Skip to main content

THQ Studio Australia

News

As THQ's share price continues its extraordinary plummet over the years, from $33.73 five years ago to now just 66 cents according to Kotaku AU, it has had to take some extreme cost cutting measures to stay afloat. One of those measures includes the closure of the publisher's Australian studios, Blue Tongue Entertainment and THQ Studio Australia, last year.

Mark Serrels from Kotaku AU has gone through THQ's financial statements to find out how much it cost the publisher to close down their Aussie studios. The costs include:

Severance pay: $4.4 million in severance packages and other wage-related issues.
Cancelled titles: $17.5 million related to the "cancellation of two unannounced titles in development" at THQ Studio Australia and Blue Tongue.
Avengers License: Wiped away was the $16 million cost of The Avengers licence for the Avengers game title that THQ Studio Australia were working on.

So that amounts to nearly $40 million dollars for THQ, and it begs the obvious question, would it have made better financial sense for THQ to finish off their Avengers game and recoup some of their production costs instead of axing the whole lot and writing off the expenses as they have chosen to do. From the leaked stills and footage of the game, it looked like it was coming along quite well.

For the full report, head on over to Kotaku AU.

News
Submitted by Anonymous (not verified) on Thu, 15/09/11 - 2:45 PM Permalink

Damn! That was quick! Luckily I saw and downloaded the first video featuring the studio 15 minutes ago. The game looks pretty impressive... Can't believe all that hard work, talent and effort has gone to waste. "Make a wish.... Count to three... Come with me and you'll be in a world of pure imagination... Take a look and you'll see..."

Submitted by Anonymous (not verified) on Thu, 15/09/11 - 2:52 PM Permalink

they took them down real quick. Thanks for sharing, Souri! :)

Submitted by souri on Thu, 15/09/11 - 3:04 PM Permalink

Yeh, I knew those videos wouldn't last too long. I hope the studio video makes a re-appearance and stays online after The Avengers movie is released so a take down isn't necessary, if only to serve as a historical record of the Brisbane studio.

Submitted by Anon (not verified) on Fri, 16/09/11 - 10:51 AM Permalink

Just wanted to say that BlueTongue were doing more than just the PC version. They had also been given an entire chapter of the game to work on and code were working directly with Studio OZ to enhance the over all experience.

I feel the design and art team at BlueTongue deserve a special shout out, as the chapter they were given was a late addition to the workload. and basically they had a month before it had to go out to the outsourcers. As BlueTounge was primarily a 3DS Max studio and Studio OZ was a MAYA studio they had to learn MAYA and the radically different tool systems in short order. Design and grey-box (volume and layout) the levels and then take what amounted to a quarter of the game to White box (representative - almost complete- geometry spit up and prepped for outsourcing.). There were a LOT of extra hours worked to ensure everything was ready to go.

Submitted by Anonymous (not verified) on Fri, 23/09/11 - 1:28 AM Permalink

Seems like he got his info directly from BT, because the man speaks the truth.

BT started off porting the game to PC with a small team of about 5 programmers. Later, when Oz asked for help building the huge amount of content for the main game, BT transferred most of its artists and designers from its own project on to Avengers. As stated above, they were given the task of designing and building one of the four chapters of the game. The schedule was super tight, and they had to learn Oz's unfamiliar tool chain too. But the BT guys just put their heads down, worked their arses off, and blew it out of the water like the crack team of the pros they are. They definitely deserve a shout-out for their superlative efforts.

Around the same time, an additional 7 BT programmers were brought on board to boost the development effort. Unlike the 5 guys doing the PC version, these 7 were working on core game systems and were managed directly by the leads at Oz. Essentially they were an extension of the main team.

So yeah, I reckon it's fair to say BT were doing more than just the PC port (not that there's anything wrong with that). At its peak there would have been over 30 people at BT contributing to Avengers, across all platforms.

Having said that, I don't mean to take anything away from the awesome team at Oz. Avengers was most definitely Oz's baby and they deserve full credit for the level the game managed to attain in the video. For a full year and a half everyone at the studio poured their heart and soul in to this project, which makes THQ's decision to shut it down all the more shocking. With Oz now gone, Australia loses one of its last big game studios capable of creating premium console titles.

Best of luck for the future, BT and Oz alumni. May you find success outside of THQ.

