is amazing because it’s voted for by the staff and the whole purpose of it is to celebrate what games companies are doing well and celebrate the studios that are doing all the right things in terms of diversity and culture and training. We feel really, really proud about the fact that people love working for d3t and really see their future here. I think a lot of that has to do with the
fact that we spend a lot of time thinking about career progression and giving very clear paths about career progression. We’ve got very specific job descriptions, a lot of transparency about each role: What is a senior artist; what is required of a lead artist; what you need to do to make that step and how do we see your future. Also, people can choose which specialism they want in which role they want to go into. They could choose whether they want to go down the line management training route, the nurturing people route, or whether they want to be more like principals. When I interview people, I talk about the fact that no
one ever wants to leave the art team, and that we can provide for whatever you want your career to be. You get everything in one studio, because you get all the projects, you’ve got all the opportunities to work on all these different IPs, different genres and different kinds of games. And if people feel that they’re progressing, learning and getting the experience, and they’re nurtured and supported then why would you leave? In terms of my award, that was amazing. It was a
total shock and I cried when I heard I had been shortlisted in the top six. That was probably the highlight of my year!
How is the studio developing and aiming to grow? You know, as a service provider, you can sometimes feel you’re just being given work and sending it out and you don’t have that ownership. You don’t feel creative, like when it’s your work, but that’s not how it
26 | MCV/DEVELOP January 2023
feels here. We talk about getting that ownership and I think co-development gives you that because you feel like you’ve made decisions and you’re part of the actual bigger picture, even though it’s not your game. At the end of the day, you’re helping someone else make their game. I feel that working for a service provider like
Keywords attracts the kind of people who are maybe not as egotistical …it’s actually the people who want to help, want to serve other people, want games to be as good as they can be and they want to be part of that journey.
A lack of ego, but obviously you’re very proud of the work you create. What are you most pleased with, as a studio, that you’ve worked on in the last few years? Art wise, I’d say that doing Alan Wake Remastered was
the biggest thing. The art team [then] was very small, and we felt like we were showing the world the kind of art we could do. There’s been work we’ve done since then, but it’s all pre production, so we can’t talk about
any of it. I actually think in the last 12 months, the art team has come on leaps and bounds and the work that it’s producing right now is the best - just doing beautiful, beautiful artwork. We can’t wait really to show people what we’re working on.
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