Studio mcgee style
7 Home Styling Tips We Learned From Studio McGee
Decor & Styling
written by CAITLIN BROWN
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Source: Studio McGee | @studiomcgee
Seven years ago, the (remarkably beautiful) couple behind Studio McGee sold their California home to chart a new path: starting their own interior design business. Since then, they’ve acquired 3 million Instagram followers, launched a home goods line with Target, and shared enough drop-dead gorgeous interior photos to keep us mesmerized for days.
Thanks to Shea McGee’s signature style, I can almost instantly spot a Studio McGee image on my Instagram feed. The designs have a clean-yet-collected vibe, which manages to effortlessly balance laid-back, California style with sophisticated and luxurious details.
Below, we’re sharing the seven home styling tips we’ve learned from Studio McGee since we first started fangirling many years ago.
1. Mix masculine and feminine details
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A post shared by Studio McGee (@studiomcgee)
Balance can always be found in a room designed by Studio McGee, and juxtaposing masculine and feminine details is a trend you’ll find throughout their projects. Try layering moody leathers with light and airy linen or soft, vintage floral rugs with wood accent tables.
Studio McGee x Target
Slipcover Swivel Chair
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Studio McGee x Target
Wood and Leather Magazine Holder
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Studio McGee x Target
Distressed Rug
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Studio McGee x Target
Arch Floor Mirror
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Studio McGee x Target
Ancient Fresco Art
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Studio McGee x Target
Leather Pouf
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2.
Forgo the furniture setView this post on Instagram
A post shared by Studio McGee (@studiomcgee)
As tempting as it is to head to your nearest big-box furniture store and order a furniture package in one fell swoop, Studio McGee’s room designs will be your greatest incentive to resist. As the team shares in this blog post, mixing styles of furniture offers a more thoughtful aesthetic and also allows you to combine investment pieces with budget finds to create a balanced room that suits your individual budget.
3. Make the entryway a moment
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The entryway is often overlooked in favor of higher priority rooms like the living space and primary bedroom, but Studio McGee’s entryways will give you pause for this approach. Instead, focus on making your entry a feature with an accent table, lighting, and a few simple, functional accessories. Its smaller footprint will make it a quick and inexpensive project, which means you’ll get to enjoy the fruits of your labor in no time.
Studio McGee x Target
Black Console Table
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Studio McGee x Target
Curved Console Table
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Bessa Console Table
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Studio McGee x Target
Tufted Bench
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Studio McGee x Target
Burled Console Table
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Studio McGee x Target
Wood Desk/Console
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4. Contrast is key
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A post shared by Studio McGee (@studiomcgee)
While most Studio McGee rooms can be found decorated in a neutral color palette, contrast remains a highly utilized element. Pairing light and dark features against one another adds interest and depth, as seen here in this light-filled kitchen with moody, black kitchen cabinetry.
5. Wall-to-wall carpet is not the enemy
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A post shared by Studio McGee (@studiomcgee)
Admittedly, we feel like we’ve been sleeping on wall-to-wall carpet as a bonafide interior design feature. For a more high-end feel, opt for carpet that’s looped rather than cut, which will offer a textural element to your space that is reminiscent of sisal or jute. We particularly love this styling tip for bedrooms—after all, whose tootsies want to wake up to chilly flooring first thing in the morning?
6. When in doubt, add greenery
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A post shared by Studio McGee (@studiomcgee)
A quick scroll through the Studio McGee Instagram feed will leave you hard-pressed to find an image without a bundle of greenery on a tabletop or even an actual tree tucked away into a corner. This finishing touch infuses literal life into each space, thanks to a hearty injection of color and texture. It can also be a super budget-friendly hack—just head to your backyard for a few extra tree clippings that will make all the difference when styled in an oversized vase on your coffee table.
Studio McGee x Target
Weeping Eucalyptus Tree
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Faux Fiddle Leaf Fig
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Studio McGee x Target
Rubber Leaf Tree
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Studio McGee x Target
Olive Tree in Pot
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Studio McGee x Target
Flowering Thyme Pot
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Studio McGee x Target
Florals in Terracotta Pot
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7.
Utilize textiles for pattern and colorView this post on Instagram
A post shared by Studio McGee (@studiomcgee)
The Studio McGee team almost always opts for neutral furniture staples while allowing accent textiles (i.e. throw pillows and blankets) to bring in added patterns and pops of color. As a budget decorator myself, I greatly appreciate this rule of thumb since it means I get more longevity and versatility from my furnishings and investment pieces. Moral of the story: You can never underestimate what a difference details and accessories can make in a room.