These videos probably won't last long, considering how fast THQ pulled offline the previous sneak peek, so check them out while you can! An anonymous ex-THQ Studio Australia developer has given Kotaku AU the tip off that they have just uploaded three videos onto youtube which showcases the Avengers movie-tie in game that they were working on before THQ pulled the plug on their Australian studios. The videos consist of two trailers which shows off the superheroes, the first-person brawler action, as well as the gorgeous looking environments that you'd battle in. The third video is one incredibly produced studio profile which is a mix of interviews with various talented employees from the world over, the work that went into the game, and a glimpse of the Brisbane studio too. Kotaku AU was informed that these videos were made as a last ditch attempt by the studio to convince Marvel to get behind the Avengers game in case the project got shelved when they got wind that the game was heading in that direction. The Avengers game had already gone through 18 months of hard work, with a total of 200 people working on the title. The Brisbane studio was working on the console version, and Blue Tongue was helping out with a version for the PC platform.
News
Submitted by souri on Fri, 09/09/11 - 8:43 PM Permalink

It's probably worth adding that Square Enix has only recently announced their plans to boost up their Eidos Montreal studio to 680 employees, making it the third-largest games developer to settle there. Ubisoft has 2,100 in Montreal, and EA has 800. Incredible numbers.

Submitted by Anonymous (not verified) on Mon, 12/09/11 - 11:15 AM Permalink

I think the closure had a lot more to do with this quote from Gamasutra:
"He said that when THQ bought those studios 10 years ago, the Australian dollar was "about half the U.S. dollar." Now that exchange rates aren't as favorable today, operating those studios was not cost effective, he said."

http://gamasutra.com/view/news/37104/THQ_Fewer_Studios_Is_Better.php

THQ has been bleeding money year after year and the games under development in Aus still had a long way to go before they were complete. They needed to do some surgery to stop the flow.

THQ executive vice-president and chief financial officer, Paul Pucino, has defended his company's decision to axe a number of internal studios this year, including Homefront developer Kaos Studio, THQ Digital Warrington in the UK, Blue Tongue Entertainment in Melbourne, THQ Studio Australia in Brisbane, and THQ Digital Phoenix in Arizona.

Pucino says that "fewer is better" is the best strategy for studio numbers, and that they plan to bring out less, bigger triple-A titles with only one or two original IPs every year. Sequels will be given a two to two and a half year gap between releases.

When explaining the closures of the two Australian studios, Pucino explains how the local studios and the titles they were working on didn't fit in with this new direction. From Edge...

(Pucino) "The two we just shut in Australia were working on games that aren't consistent with our strategy anymore - one on a movie tie-in, one on a kids' game," Pucino said, also pointing to the strength of the Australian dollar as a deciding factor. "Our strategy now is bringing fewer, bigger triple-A titles to market: one or two original IPs each year, and sequelling them every two to two-and-a-half years."

Pucino says that the publisher intends to ramp up their Montreal studio from 150 to 400 employees in the next few years, where games will be developed for 40 percent less compared to their other studios due to Montreal's generous tax credits. For the report, head on over to Edge at next-gen.biz.

News

Well, I guess you had to be fairly quick to see this. Not long after word had spread that there was a 1 minute and 20 second long video showing off some animation from THQ Studio Australia's The Avengers game was up on the internets, Marvel Entertainment stepped in and pulled it offline. The footage apparently showed off Thor, Captain America and Hawkeye in action and was uploaded as an animation showcase by a former senior animator from the Brisbane studio.

The content was initially spotted at Superherohype.com, and since the video is gone, wouldyoukindly.com have kindly placed up a bunch of stills from it which shows off some pretty cool game assets. The site also refers to the Linkedin details of a former QA tester as confirmation that The Avengers game which was planned for a PS3, Xbox 360 & PC release is indeed cancelled.

Check out the artwork from the link below!!

News
Submitted by Anonymous (not verified) on Mon, 15/08/11 - 2:00 PM Permalink

Mental note: If I ever have a games company of my own don't sell out to a foreign publisher.

Sad day guys all the best in your future endeavours.

Submitted by MarkF (not verified) on Fri, 19/08/11 - 10:18 AM Permalink

What a lot of people are forgetting is that this is the natural cycle of a game development studio. A studio starts up, it's a terrific place to work, it gets bigger, it gets taken over by a foreign publisher who starts milking the IP and "changing" things, the people who were there from the beginning start getting disillusioned and leave, they get replaced by comparatively inexperienced people, the studio productivity starts to drop, the parent company continues to meddle and they milk the IP dry until they've made back their original investment at which point they close the studio down. And then everyone bitches about how horrible the parent company is.

