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December 2001
A CHAT WITH JOSH RESNICK, PRESIDENT, PANDEMIC STUDIOS
GIGnews recruited
Melanie Cambron, known by most in the industry as The
Game Recruiting Goddess, to use her skills for the good
of gamekind and recruit some of the big names in the
industry to give us all valuable insight into what they
do and how they do it.
In this interview, Melanie
chats up Josh Resnick. As the president and
co-founder of Pandemic Studios, LLC, Josh has released
the critically acclaimed PC game titles, Dark Reign 2
and Battlezone II. Over the past 4 years, Josh
and his partner, Andrew Goldman, have built Pandemic
into a company of nearly 80
highly skilled programmers, designers, and artists
working on a number of high-profile titles for PC, Xbox,
GameCube and Playstation 2 at their offices in
California and Australia. Before founding Pandemic, Josh
spent four years at Activision, Inc., where he served as
the Producer on the 1995 mega-hit Mechwarrior 2
which sold over 1 million copies worldwide, and as
Director of 1997’s popular RTS game, Dark Reign.
Josh also headed up the Strategy division of
Activision's internal studio, which produced several
acclaimed titles including Computer Gaming World’s
1998 Strategy Game of the Year, Battlezone. Josh
earned his M.B.A. from The Wharton School at the
University of Pennsylvania in 1993, and his B.A. from
Pomona College in 1989.
In light of the current military action in
Afghanistan, Josh and Pandemic have been front and
center in the mainstream news as Pandemic’s
collaborative venture with Sony Pictures Imageworks and
the United States Army to develop and utilize games as
vital military training tools was recently announced.
MC: How
does an MBA from Wharton become a Producer on
Mechwarrior 2?
JR: It was very difficult. To tell the truth, it
never even dawned on me to get into games. When I was
working toward my MBA, I was an avid game player. Truly
addicted to them…even during finals. After I got out of
business school, I came to this great realization: I
enjoy playing games so I should look into making games.
I sent my resume to EVERY game company in the country.
All of them turned me down. All but Activision, a
company that saw the possibilities of looking outside
the traditional industry for new talent. They hired
Architects, District Attorneys and even MBAs like me. I
served as an Associate Producer for a short period
before being made Producer on Mechwarrior 2.
It had been a stormy project to that point and several
producers had already come and gone before me. At first,
I actually thought this was a demotion and went so far
as to ask if I had done something wrong. We were
ultimately able to reinvigorate the design and the
technology, however, and release a great game.
MC:
Pandemic recently formed a
collaborative venture with Sony Imageworks called Future
Combat Systems (FCS), as part of the US Army's efforts
to tap into the ideas and experiences of Hollywood and
the games industry, as they attempt to confront
new military challenges in a changing world. How did
FCS come about?
JR: The Army approached Sony Pictures Imageworks
(SPI). An old business school friend who happens to work
there mentioned their partnership to me at a time when
Pandemic was shopping for a new project. I was
immediately intrigued with the possibilities and
challenges. SPI is an art house that works on films.
They had never made a game before, and wanted to learn
how to produce art for different media. Making art for
games was very interesting to SPI because it would give
them the opportunity to enhance their skills in creating
online art and art for television. SPI loved the idea of
collaborating with us and we loved the idea of working
with an art house capable of turning out movie quality
art. There’s a bit of a cultural gap between the two
companies, but we have bridged it very well. The Army is
thrilled thus far with what we’ve delivered.
We see this as only the beginning. The Army has been
using games as training tools for over 200 years; from
roleplaying, to board games, to the PC, and now we’re
taking technical innovation a step further by developing
a console-based training system. This is the first time
the Army has commissioned a game to be developed
specifically to match their needs, and it is the first
time a tool of this type will be made on a console
platform. In the very near future, I see recruits being
issued fatigues and a copy of our game C-Force.
The game will not replace live training, but will
greatly supplement the Army’s current training program.
Console-based training is far more portable, affordable,
flexible and effective than other supplemental training
option s currently being used by the Army. C-Force
will teach infantrymen and their commanders how to go
into harm’s way with a greater degree of effectiveness
and safety than ever before.
MC:
Pandemic's Army connection
has been pretty big news given current events.
JR: In a sort of unfortunate way, the timing of
this project is uncanny. Naturally, we’re thrilled to be
working on something so exciting, and the events of
September 11th bring home just how vital the
work is, but we sure wish this emphasis hadn’t been
generated by such painful events.
The new situation in which our country finds itself
has led to a far greater consideration of defense and
homeland security. The notion of embracing game software
as part of our military training is more acceptable than
ever given the new circumstances under which we face
national defense challenges.
MC: Do
you have a sense of patriotic pride that Pandemic, in
its own way, is
helping defend America?
JR: I know this may sound corny, but I really do.