Studio McGee x Target
Floral Pillow
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Studio McGee x Target
Throw Blanket
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Studio McGee x Target
Knit Throw
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Studio McGee x Target
Striped Pillow
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Studio McGee x Target
Striped Pillow
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Studio McGee x Target
Rib Knit Throw
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Studio McGee x Target
Floral Pillow
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Studio McGee x Target
Etched Floral Pillow
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STUDIO MCGEE FAVORITES
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How To Decorate Like Studio McGee
I was not paid to write this post, however, it may contain affiliate links. If you make a purchase through one of my links, I may make a small profit at no expense to you. For further information, please view my policies.
How to decorate like Studio McGee
There are a lot of amazing design studios out there at the moment, but one of my absolute favorites is Studio McGee.
Created by Shea and Syd McGee in 2014, Studio McGee is all about cozy home living, lots of texture and an ever-evolving sense of style.
In this article, we’ll be looking at how to decorate your home in the Studio McGee style and some of the best places to get Studio McGee-esque pieces from (including a link to all my favorite dupes!).
All images featured in this post belong to Studio McGee
Have you seen Dream Home Makeover on Netflix? The show is all about Studio McGee helping families renovate their homes. If you haven’t already, find the popcorn, get the weighted blanket out and stick it on.
Trust me on this one, you’ll love it! Personally, what I loved most about the series was watching Shea’s process and understanding her design approach.
Watch my video instead!!
What is the Studio McGee Style?
If I had to describe the Studio McGee style in three words, it would be: ‘Mixing things up’.
With this particular style, there is a lot of mixing of modern and traditional elements to create a living space full of character and warmth.
Coziness? Check✅ Personality? Check✅ Ambience? Check✅
One of the things I love about the Studio McGee style is its adaptability. Whether you opt for a couple of curated pieces or go into a full-on decorating frenzy, it’s all about what’s right for your home.
As Shea McGee says, ‘your space only needs to be both beautiful and functional to you. ’
Let’s take a look at my top tips for decorating like Studio McGee!
Now that you know a little more about Studio McGee, I’m sure you’re ready and raring to get decorating!
The fantastic thing about the Studio McGee style is that you can apply it to every room of your home. From the bedroom to the bathroom, it’s one of the most versatile styles around.
Here are some of the ways to get some of that Studio McGee essence running through your home decor.
Incorporate lots of natural materials
Decorating in the Studio McGee style is all about using natural materials. You won’t find a plastic table here!
This style is all about seagrass baskets, jute rugs and wooden benches – creating a light and airy space that can feel both traditional and contemporary at the same time.
If you’re working on a bathroom or kitchen space, a marble countertop can look absolutely fantastic!
The Studio McGee style is constantly evolving, and I’ve seen some new materials pop up in recent projects, like velvet sofas and chairs. Choose the fabric you like the most, and run with it through your home!
Texture is your friend
Texture is a huge part of the Studio McGee design style, and is a wonderful way of adding warmth and dimension to any room, from the porch to the bedroom.
There are a lot of ways you can incorporate texture into your home decor. For example:
- Add a rug to a wooden floor
- Put pillows and throws on a sofa or chair
- Install curtains or fabric blinds
- Add vases of flowers and greenery
- Use accessories like baskets and bowls
If you’re a bit nervous, start with small things and work your way up to larger pieces over time. This also makes it easier to change your decor around if you get bored.
Use light and neutral colours
The Studio McGee style favours light colours, with browns, blues, greys, greens and browns being particularly popular. These colours make your room look larger and open up your space.
That’s not to say dark colours are entirely off-limits. A pop of black or dark green can be great to make a statement and add a little contrast. However, try and keep things natural and earthy.
Wondering what paint colour is the right one to use? Studio McGee has a great article listing all the different colors they use on projects – with Benjamin Moore and Sherwin Williams being the favorite brands.
One final top tip – don’t be afraid to add some white to your paint colours to brighten them up!
Studio McGee has said on several occasions that if you’re going to blow the budget on a particular piece, opt for a stunning light.
A light can be one of the first things we draw our eye to when entering a room. Not only this, but a high-quality piece of lighting can go a long way towards making a room feel larger and warmer.
Both modern and traditional lighting works well with the Studio McGee style, from a lantern to a more contemporary oversized lamp. Alternatively, a beautiful floor lamp next to a plush armchair can make for a comfy reading nook in the bedroom or playroom.
Wood is good
As I mentioned earlier, natural materials look great in a Studio McGee decorating project. Wood is a lovely way to add warmth to any room of your home.
Mixing wood tones is popular in the Studio McGee style, and is all about finding the balance between the different shades and tones. There’s a handy guide to mixing wood on the Studio McGee website.
Feeling ambitious and have a spare weekend for projects? Installing shiplap or board and batten walls look amazing!
Add some gorgeous artwork
Artwork can be a cost-effective and easy way to bring Studio McGee to your home. Not to mention the fact that artwork is scientifically proven to help boost your mood… what’s not to love?!
Both classic and contemporary art fit the bill when delivering that Studio McGee essence. Keep the colors simple and use frames in natural materials like blonde wood, for maximum effect.
