top of page

Hey Everyone,

We wanted our fans to have a chance to get to know the team at Blue Isle Studios a little better so we’ve done a series of interviews with the developers to talk about their roles at our studio.

Our first interview is with Brenden Frank who is the Technical Director at Blue Isle Studios.

What do you do at Blue Isle Studios? A bit of this, a bit of that. Recently with the console launches, I’ve mostly done programming but I’m responsible for the sound design of our games as well as helping out with environment/character 3D art. Since the game passes through me before finally going live, I often work on finalizing level design.

What is the best part about working for Blue Isle Studios? I enjoy the ability to develop and make use of a wide variety of skillsets. I really enjoyed my time working at BioWare, however I was limited to making use of a specific skillset based on the department I worked in. With Blue Isle, I get a chance to feel more ownership over the title and become more passionate about my work.

How did you break into the video game industry? Do you have any advice for people looking for a career in the video game industry? I started modding games at a very early age. One of my most notable projects was http://www.moddb.com/mods/project-revolution where we essentially tried to remake Starcraft in the Warcraft3 engine. I went to a game development school and found that it didn’t really further my skillsets much. When I graduated, I had job offers, but it wasn’t until 2 years later that I got a job where I really wanted to be: BioWare. The funny thing about my start at BioWare is that they didn’t hire me because I graduated from school, instead they hired me because of an internal recommendation. In fact, the majority of hires I knew about were due to internal recommendation.

My advice if you’re trying to break into the industry: network. Gain experience, build your own projects with Unity or some other game engine and make friends on the inside. If you’re contemplating school, ask yourself if you want to get into this industry because you like playing games, or because you like making them. I do not recommend getting into this industry if you haven’t at least tried making a small game on the side, yourself. Chances are you won’t know what you’re getting yourself into. Just to share a statistic with you, at my school there was 150 students in my program and only 5 graduated on time.

If you don’t know where to start, check out some tutorials on YouTube.

What video game are you currently playing? Hearthstone! That game has so much depth and is incredibly easy to pick up and play. It feels like chess on steroids.

What horror movie has kept you up at night? I’m embarrassed to admit this, but when I was younger, “The Grudge” really disturbed me. That clicking throat noise just brought shivers down my spine.

What is your favorite dinosaur? I’d say it’s a tough coin flip between the Kronosaurus and the Mauisaurus.

Massive terrifying sea creatures have always intrigued me. The Kronosaurus mostly because of the size of its teeth and cool factor. The Mauisaurus because of its place in folk tales around my area. My family owns a cabin in Shuswap Lake, BC and we’d often go out to Kelowna (Okanagan Lake). People believe that there is a giant creature called the “Ogopogo” there and many people stand by their sightings of it. There’s talk of underwater caves in these lakes that reach out into the ocean so it’s always a possibility!

Here’s the Kelowna welcome sign.

You can see it looks like a snake, but I’ve always believed as a kid that it was a version of the Plesiosaur because of its long neck.

The Mauisaurus is just the biggest genus we know of.

 

To learn more about Brenden Frank, and the other members of our team, check out the Team Bios section on our website. You can also follow him on Twitter.

Stay tuned for more interviews with the rest of the team!

Thanks,

Blue Isle Studios

Blue Isle Studios is looking for a fast and exceptionally skilled environment artist to join our team. Your focus would be to create an immersive atmosphere for players while remaining conscious of polygon limits, draw calls and fillrate. Your skills and responsibilities would include modelling, texturing, lighting, optimization and level design. You must have the creative sense to work with little or no concept art, prototype and gather reference material for your designs.

This is a full-time remote contract position with a minimum length of 4 months.

Responsibilities • Work with the creative lead to deliver art assets by assigned due dates • Design and implement artwork directly within Unity. • Optimize, combine and atlas to ensure good performance

Requirements • A minimum of 2 years’ experience creating fully realized environments • Able to design and light interior/exterior spaces within Unity Engine • Experience creating environments in Unity Engine as well as importing and managing assets • Experience with optimization techniques such as mesh merging and creation of texture atlas’ to reduce draw calls • A thorough understanding of 3D Studio Max and/or Maya (Both is a plus) • A good understanding of what’s needed to set dress an environment • Solid background in traditional arts included but not limited to animation, illustration, design or traditional media • Self-motivation, good communications skills, and a great team-player attitude

Portfolio • Only digital submissions will be reviewed such as a website, blog or online album. Demonstration of organic environments is a plus.

Pluses • A degree or formal art training in illustration, traditional painting or industrial design • Understanding and ability to create working animations in Unity including a strong knowledge of Mechanim • A strong knowledge of Unity shaders and/or ability to modify and create new ones

Please contact us at jobs@blueislestudios.com with samples of your work. (The more the better) We look forward to hearing from you!

* Please note that due to the volume of submissions we will not be able to directly respond to everyone *

bottom of page