The thing is, if this cycle didn't exist then venture capitalists wouldn't invest in start-ups in the first place and publishers wouldn't be able to secure funding for the development of any studios games. The trick is to get in once a company is reasonably secure, ride out the good times while they last and then exit gracefully when it all goes to shit, with full appreciation for the fact that if it wasn't for this cycle then the good times that make the game industry worth working in wouldn't exist in the first place.

Blue Tongue Entertainment, the Melbourne-based games development studio that celebrated their 15th anniversary only last year, and THQ Studio Australia in Brisbane are finishing up today. The outpouring of sympathy and well wishes for these local developers have been pretty overwhelming. Some of the poignant farewells were written in our comments areas by notable industry personnel..

From Andrew Heath, co-founder of Blue Tongue Entertainment..

To all at Blue Tongue I pass on my very best for your futures. Blue Tongue was an amazing studio, and I have very fond memories of the early years.

The industry has changed much over the past few years, however the new mobile platforms that have emerged have provided may small companies to shine where creativity and technical know how come together as one.

There is a future for the gaming development community in Australia, and we will continue to flourish.

All the very best.

Andrew Heath
Co-Founder Blue Tongue Entertainment.

From one of the original staff at THQ Studio Australia, David MacMinn..

As one of those lads around that kitchen table, it saddens me to hear the news. Working there in the early years was a pleasure and I feel privileged to have worked with so many talented people.

And from Mario Wynards, New Zealand's Sidhe..

Was sorry to hear the news about this. An unfortunate side effect of being a studio owned by a large publically traded company - you can become a line item on a balance sheet where high level strategic decisions have great impact, regardless of the underlying performance and quality of the studio itself.

Also via tweets by Tony Albrecht..

Big props and hugs for the great guys and girls at THQ Oz and Blue Tongue. You guys rock and deserved better. Good luck.

To all the Brisbane THQ people having their final party today - It's been a pleasure working with you all. Wish I was there. Get messy.

Kotaku games journalist, Mark Serrels, has written a heartfelt farewell and thanks to the fine folk at Blue Tongue, and in the process gives us a firm reminder on how great this studio is...

And let’s never forget, Blue Tongue made incredible games. The original De Blob was arguably the best 3rd party release on the Nintendo Wii – a game transformed by Blue Tongue into something unique and tactile. A ponderous purple cow in a sea of murky browns. Its sequel, De Blob 2, was a game that I, personally, fell in love with instantly. You got the impression that De Blob was a game that sprang from a different place, a different time where reward wasn’t coldly drawn from the dull dirge of gamification, instead deliriously delivered through explosions of colour, sound and glorious feedback. De Blob was just fun like that.

Tony Reed from the Games Developers Association of Australia (GDAA) who is currently working on options and support mechanisms for the staff being retrench, has given Gamespot his thoughts on the studio closures...

(Tony Reed) Those studios are filled with exceptionally gifted and experienced game developers. They have proven many times that they can deliver to the highest standards. Unfortunately the closures are a direct result of a strategic shift for the parent company and maintaining the local studios was not a part of the new direction.

The news of the studio closures has sparked additional debate on the current climate of the local games industry. Here are just some of those reports...

ABC News had a report on the THQ studio closures as well as the current state of the industry, with ex-Krome Studios employees providing their thoughts on the dire job situation in games development in Australia...

JOEL CRABBE: Now the biggest company in Australia I think is 50 people, if that, and geez, I'm looking at most of my friends and I'm guessing there's probably an 80 per cent unemployment rate amongst professionals with more than two or three years experiences. Anywhere between 60 and 80; it's horrendous to be quite honest and realistically, the country is losing a lot of talented people to overseas because that's really the only place that they can find employment and continue to do what they've been doing for the last 10 years and trained in.

Screenplay feature by James "DexX" Dominguez also discusses the current state of the industry and looks towards the future with additional comments from Steve Fawkner (founder of Infinite Interactive), Freeplay's Paul Callaghan, and the GDAA's Tony Reed...

(Steve Fawkner) We certainly can come back stronger, but it's going to take a heap of work, a lot of brains, a ton of inspiration, and just a little bit of luck. Still, I'm optimistic.