Studio McGee recommends hanging pictures together for the best effect, so they don’t look disconnected. I have noticed that she doesn’t typically hang busy gallery walls If you love gallery walls, the Studio McGee style is perfect for you!
Think outside the box when it comes to the location of your artwork too. Kitchens and laundry rooms deserve to be beautiful, too! The fashionable thing to do at the moment is to prop your artwork on your countertop.
Wondering what kind of art to buy? Studio McGee seems to have a preference for using soft abstracts and vintage landscapes.
Say hello to plants
Plants are always a welcome addition to any living space. They add a pop of colour, boost our mood and improve the air. It’s a win-win!
The great news is that Studio McGee is all about plants in the home. In fact, the larger, the better. Think of a big olive tree in a large stoneware pot. If your living space is a little too small or dark for a big plant or potted tree, try a large bunch of wild branches in a statement vase instead, as pictured above.
Alternatively, if you’ve got a bit of a black thumb and would prefer to use artificial plants to decorate your home, that’s totally fine too.
Don’t be afraid to layer up
Mixing and layering materials is great for adding new textures and tactile sensations to the rooms of your home. For example, a marble chopping board on a wooden kitchen countertop, or a fabric cushion on a leather chair.
The key is to find an element that carries through your different layers, like a unifying colour. That way, your layering looks clean and neat, and not like a rummage sale!
Layering the rugs in your room is majorly on-trend at the moment at Studio McGee. Think of a large jute rug, with a smaller vintage rug on top, or a doormat paired with a patterned mat.
If you’re not sure how to do this, there’s a great tutorial on the Studio McGee website.
Think differently when placing your furniture
One of the great points that Studio McGee raises is that putting furniture in certain places can open up your room and make it look a lot more stylish. Sometimes you need to look at your layout and think outside the box.
For example, a bench or sofa at the foot of the bed looks great if you have the space. It adds a cozy touch and gives you the practicality of additional seating too!
Similarly, a console table behind your sofa provides you with a terrific way to mix materials, add warmth to your living room, and adds an extra surface that you can decorate to personalize your space.
Combine straight edges and curves
The Studio McGee style is all about getting the balance right. You don’t want your room to look too traditional that it becomes stuffy, and you don’t want it to look too modern either.
The same applies to straight edges and curves. Too many angular edges can make your home feel overly modern, while rounded shapes can make it feel too old-fashioned.
For example, if you have a boxy sofa, complement it with a round footstool. Balance a square table with rounded chairs.
Look for vintage and handmade pieces
Vintage pieces are a cornerstone of the Studio McGee ethos. If you can get your hands on a vintage piece of furniture or artwork, it will not only look stunning, but it’ll also inject personality into your room.
It’s all about combining the modern-day with the traditional, like vintage artwork in a more contemporary frame, or a vintage throw on a modern sofa.
Don’t stress about imperfections
One of the key points that Dream Home Makeover regularly raises is how to bring character and personality into new homes. Often these types of homes are all built in the same way, meaning they don’t have the same unique elements or character that older houses have.
The great news is that Studio McGee is all about finding love in the imperfections… something that we should apply to our lives in general!
Imperfect items can add uniqueness to a home, everything from an overly rough texture to slightly wonky vases. So, don’t be afraid to use things that aren’t 100% pristine.
Where to buy Studio McGee pieces
We’ve talked about all the different pieces of furniture and home decor items that will make your home look amazing. Next question, where do you get them from?
Studio McGee has its own website where you can buy a lot of pieces curated by its designers – McGee & Co. I’ve spent so many hours looking on here, drooling over the table lamps and vintage furniture!
I’m not going to lie – McGee & Co is on the pricier side. However, if you want a stunning statement piece to center your room around, it’s an excellent place to look. Plus, they do have a sale section! And remember, you can always just window shop, and look at their styled photos for inspiration🙂
McGee & Co dupes
I’ve put on my detective hat and had a search for some of the best lookalikes you can get at a fraction of the budget!
Check out the top McGee & Co affordable lookalikes. I always update this article when I find new items, so keep checking back and bag yourself a bargain! The comments section is super useful, as well.
Studio McGee target line: Threshold
The good news is that now, you can get an authentic McGee & Co piece alongside your soda and chips. Yes, you read that right! Studio McGee has joined forces with Target to create Threshold.
Threshold has lots of affordable pieces in the Studio McGee style. Think woven storage baskets, textured pillows and striking lighting. There are also some amazing pieces of furniture to choose from. It’s a great way to redecorate your home if you’re on a budget.
Studio McGee is all about vintage chic, so it’s always a good idea to check out your local thrift store for treasures, too. From vases and art prints to benches and tables, you can get a brilliant piece that will take pride of place in your home.
Now you can decorate in the Studio McGee style like a pro!
I hope this article has given you more of an insight into the Studio McGee style and how to bring it into your home.
