East Coast and the West Coast, and we love making games.

What makes Insomniac different? What I hear frequently is, it's the crazy weapons, or it's the somewhat off-centered games, or the stories that you tell, which is fantastic. We love that and it's really fun for us to put out continually different games for players to experience. Internally though, we really focus on collaboration.

ROD PARONG: One of my favorite games was Sunset Overdrive. There was a lot more style to that game then previous games that we’d worked on. And it allowed us to be more creative. Maya is our primary tool. Obviously, the modeling tools are sort of the bread and butter for a modeler and environment artist. Instead of hand placing each geometry onto the model, I just use a scatter tool and it's done instantaneously. It actually is what allows our company to not only develop the geometry that we need for our pipeline, but it allows us to export it and get into our propriety game engine.

DAVID HANCOCK: To be successful, I think, you have to be talented, you have to work hard, you have to be able to work within a team. The one thing that would benefit you here is, you have to have a can-do attitude and get together with whoever you need to and you just get things done, and you'll be successful.

TED PRICE: In the industry, making new IP is risky. We're very fortunate to have the opportunity to build new IP, and we do. We have partners who are absolutely willing to take those creative risks with us and put out games where we are saying, "Hey, this is our story, we hope you like it."

ROD PARONG: I really like the people. I think the best thing about this company, Ted has an open door policy, you can talk to him about any issue.

TED PRICE: For me, the best part about working at Insomniac is being surrounded by people who are super creative, who are coming up with ideas all day long. And for me, as someone who loves to be creative, it just makes me more energized.

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