This is really the first time in the last 20 years that an indie can have a really big success.

News
Submitted by Anonymous (not verified) on Wed, 10/08/11 - 10:12 AM Permalink

Another one? We won't have any devs left in this country at this rate.

What's the reasoning for this?

Submitted by souri on Wed, 10/08/11 - 10:49 AM Permalink

Well, the news about the closure is absolutely everywhere now with the THQ president and CEO releasing a press release on the reasons. I've posted a part of it in the main news item.

Submitted by Anonymous (not verified) on Wed, 10/08/11 - 10:19 AM Permalink

In case you haven't been paying attention, the global economy is foobar.

Submitted by Sean Edwards (not verified) on Wed, 10/08/11 - 10:27 AM Permalink

This is really bad news, I have friends at both studios, this is the last thing they needed. :(

Brisbane's Games Development Industry is nothing like it was 3- 4 years ago. I estimate something around 300+ jobs lost in that time between Auran, Pandemic, Krome and now THQ.

Only Creative Assembly and a handful of Indie guys left...

Submitted by Anonymous (not verified) on Wed, 10/08/11 - 10:30 AM Permalink

Higher aussie dollar is definitely a downfall for publisher-owned local studios.
What once was a cheap source of workers for them is now a money sink.

It really is a pity. I used to work for BT and have many friends still there who I hope can hit the ground running in some way.

Submitted by Anonymous (not verified) on Wed, 10/08/11 - 10:31 AM Permalink

90 people at StudioOz, not sure how many at BT, very well looked after for redundancies, but devastating just the same.

Submitted by Anonymous (not verified) on Wed, 10/08/11 - 10:36 AM Permalink

Owwww. Well, there goes the last of the serious game development in Brisbane. What's left, Creative Assembly and Halfbrick? (And I somehow doubt that Creative is long left for the world either...) Australia-wide it's not looking too healthy either.

Submitted by Andrew Goulding (not verified) on Wed, 10/08/11 - 10:52 AM Permalink

I had to look at this news twice, I can't believe it! =0(

Well, actually I can, I think the high AUD is a big factor in this decision, it's more expensive to run a studio in Australia now than the US. It bounced below parity yesterday, but now it's back up again. What worries me though is that this exodus of big international studios is going to be hard to build up again if/when the dollar becomes more favorable again.

Yeah it'll create more indie devs, but being an indie dev also means running a business, something that a lot of developers don't want to have to worry about.

And what really boils me up is that every time the AUD goes up, the news always seems to tout that as a win. We're an export country guys, it's NOT a win! We SHOULD be worried.

Submitted by Anonymous (not verified) on Wed, 10/08/11 - 11:14 AM Permalink

It seems the media too often portray the high AUD as good because they're idiots and think its some sort of Olympic medal count. For the vast majority of people who don't work in export industries all it means to them is cheap computers, electronics and home entertainment systems. And the government seem to be quite happy to leave the currency where it is because having it damage exporters is keeping a lid on inflation. Punish the minority harshly just so the majority don't have to moan about a minor increase in the costs of their luxury.

Japan had recently moved to devalue their currency against the USD as have a lot of other central banks around the world. But when it comes the RBA they intervene to pump the AUD when it hits 80c just because they don't want to have people rattling their change tins and moaning about how much it's costing to hold 3 investment properties while the money from mining keeps the good times rolling for the average Joe.

Submitted by Anonymous (not verified) on Wed, 10/08/11 - 1:40 PM Permalink

Wow, what a ridiculous tangent. So, on the flipside, you would prefer punishing the overwhelming number of consumers to artificially prop up fewer businesses? Businesses that weren't smart enough to have a strategy, say like currency hedging? No, there's a reason the wealth of countries have a floating currency, and there's no reason to be involved in any direct intervention on the currency. Not unless you want to chop off a hand to save a toe.

Submitted by Anonymous (not verified) on Wed, 10/08/11 - 2:37 PM Permalink

Of course it didn't take long for someone like you to come on here and kick people when they're down.

Perhaps you can explain how your currency hedging strategy is supposed to have avoid all of this?

Submitted by Anonymous (not verified) on Thu, 11/08/11 - 2:26 PM Permalink

Sorry but my comment wasn't about THQ, but the idiotic comments about monetary policy. For anyone who wants to know, currency hedging can help medium/large sized companies get access to preferential currency rates - it's basically insurance against the highly speculative currency market. Call your bank to talk about it.

