Jenova Chen - Biography

Biography

Chen was born in Shanghai, and lived there until 2003. His parents were "a middle class family", and his dad worked in the software development industry, having previously worked on "one of the earliest giant computers in China". Although Chen was interested in art and drawing as a young child, his father influenced him towards computers, entering him in programming contests from when he was 10 years old. He found himself interested in video games that he saw there, but was not as enthusiastic about programming. While a teenager, he had deep emotional experiences with games that he played, including The Legend of Sword and Fairy, which he ascribes to the fact that he was not as exposed to books, films, or life events that other people would have had those experiences with. These experiences drove him to try to create those types of feelings in games as an adult, when more emotional maturity had caused his "standards to rise" in what would move him in a game. It was during high school that he chose the English name Jenova after a character in Final Fantasy VII, wanting a name that would be unique anywhere he used it as there were "thousands of Jason Chens".

He earned a degree in Computer Science & Engineering in Shanghai Jiao Tong University, which due to his background in computers he found "quite easy", but describes himself as spending much of his time there teaching himself digital art and animation, and later did a minor in digital art and design at Dong Hua University. Still interested in video games, he was involved in making three video games as part of a student group while in school. Upon graduating, he had trouble finding a job in the Chinese video game industry that combined his interests of "engineering, art, and design", and additionally felt that "very few games actually achieved those qualities that would be interesting to an adult". He also considered working in digital animation for films.

He then went to the United States to earn a master's degree in the School of Cinematic Arts at the University of Southern California. Chen studied in the Interactive Media Program, a new division of the School of Cinematic Arts. His intention at the time was to use the degree to get the kind of job he wanted back in China. At USC, he became inspired when he went to the Game Developers Conference, where he positively compared the games he had made in college with the student work present at the Independent Games Festival portion of the conference. While at USC he met Kellee Santiago, another student in the same program, and the two decided to work together on games that would be outside of the mainstream. Their first game, which won a grant of twenty thousand dollars from USC to produce, was Cloud, released in 2005, which "focuses on a young hospital patient who soars in his mind despite being trapped indoors". The idea was partially based on himself, as when he was a child he was often hospitalized for asthma. It was designed as an attempt to "expand the spectrum of emotions video games evoke". At a student showcase at the Game Developers Conference, Chen and Santiago showed the game to a representative from Sony, John Hight, saying that it was the first game in the "Zen" genre. Hight was interested, though no deal was forthcoming. The game won the Best Student Philosophy award at the Slamdance Guerilla Games Competition and a Student Showcase award at the Independent Games Festival, and was showcased on Spike TV, G4TV, and CBS Sunday.

Chen felt that the reason that Cloud had been so warmly received was because the emotions it sparked in players were different than any other game available at the time, and believed that it was his "calling" to make more games that changed what people saw video games as. Chen went on to do his master's thesis the following year in the concept of dynamic difficulty adjustment, where the game adjusts how it reacts to the player based on the past and present actions of that player. Chen illustrated his ideas with Flow, a Flash game made with Nicholas Clark. The game involves the player guiding an aquatic microorganism through various depths of the ocean, consuming other organisms and evolving in the process. It was released in March 2006; it received 100,000 downloads in its first two weeks and by July had been downloaded over 650,000 times. A PlayStation 3 version was announced in May 2006 as a downloadable game via the PlayStation Store, and was released in February 2007. A version for the PlayStation Portable, developed by SuperVillain Studios, was released in March 2008. Flow became the most downloaded game on the PlayStation Network in 2007, and won Best Downloadable Game at the Game Developers Choice Awards.

After graduating, Chen and Santiago formed their own game company, Thatgamecompany, in Los Angeles where he still lives and signed a deal with Sony for three PlayStation Store games. The PS3 version of Flow was the first, and while it was in development Chen briefly worked for Maxis on the game Spore. Upon Flow's release, Chen returned to Thatgamecompany and began working on their second game.

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