Say hello to Taku, a Junior Designer here at Payload Studios! Read on to find out what brought him to the studio, what his role involves, and what he most enjoys about working at Payload.
We were thrilled to have you join the
Payload team last year, but what brought
you to the studio?
I was looking for the next challenge for
me to grow and learn in my career, and I
saw Payload Studios as a perfect place for
that! After applying for a Design role and
being in contact with Kris [Payload’s Lead
Designer], I was adamant I had made the
right choice. After passing the interview
process and meeting the team, I became an
honorary Payloader!
One of the awesome things that gravitated me to joining Payload, was the people! Each of them with their own experience they’ve accumulated in the industry, to which I would be able to learn from and pick their brains on various subjects.
We’re happy to have you on the team!
Can you tell us a little bit about what
you do at the studio?
I’m a Junior Designer and I’ve been
working on the game design aspects for
future updates for TerraTech – starting
from the early stages of brainstorming to
documentation, implementation, and
fine-tuning/balancing.
What does a typical day look like for
you?
I’m up at 6 AM in the morning for the gym!
This gives me enough time to get my
creative juices flowing before I kick off
the day. The mornings usually start off
with stand-ups with the feature teams I’m
on. We can catch up on the progress of the
sprint and see what tasks are being
handled by everyone.
Typically, my afternoons are usually filled with design tasks, e.g. game balancing, feature implementation, or reiterating feature documents based on feedback from the team. Also, there are the odd meetings that happen here and there as well.
Can you tell us a bit more about what
your typical daily tasks
involve?
My daily tasks for any given day are
dictated to making TerraTech the best game
it can be! One day I’m writing up concepts
and ideas for potential features, working
with other team members to focus on the
vision for a system/feature to ensure that
our goals are clear and headed in the
right direction with it. Another day may
involve fine-tuning attributes within the
game, such as speed, damage, and other
forces that dictate how things move and
react when the game is played.
What’s your favourite thing about
working at Payload?
I love working with so many different
types of people. It keeps the job fresh,
interesting, and challenging and allows me
to learn from each individual on the team.
I love the process of starting with an
idea and being an important part of how
that can become something potentially a
lot of people can experience and enjoy.