As for the workers, I have nothing but the utmost respect for Bluetongue and THQ, as they were one of the few Aus dev houses actually producing games with profile. I've been laid off twice, once along with 90 others so can definitely sympathise. You guys are handling it admirably, best of luck for the future.

Submitted by Anonymous (not verified) on Wed, 10/08/11 - 12:39 PM Permalink

"Well, actually I can, I think the high AUD is a big factor in this decision, it's more expensive to run a studio in Australia now than the US."

Actually, it's still not more expensive to run a studio in Aus compared to the US, as Australian salaries are generally lower by 20% on average. Nonetheless, the point remains.

Submitted by Anonymous (not verified) on Wed, 10/08/11 - 11:08 AM Permalink

the list to the Right is going to get very small now, hopefully the talent doesn't leave to Canada or Europe or join other IT sectors and join the growing indie scene and add experience and talent so one day those indie devs can grow into larger studios to replace them. Lucky Sega Australia (creative assumbly Brisbane) is making the london Olympics game that Sega has said good information about, so they are in business until mid next year.

Submitted by Myndale (not verified) on Wed, 10/08/11 - 11:26 AM Permalink

The problem with THQ isn't their inability to make high-quality games, or their lack of vision and willingness to take risks, or the fact that they cripple their dev staff with layer-upon-layer of corporate procedure, or the global economic downturn, or even poor management decisions made by the people at the top. No, the real problem is with their new logo, it doesn't adequately reflect the companies underlying synergetic management structure or the transitional projections behind their concept-driven mission critical contingency policies. Just ask THQ managment, I'm sure they'll agree...

RIP Blue Tongue, I will always remember you as somewhere I once worked.

Submitted by Anonymous (not verified) on Wed, 10/08/11 - 11:37 AM Permalink

You could see this coming a while ago: THQ's share price has been in a nasty slide since the beginning of the year ( -70% ), and Aus is the most expensive, least convenient place to have a studio. It's definitely disappointing, but not at all surprising. Actually I'm just surprised it didn't happen a bit sooner.

Submitted by Anonymous (not verified) on Wed, 10/08/11 - 11:45 AM Permalink

Yeah, well given that they've averaged a net loss of $150 million a year for the past 4 years, and currently have a market cap of just $136 million, it didn't take much to see they were staring down the barrel of imminent bankruptcy.

Submitted by Andrew McMillen (not verified) on Wed, 10/08/11 - 11:50 AM Permalink

This is terrible news. My condolences to all affected by this decision.

I am seeking interviews with StudioOz and Blue Tongue staff. If anyone reading this wishes to speak to a journalist, on or off the record, email me: andrew dot mcmillen at gmail dot com. Thank you.

Submitted by Anonymous (not verified) on Wed, 10/08/11 - 12:04 PM Permalink

This is really becoming beyond a joke. If this industry is meant to worth so much every year why isn't the government trying to protect at least some of these companies that have proven there worth. It's like they are taking the stance of ok if we let it all go to fubar we don't have to worry about it.

Submitted by Anonymous (not verified) on Wed, 10/08/11 - 12:18 PM Permalink

Come on now. What societal value do video games really provide? Why should the government think that De Blob so important that the franchise should be preserved at the taxpayers expense?

Submitted by Anonymous (not verified) on Wed, 10/08/11 - 12:20 PM Permalink

Because the industry isn't worth much at all, not to the studios themselves; it's the overseas publishers that make all the money. If anything the game industry is seen as a liability by tying up good staff that would be contributing more to our economy by working in other fields.

And unlike the film industry we're not seen as being culturally significant enough to warrent an inexhaustible supply of grant money.

Submitted by Canflipper (not verified) on Wed, 10/08/11 - 6:08 PM Permalink

By that logic, one could also argue that the TV and Film industries are also tying up useful people and are holding the country back, as many of the shows we see on TV and the Vast Majority of Films shown are from overseas. If, all of a sudden, all TV except news and all movies except government approved documentaries were canceled, would you still posses such a cavalier attitude?

Submitted by designerwatts on Wed, 10/08/11 - 12:19 PM Permalink

My sympathies to all the super skilled guys and girls at THQ and Bluetongue. I hope you all find yourselves back on your feet soon enough.

