The past two years have certainly had their challenges and it’s
a testament to games teams’ creativity and ingenuity on how they overcame what maybe five years ago, would have seemed like impossible challenges!
just how important our little hometown is to the UK games industry. Considering over two million people watched the interviews on Twitch and Steam, we think we achieved our goal!
From among those highlights, what are you most proud of as an organisation? Lauren: It would be a toss-up between our work on Supermassive’s House of Ashes and The Quarry, and Looop Isle, our H&M Animal Crossing island and associated work with Maisie Williams. Each project brought interesting conundrums to the table that we needed to bash our heads together to get around, but we did and the results were wonderful! Go Team!
Linda: The pride we feel comes from the faith and trust our clients give us - to understand not only the project brief but also the best way to communicate and get the attention of the relevant fan base. We’ve also just hosted our first
Guildford.Games drinks since the
pandemic, alongside our fellow G.G committee members. It was awesome! The Guildford games community is very dear to our hearts having been part of it for the last 30 years, so it was wonderful to have everyone together again!
Has the creative challenge you face evolved over the last couple of years? Linda: The way we approach creative work is always changing depending on the latest trends and advances in technology, sometimes in little ways, other times in huge leaps. With all the challenges the pandemic created, we just adapted, evolved, worked smarter, to the point where we needed to hire more staff, all the while making sure everyone felt supported and comfortable in what has been possibly the craziest two years that any of us have ever experienced! We now have a team that can work remotely, in the office, or any
combination of the two. Allowing them to continue working with the best tools possible and with a work-life balance that suits them. It’s also interesting to chat to our clients and see how the pandemic
has affected them, their staff, their working processes, and the challenges of bringing a game to market, with a large majority of staff members having to work from home and/or having to shield. Or things like having to organise shooting long mocap sessions within a “bubble” during lockdown, for example.
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What opportunities do you see for video/event production in the months ahead and how will you be making the most of them? Linda: As the world opens up again, it will be interesting to see what and how things have changed, for sure. Will events go back to being in-person, or will they remain online? Or maybe, a mix of both? Here at Liquid Crimson, we’re very lucky to be working with some of the best games studios, on some very exciting projects, so as the games industry pushes the boundaries and comes up with new technology or processes, Liquid Crimson will be there to help them bring their games to the masses. Whichever way it goes, in-person, online, or both, the future for the games industry (and us!) is looking very bright!
The company is proud of having a more equitable ratio of women to men than most of the UK games industry - is that a result of a deliberate policy, or nature of the business you are in, or just the way things have turned out? Lauran: Incredibly proud! However, we have to own up to the serendipity of the situation, as our team has organically grown to have a high proportion of female staff – at every step of the way we’ve hired staff with best skillset and talent for the job in question, as well as an overriding love of the games industry. Serendipity has served us well, though! We’re passionate about giving people opportunities and giving our team – no matter how ‘green’ to Liquid Crimson or the industry – the chance to work with some of the very best studios and developers in the business is always a joy to behold! As mentioned, collaboration is a big part of what we do, and our core
team works together like a well-oiled machine! Communication is also a big deal at LC, so creating an environment where all team members feel empowered to speak their mind and voice their ideas is top priority – hierarchy certainly doesn’t apply when it comes to putting creative ideas on the table. Everyone’s voice and opinions are vital to the overall process and makes Liquid Crimson what it is.
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