I think it is so great that we can help fulfill a need
of the US Army. I genuinely believe that we will have a
significant impact on how they train their troops. The
Army will use C-Force to confirm that
using game-based sims does, in fact, increase the
preparedness of our armed forces.
MC:
Jumping continents, Pandemic now has offices in
Australia. Why Down
Under?
JR: Long story. The original Dark Reign
was a joint development effort between Activision and an
Australian studio. After it was over, we (Activision)
hired some of the Australian game developers. When I
broke off and formed Pandemic, some of the Australians
came with me. After completing Dark Reign 2,
several of them had grown quite homesick. I didn’t want
to stop working with them. So it made sense to let them
go back home and form the core of a second studio
operation (It also helped that at the time I knew of
several other game talents down there looking for new
opportunities). It also didn’t hurt that my wife is
Australian. She’s actually from Brisbane where we set up
the office, so I had a personal connection to the area.
It may seem risky to set up a studio halfway around the
world, but since we knew the group so well, it seemed
like a move that could allow us to hang onto terrific
talent and continue to develop our core technology. That
talent is building Pandemic into a key game development
house in Australia.
MC: How
involved are you in the Australian operations?
JR: Very. We keep in constant contact via email
and conference calls. Also, Pandemic US makes a couple
visits per year and Pandemic Australia comes to the US
at least once annually. We know each other well enough
not to lose sight of the ball. Although they operate
independently from us, we are here to provide them with
technology, production support or other resources, as
they need them.
MC: I
recall reading a description of the studios in Santa
Monica as a place
where "the entire team at Pandemic can leisurely walk to
the beach from
their office." I've had a hard time shaking the image of
a mob you guys in
black t-shirts, pants rolled-up, and pale legs
glistening in the sun,
strolling the ocean's edge. I need to know, has the
entire team actually,
and quite leisurely, walked to the beach from the
office?
JR: We live it. We love it. Actually, we are only
2 blocks from the beach in sunny Santa Monica. We
typically eat lunch along the beach at one of the many
great restaurants. There is a weekly Pandemic soccer
game held on a grassy field by the beach. And yes, we
wear shorts for it. We also used to play volleyball
weekly. The weather is fabulous so we make the most of
it. Not a lot of surfers at this studio, but we
definitely appreciate being right by the beach…where we
proudly wear our Pandemic t-shirts.
MC: What
do you see as the next big development in the games
industry? Do you foresee any particular trends?
JR: It’s more of a wish than a prediction. It’s
something that needs to happen. Developers need to
organize. I’m not talking about a union. Developers
rarely coordinate or share information. Sure, you may
have lunch with someone you know from another company
but that’s about it. We should take the opportunity to
work more closely together, to share information. I know
that some industry trade associations are trying to
bring us together, but it just feels like there’s not a
lot being done to dramatically improve the flow of
information. There is a lot of synergy that could
greatly enhance game development as a whole but it’s not
yet being utilized.
MC: If
you could narrow your success down to three key
elements, what would they be?
JR: First, and this is the big one: open
communication. I know it sounds cheesy, but I run my
company this way. We’re very ‘open book’ when it comes
to our relationships with publishers, other developers,
and our staff. Because of this open communication, every
person at Pandemic feels invested in the company. There
is nothing going on behind the curtain. I think this
makes for a better relationship with all parties
involved and, consequently, the projects run more
smoothly.
Second: fiscal discretion. We work to keep overhead
down. I feel that we have made smart decisions with the
money coming in. Long term, a new developer can get into
a lot of trouble if they aren’t wise with their
spending.
Third: taking risks. Pandemic has grown from 2 PC
projects in 1 studio with 1 publisher to 5 teams working
on 5 console projects in 2 studios in 2 different
countries with 5 publishers. In hindsight, we can
attribute this to taking risks. Had things gone the
other way, well, then I might have had a different
answer for you. The Australian studio was definitely a
risk as was taking on 5 projects but it’s the only way
you can grow.
MC: Josh, I
personally find you an inspiration, and just about the
nicest guy in the industry. Thanks for taking the time
to chat. Congratulations on all your success, and happy
holidays to you and the fam.
BIO
Melanie
Cambron is a recruiter for game industry leaders
such as EA, Sony, and Infogrames. Featured in
Game Design: Secrets of the Sages for her game
industry knowledge, she also wrote the foreword to the
successful book, Game Programming with Direct X 7.0
and its follow-up. Melanie speaks each semester at the
University of Texas at Austin and the University of
North Texas on the game development industry, and is
frequently interviewed by major media such as the Dallas
Morning News for her industry expertise. She also serves
as a consultant to the City of Austin's Interactive
Industry Development Committee. Learn more about the
"Game Recruiting Goddess" at
www.melaniecambron.com or contact her directly at
melanie@melaniecambron.com
Past
Interviews:
Interview With Paul
Steed (November 2001)
Interview With Marc
Saltzman (October 2001)
Interview With Rick Hall,
Senior Producer, Ultima Online (September 2001)
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