I'm happy to sit down and talk to anyone from BT/THQ looking for advice on going Indy, approaching investors for funding or managing small scale projects as it's something i've been working in for the last few years.

Get in contact with me at chriswatts at playbitent dot com

Cheers,

In a "strategic realignment" to steer development away from "licensed kids titles and movie-based entertainment properties" and push "focus to high-quality owned IP with broad appeal", publisher THQ has decided to close its games development operations in Australia.

The two studios owned by THQ in Australia, THQ Studio Australia (formed in 2003 and based in Brisbane) and Blue Tongue Entertainment (the Melbourne based studio founded in 1995 and acquired by THQ in 2004, most well known for their de Blob series of console games), will be closing down this week. Both studios had 90 staff each for a combined workforce of 180 employees. An internal development team in Pheonix has also been let go, making the total amount of employees redundant at 200.

THQ have slowly been restructuring and refocussing over the years. A 17% workforce reduction in late 2008 left both the local Australian studios unscathed.

The Games Development Association of Australia (GDAA) is currently working on options and support mechanisms for the ex-THQ OZ and Blue Tongue developers, so please follow @gdaa_oz on Twitter for further updates...

Working furiously to develop support mechanisms for all the talent at the local THQ studios. Way too much talent for Oz industry to lose.

Not prepared to let THQ vanish without a fight. Already working on options.

Hiring

Sega Studios Australia (Brisbane)
They will be sending tsumea new job adverts on open positions shortly. Keep your eye out on the front page and the jobs page.

Firemint
Firemint are specifically after programmers and quality assurance testers.

Fmod (Melbourne)
If there's any tool programmers at Bluetongue we're looking for one at Firelight, please send resumes to jobs@fmod.org

The Binary Mill (Gold Coast)
They are hiring programmers, please find the job descriptions in our jobs page.

Halfbrick Studios
Concept Artist positions available.

Please visit our jobs board for the latest jobs, including game programmer openings at Firemint, Twiitch, and The Binary Mill.

The THQ press release in full...

AGOURA HILLS, Calif., August 9, 2011 (BUSINESS WIRE) – THQ Inc., (NASDAQ: THQI) today announced a strategic realignment of its internal studio development teams to better align resources with the company’s future portfolio of interactive entertainment. THQ is in the process of transitioning its portfolio away from licensed kids titles and movie-based entertainment properties for consoles and has also decided not to actively pursue further development of the MX vs. ATV franchise at this time. As a result, the company announced the closure of two studios in Australia, and the elimination of a development team at the company’s Phoenix location. The company is maintaining its Quality Assurance team in Phoenix.

THQ’s five internal development studios are focused on key initiatives and franchises: THQ Montreal, creating an unannounced new IP with a team led by industry veteran, Patrice Désilets; Volition, Inc., developing the highly anticipated upcoming game Saints Row®: The Third,™ and inSANE™ in collaboration with renowned film director Guillermo del Toro; Relic Entertainment, creators of Company of Heroes and the upcoming Warhammer 40,000®: Space Marine™ for PlayStation 3 computer entertainment system and the Xbox 360 video game and entertainment system; Vigil Games, developing Darksiders® II and next year’s MMO Warhammer 40,000: Dark Millennium Online™; and THQ San Diego, developers of WWE All Stars and creating best-in-class fighting games.

Today’s actions will result in a personnel reduction of approximately 200 people. All affected employees are eligible to apply for open positions within the company globally.

“With this realignment, we are narrowing our focus to high-quality owned IP with broad appeal that can be leveraged across multiple platforms, and to work with the best talent in the industry. By right-sizing our internal development capacities for our console portfolio, our five internal studios are focused on delivering high-quality games with talented teams driving the execution of those titles to market,” said Brian Farrell, President and CEO, THQ. “As we have outlined in our business strategies, we are making shifts to reduce movie-based and licensed kids’ video games in our portfolio, which underscores our strategy to move away from games that will not generate strong profits in the future.”

Farrell added, “We will continue to evaluate our capital and resources to concentrate on fast growing digital business initiatives such as social games, mobile and tablet -based digital entertainment.”