What do you love most about the Studio McGee style? What are your tricks for bringing that vibe into your home? I’d love to hear your thoughts in the comments!
NEW TARGET THRESHOLD PARTNERSHIP WITH STUDIO MCGEE NOW AVAILABLE
Now is an exciting time to launch or even talk about new collections, but we would be remiss if we didn't thank designer Shea McGee of Studio McGee. Her Threshold - Designed at Studio McGee The collection, which officially launches today at Target.com, marks the start of a multi-year partnership between her popular design firm and one of our favorite big box stores, and that's a good thing folks.
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Many of the items in the collection are reminiscent of McGee & Co., only at affordable prices for the wallet. If you like traditional designs, including burl, rattan, and more, you won't want to miss these beautiful new s. Perhaps this is exactly what you might want to show your home right now, especially if you're a fan of Joanna Gaines and the Magnolia house aesthetic. The entire collection has the same light, bright airy feel, only with a little more freshness from the coastal vibe. We've rounded up seven items on our wishlist starting at just $12, with even large furniture under $350.
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Credit: Target
Belmont Shore Curved Leg Support Table
I fell head over heels behind this console table the moment I noticed it. The clean lines and classic shape ensure it looks stunning and in no way overwhelming in a small space. I'm hoping to buy one of these to put in my entryway - it would look great with or above a propped up mirror and small accessories like a lamp, vase and tray for keys and knickknacks.
Buy: Belmont Shore Curved Foot Console Natural - Threshold™ Designed with Studio McGee, $199
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Wooden Box with Decorative Wall, Natural
While they are all great, most burl boxes are not cheap. We are very happy that this trend has entered this collection at extremely reasonable prices. Take one or both of these styles and use them to store jewelry, beauty products, whatever. You can even turn them into a stylish home for coffee table TV remotes.
Buy: Natural - Threshold™ Decorative Curved Wooden Box Designed by Studio McGee Starting at $12
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Ceramic White Table Lamp
We always appreciate a good lamp combination both the lampshade and this white figure immediately attracted our attention. Grab two for the bedside tables in your master bedroom, or place one on a table or end table for added warmth and sleek style.
Buy: Ceramic Table Lamp Assembly White - Threshold™ Designed by Studio McGee, $69
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11″ x 14″ canvas framed with antique stucco
This framed landscape looks like the only thing of its kind you can find in a vintage store for a decent amount of money. But in fact, you can add it to your cart in an instant and it will only cost you $17. It will look great in a gallery wall, but for a simpler look, place it on a console table.
Buy: 11″ x 14″ Framed Canvas with Antique - Threshold™ Molding Designed with Studio McGee, $17
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Two Tone Textured Lumbar Pillow
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The classic lumbar pillow is a must have in any space. If you love neutral colors, then this one is for you, although there are many other great pillows that are also included in this collection. The woven fabric makes this item a lot more luxurious than its $22 price tag would suggest. It will look beautiful on a white, beige or light gray sofa.
Buy: Two Tone Textured Green - Threshold™ Lumbar Pillow Designed By Studio McGee, $22
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Costa Mesa Crew Rattan Wrap Accent Table
If you just can't resist rattan (who can?), this end table is for you. Park it next to the sofa or use it in the bedroom as a creative alternative to the traditional nightstand. It's sure to make a statement no matter where you place it, and compared to other similar items, its price is unbeatable.
Buy: Costa Mesa Tan - Threshold™ Round Rattan Accent Table Designed with Studio McGee, $119
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Mercer Easy Chair with Casters and Casters
K the rolled r sleeve is such a classic and we absolutely love this one, which is available in light brown, taupe and cream. Whether you decorate it in the living room, bedroom or even the nursery, it is sure to find a use - and will quickly become everyone's favorite place in the house!
Buy: Mercer - Threshold™ Upholstered Chair with Casters and Casters Designed with Studio McGe e $349
Sarah Lyon
Author
about the new Alice, Russia and depression / Habr
On September 25, there was a live broadcast with American McGee, the legendary game designer, creator of American McGee's Alice. In addition to Alice, American has also worked on landscapes in Doom and Quake with John Carmack and John Romero.
We share with you the transcript and recording of the interview.
Today we're talking to legendary game designer American McGee. Thank you for coming! How are you?
Everything is fine. Thank you for inviting me.
How are you coping with the pandemic? How do you feel about her?
As you probably know, I am currently in China, in Shanghai. And things in China, to be honest, are back to normal. I know the rest of the world is still suffering and going through lockdowns, but in China it looks like the world is back to normal.
I would say that in the beginning we had very aggressive lockdowns and people had to stay at home. But once it was over, everything was back to normal. So we're doing well.
That's great. Does it affect your work in any way? Something has changed?
Yes, this is an interesting question. In fact, our team communicates in the virtual. We have one person in Israel, one in Australia, one in Canada, one in China - people all over the world, in the USA. Everyone works online, so we are a virtual team, we do everything through online team tools. All task management, meetings and so on take place online.
