Jury interview: Tobias Sjögren

In the first in a series of articles where we interview with Swedish Game Awards 2008 jury members, we talk to Tobias Sjögren, CEO at competition partner Peligroso Entertainment Group.

Tell me a bit about yourself and what you do for a living.

I have been in the industry since 1996, starting with working on the production of games, but for the last six years have mainly worked with the business side and management. I worked at DICE between 2001 and the end of 2004 during the time Battlefield 1942 was produced. Since then I have been running a two-man consultancy company which helps Nordic developers do better business by assisting them with sales and connections but also business strategies and advice. For example, I helped the SGA winner of 2005, Atomic Elbow, to get a contract with the publisher Sierra Online and get on the Xbox 360 platform with the Xbox Live Arcade game Switchball (called Crazy Ball in the SGA competition).

I feel very strongly for the Nordic region as a game development community and have been a great believer in and supporter of SGA since it first started. This year I’m the chairman of the group which reviews the games sent to the Nordic Game Program that gives out grants to different Nordic projects and also on the board of the Swedish developer association Spelplan.
















In your opinion, why should someone participate in Swedish Game Awards?

First of all I think it is always great working against a set goal and deadline competing with others, because it keeps you on your toes trying to do the best possible result.

Also, it is clear that some of the participant projects became real companies and published games and many others from the team got hired by game developers. So it is a great way of market your game and yourself!

Can you give any advice on how to get into the game development industry?

First of all you have got to be very interested in producing and building games rather then just playing games, it is actually a huge difference.

Secondly, be sure on what you want to do. Nobody will hire somebody that offers to do anything just to get the foot in the door. So be clear to yourself and in interviews what you want to do exactly, why you think you are really great on doing that and how you would like to develop yourself in the future to become even better.

What do you look for in an entry as a jury member?

A great idea regarding game play and passion. Passion is hard to describe but you can most often see it in the game if the team have had great fun when doing the game and if they worked well as a team, getting the game to feel like a job of a team rather than a bunch of random people.

It is very important to note that I do not look for a finished game that could go to retail tomorrow, the potential and fun factor is the key.
















What are some common mistakes you see in entries?

It is teams trying to do to much and not being able to leverage the actual game play because they focused too much on graphics or technology. The game has to be fun to play, period!

It is now around one month left until the game deadline, have you got any final advice for our participants?

It is much better to do less really great than a lot quite bad. Focus on the core of the game, the thing that makes it most fun and build from that and make sure you don’t try to do too much, but rather spend time on polishing the game experience, gameplay and graphics!

Thank you for the interview!

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Developers' Evening with Starbreeze April 22

Swedish Game Awards is arranging the fourth and final Game Developers Evening for SGA08 together with Starbreeze Studios. Starbreeze are currently working on the anticipated sequel/remake The Chronicles of Riddick: Assault on Dark Athena for Xbox360 and PS3. Previous released titles include The Darkness and The Chronicles of Riddick: Escape From Butcher Bay.

During the evening, Robert Nyberg, HR Manager at Starbreeze and Jens Andersson, Lead Designer on The Darkness and Jury member for SGA08, will give you an extensive presentation of Starbreeze and the techniques and tools they use to develop their games. During the evening you will also have a chance to mingle with developers from Starbreeze.

As usual, we will serve food and drinks during the evening, and if you register for the event (on the frontpage) you will have a chance to win one of four subscriptions to Super PLAY or PC Gamer. The event is open to anybody interested in games in general and game development in particular, and its a great chance to meet likeminded people.

Time: Tuesday April 22, 17:00
Place: Kårhuset Nymble, KTH, (Drottning Kristinas Väg 15, Stockholm)

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Concept Art Challenge Winner(s) Announced!

We where overwhelmed by the fact that we got 60 submissions(!) for the Concept Art Challenge that took place during February-March. The judges was three artists currently working in the game industry, from Avalanche Studios, Starbreeze Studios and DICE respectively. After a judgement process it became clear that the judges each found their own winner, and since we did not expect so many submissions in the first place, we decieded to expand our prize to three winners instead of one. The judges was really impressed by the overall quality of the concepts.

Now, without further ado, here are the three winners of the SGA Concept Art Challenge 2008!

Pinrut & Toor by Cecilia Bexander




Sulking Sam by Björn Silfverberg




Jorge de la Rossa by Rickard Westman




Each winner will recieve a Wacom Bamboo Fun A5 (USB), Congratulations and thank you all for your participation!

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