Joe Olson: Q&A

Posted: 13 Mar 2012

Joe Olson, part of the team who created the BAFTA award winning Insanely Twisted Shadow Planet, talks about the importance of loving what you do as he shares his experience of breaking into the games industry. Here he talks about inspiration, plan Bs and the future of the industry he loves…

BWhat first inspired you to get into your craft?

JOAs a child I was enamoured with video games. I have very fond memories of my father taking me to the local arcade on Sundays as well as playing ColecoVision with my uncle over summer vacation.

BHow did you first break into the industry?

JOI went to a school for computer animation and multimedia in the mid-90s, thinking I would find a job in film and television once I graduated. Directly after graduation I had several interviews at large studios in LA. After three days down there I decided I loved living in the Pacific Northwest, and took a job at a small video game studio as a prop modeller in Seattle.

BWhich professional figure in your field do you find the most inspiring?

JOI think the body of work that Tim Schafer has created over the years is impressive and inspiring on many different levels. Not only were his games at Lucas Arts instant classics but he continues to reinvent himself and tread new ground on every single project he's involved with. You never know what direction he's going to go in next, but it always results in an amazing game.

BIf you hadn’t managed to break into your field, what was your plan B?

JOIf I weren't in the games industry I think I'd be working on art for film or television in some respect, possibly in stop-motion animation.

BWhich game do you wish you could have worked on?

JOGrim Fandango!

BWhat single piece of advice would you give to a young person trying to break into your discipline and get noticed? How do you stand out from the crowd?

JOIt's very important that you love what you’re doing and have fun while you’re doing it. We basically create what amounts to high end toys so if you’re having fun that will translate to the end user and those that work around you.

BWere there any people who supported/mentored/championed you in the early stages of your career? How important are these kinds of relationships?

JOThe lead character and concept artist at Surreal Software, Hugh Jameson, really encouraged me early in my career. He taught me to let go, have a good time, and a lot of other little tricks of the trade. Looking back it was instrumental in changing my attitude toward the work for the better.

BHow do you think the UK games industry will change in the next few years?

JOLiving in the States I've had very little experience with the industry in the UK. I did get the chance to work with RealTime Worlds in Scotland in 2009, and it was a pretty amazing experience. Europe in general has a much more relaxed work ethic and I admire that. I hope that as the industry matures in the western world that companies in the US can take a page out of that playbook.