And when it all started, it didn't affect us that much, because we don't go to the office every day. The place you see now is my home studio. And from here I work with my team. From here we stream, and here we ship goods from our online store and other things. Most of our business is already online, as a result, there were almost no changes.
This probably means that work on the new Alice is going well.
Well, yes. It is curious that this did not slow us down. In fact, we just recently started talking to a new publisher who is interested in funding the development of a new Alice game. And maybe they will finance a new variation of The Wizard of Oz and help us start a studio. And they, among other things, said that they understand that the development team can be remote, now no one is obliged to sit in the same office. And the reason why they began to understand this is because of the pandemic and because the pandemic caught many of their colleagues outside of China, so they could not return. Nevertheless, they could still continue to work.
I think in a way it taught a lot of people that a system where everyone goes to the same office to finish a project is not necessary. And actually, in a strange way, it can be useful to us and our work on the project.
Glad to hear it. Can you tell us at what stage the work on the project is now?
In fact, at the same stage at which he was when we started talking about him. In the sense that we are still talking to EA about obtaining a license and still trying to find funding for development. This is what happens on the business side.
In terms of creativity, over the past two years we've put an incredible amount of effort into the art, game design, narrative, and all the other aspects that will ultimately create the final game design. We bring everything into what can be called the bible of design. Simply put, this is the whole game, from start to finish: like a design document, only with even more details. Now we are starting to work on adding content to the design bible, and I think that in the next six to eight months we will have a completed design bible. By that time, I hope we will have the funding and everything we need to start a new studio. Then we will start moving towards development.
How is working on the game now different from working on the first Alice and the sequel, in terms of business, development processes and everything else?
Well, on the first game, I was an employee at Electronic Arts when they asked me to make a new game. In this sense, everything was completely different, because it was they who came to me with an offer. It still took some time, it seems, from the moment of the offer to the moment the development began, more than a year. The second time, two years passed from the moment we started discussing the game to the start of development. And at that moment they were interested. They wanted to make a slightly different funding scheme compared to how they worked before. So we had to make a studio to start working.
In general, it seems to me that now, for the third time, everything is very similar to how we worked on the sequel. With the difference that now EA will probably not publish this game, and therefore they are not very interested in closing the license deal quickly. I think maybe they think that their involvement in the project is not so useful, so it doesn't make much sense for them to resolve this issue quickly. But the process is underway. It's just that when you work with corporations, even if they have a desire and they really want to do something, they are still slow. So in this case, I would say they are moving at about the speed we would expect.
And, again, I hope that soon we will have a license, and then there will be funding, and then we can start working. From the outside looking in, I can tell that another difference in development is that you now have a Patreon. Sure, you're an indie developer now and you don't work for a big corporation, but you also have Patreon, where I checked yesterday that there are over 3,000 people supporting you. I think it's great and it's very different from what it was before. Because now you can kind of feel that connection with your fans, and they can financially support you to do something that they expect from you.
I think one of the biggest things about Patreon is that the fans get involved. We're doing this thing right now called crowd design, which is we collect fan feedback on all the design, art and everything we do, and then we listen to it. I'm actually starting to think that this will be the future of game development, or at least it should be. Again, we recently met with some publishers, and I would be glad to hear that they also believe that a new development model is emerging now, when you combine the development and marketing of the game itself with an audience that is immersed in these processes. When you show the cards early, sort of like the early access model, where you invite fans to the project from the very beginning. You know, unlike the usual situation where the game has been in development for two years, you've seen a couple of screenshots here and there, but fan engagement and marketing starts about three months before the release of the game. All of a sudden there's a huge emphasis on marketing, but at this point the fans are essentially a pig in a poke.
So I think there are a lot of situations where fans want to have more say over the content in the game and they want to see the development process and not just the marketing that tells them what's inside black box. After all, it is obvious that marketing is often very crafty. So I think in this new model, we're transparent, meaning the audience has a better understanding of what they're getting, and they also have involvement in the development process.
I think crowd design sounds like a cool idea, but a bit utopian.
You know, when you're trying to get a decision from a big crowd of people, sometimes it leads to chaos, because everyone wants something different. What creative challenges do you face because of this?Well, I guess... I've tried this before too, and I've found something about Patreon. Things are different there, because you need to invest in order to make your voice heard. You have to spend a dollar or five dollars a month or even more. And it seems to me that this creates a barrier for trolls. So trolls love to troll as long as they can do it for free - just go to Twitter or a forum or whatever. But when a troll needs to provide their real name and a real bank card on the platform, this immediately scares them off. They don't want to do this, do they?
So it seems to me that the peculiarity of Patreon is that people pay to be heard. And that excludes a lot of people who would just create problems. In our experience over the past two years, I'd say we haven't had anyone come on Patreon and try to use the crowd design system in a way that gets us into trouble. So that's pretty good.
