The summer of 2024 has been an energizing and productive time for all of us at 31st Union. With fantastic team gatherings in both California and Spain, we’ve not only strengthened our bonds but also made incredible strides forward in our creative endeavors. This wouldn't be possible without the passion and dedication of our team. After celebrating Labor Day weekend, signaling the arrival of fall and its many transitions, we are beyond excited for all the great opportunities that lie ahead.
At the center of our effort is Jessie Boyer Amate, Associate Art Director, whose path into game development has been marked by curiosity, passion, and a drive to push creative boundaries. Throughout her career, Jessie has continually grown as an artist and leader. In this interview, she shares her experiences, industry insights, and the personal connection to the games that have shaped her life.
Join us as we learn more about Jessie and how she helps to drive the artistic vision at 31st Union.
What inspired you to go into video game development?
I had so many interests when I graduated high school - everything from traditional printmaking to historic building preservation to forensic anthropology. Despite all those interests, I ended up pursuing a degree in animation with the goal to someday work in the film industry. I had always played games growing up, but I didn’t really think of it as a career at the time. Then, halfway through my degree program, we had a class on real-time game art and design, and it just clicked for me. I pivoted away from focusing on film and started focusing on games.
What surprised you about video game development?
I guess that depends on what stage of my career I was at! Starting out, I was surprised by how unprepared I was for getting a job. I had to teach myself a lot of tools and processes that were not covered during my time at school. Along the way as I worked at different places, I was surprised to learn just how different roles can be at different studios. A Producer can have one set of expectations at one studio but be totally different at another. The same applies for higher levels like leads and directors. Starting out in the industry, I really had the impression that things were more figured out and standardized than they are, but this isn’t the case at all. Once I really internalized that lesson it was like a light bulb moment, and I pivoted my thinking from process oriented (this is how we do things) to product oriented (this is what the product/studio needs). This really changed how I worked on teams and opened up more doors for me.
How have video games influenced your life?
As a kid, video games were always a way to connect with others. Starting when I was very young it was playing Breakout or Pinball on our old Atari with my family. Later it was about going to friends’ homes who had Nintendo systems to get a dose of Mario, Donkey Kong, or GoldenEye. When Warcraft: Orcs and Humans came out, I would flip through the manuals over and over again, looking at the art inside, which was mind blowing to me at the time. I would sit there with a sketchbook, drawing all sorts of orcs and goblins, next to my brother while he played on our family PC. In high school my friends and I had a constant rotation of Super Smash Brothers and Oddworld going on. When MMOs started getting big, we would group up in games like Horizons: Empire of Istaria, Eve Online, or World of Warcraft. Games were a way for me to build community and memories with friends.
Are there any current trends in gaming that you find exciting or inspiring?
I love that old school RPGs are really having a moment thanks to games like Baldur’s Gate 3. Not that those games ever went away, but I think the success of that game really popularized the genre with a new generation of players. There will always be trends that come and go in gaming, but it’s cool to see the IPs that are rooted in classic gaming still have a seat at the table and are continuing to be relevant.
You’re the Associate Art Director at 31st Union. Tell us about your role and what you do in the day-to-day.
My role at the studio is really helping to amplify others to build the best world we possibly can for our players. Part of that is helping to provide the team with clear guidance creatively. This means researching locations that we represent, defining visual styles and helping to set quality targets. It’s important that the team understands these things so they can bring their best ideas to the table to amplify the vision. To make a great game, it’s always important that art supports the gameplay to make the best experience for the player. I always advocate for art to support design intentions and make sure that our artists are keeping the player experience in mind when creating content. It’s important that the world we create is both visually appealing and fun to play in.
Which of our Studio Values most resonates with you?
I think our emphasis on trust is very important. I really trust the people I work with daily, and it makes a huge impact in my ability to empower and delegate responsibility to others. Without trust, people will not feel safe to pitch ideas and contribute to the bigger vision of the game, and I’m happy that we have a good foundation for this.
What is your favorite game? What do you love about it?
I don’t have a favorite game, but there are so many I’ve enjoyed through the years. I love the world and the mood of the Witcher series. I loved the visuals and atmosphere of BioShock. I loved the epic feelings I would get playing the Mass Effect games. Those are just a few that come to mind.
Tell us something about yourself that many people do not know about you.
I have a degree in animation, but I am really, truly a horrible animator.