Tracy A. Seamster Game Designer, The Agency Sony Online Entertainment Seattle
1. Geek Woman : As a Game Designer/Writer on The Agency™ team are you in charge of creating the missions or quests in the game?
Tracy : While I sit in on meetings regarding various missions for The Agency, I am currently working on our Operatives. As an agent, you collect non-player characters who work for you. You build your own agency in this game, and Operatives are the “living loot” you put it together with. They’ll work for you whether you are logged in or not—analyzing intel, building gadgets, running stakeouts and other kinds of spy things. I give them stories to live out, future potential assignments, as well as back stories that may offer insight into who they are and where they’ve come from. We have over four hundred Operatives and they need to be as diverse as possible so that they can have interesting interactions while remaining true to their ParaGON or UNITE ties.
2. Geek Woman : What was most important to you while creating female characters?
Tracy : It is important that female characters in our game are strong, resilient and interesting. If a female character gets into a bad situation, it’s because of something active that she’s done (or hasn’t), not that she’s gotten herself tied to the railroad tracks again and needs to be rescued. I want our female characters to have active roles. If I am looking over a document and the only female listed is a secretary, I will suggest ways we can add more women to the scenario.
Sherry Floyd Producer, The Agency Sony Online Entertainment Seattle
1. Geek Woman : It says in your bio that you help oversee internal content production and maintain visual quality. What involvement do you have with the looks of the game?
Sherry : I work closely with the art director, Corey Dangel, to help provide internal feedback and aesthetic reviews on everything from characters and clothing to internal and external environments for The Agency. I also oversee outsourced art production, providing initial critique and direction before assets go to the art leads and art director for final approval and integration. I understand the “style” of the agency so I am able to help people understand the right amount of personality to bring into the world (be it through characters or environments). I’ve even been known to crack open photoshop and illustrator from time to time to help make in-game assets. I try to use every bit of my experience when working with my teams, internal and external, whether it’s using my graphic design chops to establish style guides for some of our in-game corporations or training new artists on The Agency style. Every bit helps.
2. Geek Woman : What are the challenges of game production?
Sherry : There are many challenges to game production- communication, time management and maintaining consistency, to name a few. We all work very closely together sharing concepts and critiquing each other and I think the high level of excitement we have for our product keeps us fresh and engaged. I am very fortunate to be part of the strong, creative and committed team building this game.
Taina Rodriguez Publicist, The Agency Sony Online Entertainment Seattle
1. Geek Woman : Writers can be - let’s say unique individuals, as a Publicist for the SOE-Seattle studio do you find it difficult to work directly with journalists, editors and producers on a daily basis?
Taina : Working with “unique individuals” on a daily basis is part of what makes my job fun, exciting and worth doing! Whether it is fielding an interview, producing an on–air segment or pitching a feature story, I enjoy working with people who are not only passionate about video game subject matter, but also extremely versed in the business and culture of the industry and therefore want to communicate that to their readers or viewers. I feel that the diversity of reporters, editors and producers I work with helps me convey a larger picture of the game I am working on as each correspondent cares about different angles of the story, ask different questions and speaks to a different audience.
2. Geek Woman : What do you think is the biggest challenge in communication between the publishers and the game industry press?
Taina : I feel lucky to work with such creative groups- developers on one side and journalists on the other, and find that it pushes my creativity to help both groups achieve their goals. Everyday brings a new challenge in my position, as it is a delicate balance of information management, practical planning and on-your-feet critical thinking.
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