Another point that I'm honest with my subscribers (we call them "crazy kids") is the democratic dictatorship. In other words, I know when to say that I don't have a strong desire to try a solution or idea, or that I don't want them to make that decision. Sometimes I say that no matter what they tell me, I will still make the decision myself. And a certain group of my subscribers agree or accept my decision. But you know, we haven't had a lot of those decisions yet. And I think that's partly because when you're doing the third installment in a series like Alice, the audience has a pretty good idea of what to expect from this universe.
It doesn't happen that we call someone to talk about design, and he says: “Do you know what would make this game cool? Dinosaurs! That is, we do not get ideas that are taken absolutely from the ceiling and have nothing to do with the universe, because this universe is already quite well established. This… This factor that we are working with something that is already established, perhaps very well suited to crowd design. It might not work so well with a new franchise where a lot is still unclear, but at least we're working on something familiar right now.
Speaking of the Alice game universe, you know, I think it's quite unique. But at the same time, Alice, in the sense of a book about her, served as the inspiration for countless games, films, other books, and so on. Why do you think she became such a rich source for taking this idea and transforming it into something of her own?
I was thinking about this recently because we had a meeting with a publisher and I was talking to a financial advisor and he advised us to pitch Alice and some other idea to investors. Because in this way it would increase the chances of a deal in general.
When a person is given two options to choose from, he or she will make a decision sooner.
And then I realized that "Alice" is very unique in that she talks about a character in the world that we can manipulate and change, from which we can make almost anything. It's like a place from Star Trek, you know, like a holodeck. While in other universes there are many restrictions on what can be shown on the screen, in Wonderland there are no restrictions. There are rules, there are some things that you cannot see there - for example, a spaceship. But in the reality of Alice's imagination, you can imagine many, many different things, different creatures and situations. Maybe magic, maybe mechanical weapons. All in all, it's a very flexible universe in terms of what kind of story you can tell.
And while I was thinking about other well-known fairy tales that we could use, I found many limitations in them. They didn't fit the surreal style and stories at all. I think that this is probably the attraction of "Alice" as a universe for all sorts of creators.
You've been making games for almost 30 years. This is a huge time to work in one industry. What has inspired you all these years? Do you find inspiration in movies, music, maybe other games?
Although I have worked in the same industry for three decades, my role in the industry has changed dramatically several times. When I started, I was a level designer. After that I became a creative director and a game designer. After that, I became more of a producer, and when I founded my own studio, I became its director. And after each transition, I learned something new, began to solve new problems. It's one of those things that keeps me from feeling like I'm doing the same thing because I'm always adding something new to what I consider to be my work.
And besides, fifteen years ago I left the US and moved to China. And I came to China at a time when it was the most dynamic and most interesting period. China is perhaps the most interesting place in the world right now. That is, nothing similar has ever happened on the planet, what happened in the last 20 years in China. This is the second thing that kindles my interest.
We are now doing a lot of things that go beyond games and relate to production, for example, we do merchandise. Or things that are related to the region, for example, I do a game jam in Thailand called Pirate Jam. And this is due to my passion for sailing and the fact that I like to travel to Thailand and do an event there. There is a lot going on here, including for me personally, which helps to grow, to do different tasks. But at the same time, a lot is happening here both in China itself and nearby. And this is what interests me and inspires me a lot.
You have been living in China for over 10 years and you don't seem to be leaving. What is it like to live in China as an American? Do you speak Chinese?
I am married to a Chinese woman, and we recently had a child, just a year ago. I haven't been to the States for about three, yes, I think for three years. And when I turn on the news today, I think that I don't really want to go back.
What is it like for an American to live in China and see how the American media covers the country in which you now live?
I often talk about this with my local friends because we see how the American media covers the US, we also see how they cover Russia. I think the media in the US just went crazy, to be honest. I see people here in China, I have been to Russia, and wherever you go, everywhere people are people. The people of a country are not the government, and, in most cases, the government is also not an evil that is trying to conquer the world. I find it ironic that the US is constantly pointing fingers at countries like China or Russia, claiming that they are trying to spread their influence and take over the world. And at the same time, it is the United States that has a lot of military bases around the world, and they have interests in the politics of the whole world, and they stir up revolutions everywhere - from Ukraine to Hong Kong and so on.
As an American who doesn't live in the US, looking back at the US is like looking at a ball of madness. It is very difficult to even understand this, because once you have been to Russia or lived in China, then you know that what they say on TV and what you hear from the government is absolutely crazy. It has nothing to do with reality. It's eye opening and that's the reason why, after all these years, I decided that I would stay here and this would be my home. I was going to stay here and put down roots because I didn't feel like I was interested in what was going on at home.
Last question about China. One thing that haunts me. We all know the story of where you got that name from, at least we read it on Wikipedia. You had a hippie mother who had a friend whose daughter was named America and she decided to name you American. But what is it like to live with the name American in China? How often do you hear stupid jokes?