The company has recently outlined its four-pillar digital strategy: 1) create a digital ecosystem around key console title launches such as the scheduled November 15, 2011 release of Saints Row: The Third, which includes plans for a robust DLC schedule, online Season Pass, and in-game store for consumables; 2) create a critical mass of users on social media platforms such as Facebook and mobile platforms, including iOS and Android™, using THQ-owned or branded content, such as the upcoming fall release of Margaritaville® Online, based on Jimmy Buffett’s popular brand; 3) create an ongoing digital revenue stream with the launch of the company’s MMO, Warhammer 40,000: Dark Millennium™ Online; and 4) continue to drive digital end-user sales through existing channels as well as through the upcoming re-launch of THQ.com.

Location
News

*** THIS POSITION IS FILLED ***

THQ Inc. is a leading worldwide developer and publisher of interactive entertainment software. We develop and publish content for gaming platforms including Microsoft Xbox 360®, Nintendo Wii™, Sony PlayStation® 3. Not only do we have a portfolio of top-selling, award-winning interactive entertainment but a friendly, supportive and creative organisational culture. Here at THQ Studio Australia (Brisbane), we welcome applicants who combine their talent with drive, passion and a positive team approach that complements our studio culture. The studio is offering the opportunity to work on a prestigious project and internationally recognized IP, and in a creative and supportive workplace culture.

THQ Studio Australia is looking for an experienced Systems/Technical Designer who will be responsible for the the design, implementation and oversight of content tools and game features. The ideal candidate will have experience in writing feature and tools specifications with the ability to coordinate efforts across multiple disciplines. Experience with AI, combat and level design toolsets is desired, as is previous experience working in a technical designer capacity.

We welcome applicants who combine their talent with drive, passion and a positive team approach that complements our studio culture. The studio is offering the opportunity to work on a prestigious project and internationally recognized IP, and in a creative and supportive workplace culture.

Responsibilities:

  • Design and implementation of game features
  • Design and implementation of content tools
  • Drive improvements to existing tools and pipelines working closely with design and engineering disciplines
  • Work closely with design teams to build and improve content development toolsets

Skills & Qualifications

  • Minimum of 3 years professional software development experience as a technical designer
  • Experience developing and improving design tools and pipelines
  • Passion for creating and playing games

*** THIS POSITION IS FILLED ***

Location
News

*** THIS POSITION IS FILLED ***

THQ Inc. is a leading worldwide developer and publisher of interactive entertainment software. We develop and publish content for gaming platforms including Microsoft Xbox 360®, Nintendo Wii™, Sony PlayStation® 3. Not only do we have a portfolio of top-selling, award-winning interactive entertainment but a friendly, supportive and creative organisational culture. Here at THQ Studio Australia (Brisbane), we welcome applicants who combine their talent with drive, passion and a positive team approach that complements our studio culture. The studio is offering the opportunity to work on a prestigious project and internationally recognized IP, and in a creative and supportive workplace culture.

THQ Studio Australia are currently seeking 3 x QA Contractors to join our team on an 5-6 month contract. These roles will commence in the second week of August.

Within this role you will be responsible for:

  • Testing products in development and executing test cases.
  • Effectively communicating defects to the rest of the development team.
  • Entering bugs into the bug database.
  • Assisting the facilitation of focus testing sessions.
  • Performance testing on all game products.

To be successful in this role you will have:

  • Minimum 1 years experience in the Game industry (QA role preferred)
  • Knowledge of QA and QA processes required. Enthusiasm and knowledge of video games in general.
  • University Education desired.

What can we offer you?

  • Friendly, creative and fun work environment!
  • Supportive management team that encourages growth, learning and development.
  • Friday drinks & regular social functions!

*** THIS POSITION IS FILLED ***

Location
Job Position
News

*** THIS POSITION IS FILLED ***

Are you a Senior Character Artist?

THQ Studio Australia is looking for a talented Senior Character Artist who will be responsible for leading the ownership of character, weapons, and vehicle development, character pipeline management and character outsourcing management for all studio projects. You will work closely with the Art Director, designers and character artists, and will create concept to final in-game characters. This is a key role to the studio, the Senior Character Artists must have a solid track record of collaborating with technical artists, riggers and software engineers to ensure the target visuals can be translated and made game-ready. This role is for heavy hitters, and requires someone proactive with a sharp eye for details.

We welcome applicants who combine their talent with drive, passion and a positive team approach that complements our studio culture. The studio is offering the opportunity to work on a prestigious project and internationally recognized IP, and in a creative and supportive workplace culture.