This is very funny. When children are born in China, they obviously have a name on their birth certificates, and it's always in Chinese. When our child was born, three Chinese characters were indicated on his certificate, one is the name, Zhang, and the other two are the surname, Ji Ka. That is, he does not have English on his birth certificate. People get English names because they make them up for themselves at school, usually high school, or even at university. They are told to come up with an English name for themselves, but there are no rules about what the name should be.
At our Spicy Horse studio, we had an employee called Led Zeppelin. The other was called Real Alien (Real Alien). We had one artist who drew very fast and well, and his name in English - and we had to call him that, otherwise he was offended - was Speed Shit (Speed Shit). And you ask me if the name "American" is strange? Yes, Led Zeppelin worked for me! So I wasn't with the weirdest name.
Sounds like a very healthy system when you choose a name for the world when you grow up. It's like when you choose a nickname. You don't get a nickname at the same time you are born. You seem to grow up and choose at some point that this is how you will present yourself to the world.
But overall, I think your question is more about what it's like to be an American in China now. And you know what's funny? I rent a house from a Chinese man, this house, and he always sends me messages on WeChat about relations between the US and China. And he is very worried about them, because it seems to him that we will soon begin to fight. And he always writes to me to tell the Americans that China is a friend of the US and that we should not go to war.
I hear this very often from local taxi drivers or people I meet. All Chinese do not understand, do not understand at all, why the American media is so fixated on showing them in a negative light. Everyone I've met loves Americans and America. They still believe that this is a country of freedom and opportunity. And sometimes I want to tell them that they have more freedom and certainly more opportunities here in China than in the US. But it's very hard to convince them because they still believe in the American Dream, they still look at and admire some of the concepts that came from America. So I've never come across anything negative about my name or being from America. Never.
You talked a little about Russia, and I know that you went there. It seems like it was ten years ago. I spoke with several people who were nearby when you were in Russia, and they told me all sorts of funny things that I will not quote. Can you share travel memories or just funny moments?
It was a lot of fun. I was in Spain at the time, and suddenly an email comes in that I have to go to Russia to meet with the publisher. They were going to publish either Bad Day L.A. or Scrapland.
For our Russian viewers, I think we are talking about Akella.
Yes exactly.
It was fun. Wherever we went, cars sped through the streets. Wherever we were, people drank a lot. The food was very interesting. And I was just amazed when I walked around Red Square, looked at the Kremlin and all these places that I only saw in films, and the metro stations were incredible. Wherever we went, the people were very nice, there was always something interesting happening and there was a feeling of complete freedom. It was so that wherever we went, there was a feeling that people did what they wanted, said what they wanted, and did not worry that they might hurt someone or that they would be in trouble. And it seems to me that the same is true for China, the very concept of freedom. She is very flexible and people love to talk about her, but when you travel somewhere and meet people, you understand that there is such an attitude to life, such happiness or personal freedom. And in Russia, I noticed this crazy feeling of freedom.
I was traveling with my then girlfriend, I told "Akella" that she was my assistant. In general, they put me in a special hotel, which my girlfriend did not really like. And we had to move. I think they just wanted me to enjoy the ride, but it wasn't the kind of enjoyment my girlfriend would want me to have. Anyway, it was a great trip and a good time.
Speaking of Bad Day L.A., I've always loved this game despite the average reviews. I think that it can be called a cult, at that time it was my kind of reprehensible pleasure.
How did you come up with such a strange idea?It's funny. When you look at the US now, all the racial tensions and violence on the streets, how catastrophe after disaster happens, and the media tells you that you live in fear and should live in fear. And that was our slogan. The reasons why I decided to make this game had to do with the 9/11 disaster and the US wars in Iraq and Afghanistan. And that had nothing to do with 9/11, and a culture where millions of people took to the streets and protested against the war, and the government still continued to do so. And everyone continued to make violent films. And crimes and other problems continued to occur. And everyone was talking only about terrorist threats and that you could die at any moment. And at that time I decided that I wanted to leave the USA. I told myself I don't want to be in the US and I don't want these problems anymore.
And the company that financed the game asked me to come up with some original idea. I tried very hard to convince them to make a simple game, because that's what they could do. But they wanted a story action, and I was already simmering with problems in the US, so I poured it all into Bad Day L.A. And the most surprising thing here is that if you look at Bad Day L.A. now and compare it to the situation in the USA, then I'm like Nostradamus from video games or something. It's almost like a magical prediction of events in the States.
You know, speaking of the style of this game, I feel like we've lost the fine art of goofy and dark games like Stubbs the Zombie, Bad Day L.A. and others that were both dark and funny at the same time. Now you have to choose, either gloomy, but serious, or cheerful, but light and bright. Think you can make a game like Bad Day L.A. today?