Responsibilities:

  • Create believable characters utilizing existing in-house tools and game engine.
  • Play a key role in determining how to advance characters.
  • Contribute to the development of the artistic techniques and processes utilized to define and achieve a product's visual style or encourage artistic evolution within the studio.
  • Maintain the artistic goals and vision through all phases of the game development cycle from pre-production through final product release.
  • Ensure character assets are of the highest artistic quality and uphold the integrity of the games design and artistic vision of the game as a whole.
  • Provide original and creative input and make a strong contribution to the overall quality of the game.

Requirements:

  • Bachelor's Degree in fine arts or equivalent.
  • 4+ years of industry or related experience
  • Proficient in the use of Maya (or 3d modelling package) Photoshop, and Z-Brush/Mudbox.
  • Ability to digitally sculpt/model & texture both High & Low polygon characters to a high level of quality.
  • Strong traditional fine art skills, training and production experience (illustration, painting, composition, human anatomy / organic forms, colour theory, perspective, 2D & 3D design.)
  • Strong knowledge & understanding of human anatomy, with an eye for accurate proportions, form, and details.
  • The ability to communicate and interface daily with Software Engineers to communicate the projects visual concepts.
  • Familiarity with video game product development including, but not limited to workflow, tools, lighting, high and low poly modelling, texture paining, material setup, character skinning, surface sampling, mapping techniques, UV layout, in-game animation, character rigging and engine parameters/optimizations desirable.
  • Good communication, organizational, time management and interpersonal skills.
  • A proven track record as a hands-on team player who is open to feedback and constructive evaluation.
  • A positive attitude coupled with drive and high motivation to be the best.

*** THIS POSITION IS FILLED ***

Location
Job Position
News

*** THIS POSITION IS FILLED ***

THQ Inc. is a leading worldwide developer and publisher of interactive entertainment software. We develop and publish content for gaming platforms including Microsoft Xbox 360®, Nintendo Wii™, Sony PlayStation® 3. Not only do we have a portfolio of top-selling, award-winning interactive entertainment but a friendly, supportive and creative organisational culture.

THQ Studio Australia is seeking a Senior Graphics Programmer to maintain and extend the features of the company’s proprietary engine technology. They will interact closely with designers, artists and animators to achieve the vision of the game. The successful candidate will have a strong background in C/C++, rendering architectures and modern graphics pipelines, knowledge of general and 3D mathematics, and the ability to write clear, maintainable code. Professional experience with graphics on the PS3 and/or Xbox360 platforms, architecting new rendering engines, and working with new or in-development hardware is ideal. A passion for playing and creating AAA games is also highly desirable.

THQ Studio Australia welcomes applicants who combine their talent with drive, passion and a positive team approach that complements our studio culture. The studio is offering the opportunity to work on a prestigious project and internationally recognized IP, and in a creative and supportive workplace culture.

Responsibilities:

  • Develop and maintain the core technology to be used in commercial AAA game titles.
  • Design and implement new visual systems based on new research or techniques.
  • Analyse code performance and optimise code appropriately for speed and memory usage.
  • Absorb documentation on new hardware & software systems in order to implement new features.
  • Design and implement efficient low-level systems to support higher-level programmers & pipelines.
  • Contribute to the overall design of the technology plan of the company and game titles.
  • Research new graphics techniques and assess their suitability for adoption into the engine.
  • Keep abreast of latest developments in hardware & software via developer support, conferences, publications, etc.

Experience

  • 6+ years of experience in game development and/or three quality shipped titles in a key engine role.
  • 5+ years of console development experience in an engine role.
  • Hands-on experience in two or more of the following areas:
    • Lighting and Lighting Pipelines
    • Shaders and Shader Frameworks
    • Rendering Architecture
    • Shadowing
  • Up-to-date knowledge of current graphics techniques such as per-pixel lighting, HDR/tone mapping, shadow mapping, deferred rendering techniques, etc.
  • Strong technical skills:
    • 6+ years of C/C++
    • 5+ years of graphics programming experience
    • Solid foundation in 3D maths
    • Low level coding experience (PS3 SPU intrinsics, VMX, etc)
    • Previous experience working with multi-core architectures
    • Experience with high-level shader languages (HLSL, CG)
    • Experience working with platform profiling tools also a plus
    • Experience working with 3D art tools such as 3dsMax & Maya highly desirable.

    Education

    • Bachelor’s degree from an accredited college or university or equivalent industry experience.

    *** THIS POSITION IS FILLED ***

Subscribe to THQ Studio Australia