Never. I would have so many problems. That's what I'm talking about when we mention freedom, you know? Freedom - as an opportunity for us to create and not worry that they will try to "cancel" it. Freedom is also the reverse situation, where you can show people something that you have created, and they can turn it off, turn away or leave. They are not required to delve into something that they are not interested in. Now this is not in the culture of the United States. There is a saying by Christopher Hitchens that people in the US and Britain are now so bored by the absence of problems in their home that they have to look over the fence to a neighbor and look for problems there.
This makes me very angry. Like you said, sometimes you want to make a very dark humor game, but there's a whole bunch of people just waiting to attack you and cancel you. It seems to me that something is lost in political correctness. Something is missing in the spectrum of stories we can tell, in the spectrum of art we can create.
Speaking of Akella and Russia, did you ever play Russian games of that time? It seems to me that we had a similar atmosphere, that is, it was the Wild West in terms of creativity.
You could implement very strange ideas, and the games were not perfect by the technical standards even of that time, but there were very interesting ideas that could not be found in other markets.I can't say that I've ever played Russian games, but I'm not surprised, because before we had more freedom to do this.
Okay, then I'll name some games after the interview for you to play in your free time. What was your favorite game in terms of process? What did you enjoy doing the most?
This is a very difficult question, because, as I said, every time I made games, my role changed in one way or another. So if you ask me what was the most enjoyable game to make as a level designer, then I will call Quake. If as a game designer or creative director, then probably Alice Madness Returns. She would also be the most beloved as a director of the studio. It was also very cool to make Grimm in Spicy Horse, perhaps, here I would name it as my favorite game from the point of view of the studio director and. And Alice Madness Returns is probably the best creative director because we had a big team, a big budget, and we could do a lot of things that we couldn't do before. So it's not easy to point to one game and say that it was the most enjoyable in terms of process, since the roles in the projects have always been different.
Okay, what is your favorite game as a result?
Do you mean like the final product, the finished game?
Well, yes, which one did you like to play the most?
From the games that I made? Oh, this is also a difficult question, because they are very different. I've done everything from third-person action games to multiplayer shooters to dungeon crawlers and everything. In terms of what I like to sit down and play, I still really like Doom and Quake. If I want to blow off steam, run around and play a deathmatch, then I would call something like Quake. Because if we talk about all the things that I had a hand in, then Quake is the best for relaxation, the most addictive and fun in terms of gameplay.
Do you like the new versions of Doom? I mean Doom Eternal and the previous part?
I tried to play Doom Eternal, I thought it was very cool, but I don't have much time for games right now. Like I said, we had a baby a year ago, and don't know if you know what it's like, but babies take a very long time. The last game I played was Red Dead Redemption or some part of Hitman and that was a year ago.
I'm asking about Doom because id Software still makes the game. And you were one of those who worked at the beginning of the company, not at the very beginning, but nonetheless. It seems to me that id Software was a forge of professionals who later became famous developers, designers, programmers and so on. What other companies do you think had a similar role?
Oh sure! I've even seen maps with companies like Microsoft, Bungie, Valve in Seattle, or EA and NCSoft in Austin, or Dallas developers like id Software, Ion Storm and 3D Realms. And, in general, these maps look like the spread of a virus. It's like id Software scattered the seeds, and then people started new companies, and those companies led to other companies. I don’t remember where I saw this map, but it’s very interesting, because it’s clear that games of the same genres and people from the same companies created such mutual pollination. That is, one studio leads to the fact that five more appear, and then more and more from them. It seems to me that many industries are like this. I don't remember where I saw this card, but it's worth looking for.
I'm asking because, you know, the scale of development has changed a lot. Twenty or thirty years ago you had a couple of dozen people working as a team on the same game. That is, each person was important, and his contribution is noticeable. And they also gained a lot of experience, which they could later use to make their own project. Do you think there are similar companies now? Which change people forever as soon as they work in them.
Yes, of course there is. So in terms of being able to come into a company and work in a small team and learn a lot, yes, but video game skills have become a lot more specialized and in a way more complex. So it's hard to be a good programmer, a good animator and a good texture artist at the same time, right? And before, games were simpler, and you could be both a programmer and a texture artist, and maybe also a sound engineer within the same job. But I see that the indie scene is full of games that are made by one or two people and their games can be very successful. Don't forget that the same Minecraft that was bought for a billion dollars and that probably became the most successful game in the world was originally made by one person as a hobby.
I don't think it's worth focusing on the big console games because you'll miss out on the fact that there are so many indie games and games from a single developer that create tons of content. And these developers sort of seep into the industry and start working on big projects. I mean, of course there are technical changes and development teams look different now, but in terms of how people get into and move in the industry and how you can learn to make games yourself, I don't think that much has changed. There are many more resources to learn how to make games now, starting with YouTube. You can just download the Unreal engine for free and learn everything that professional game developers do just by watching videos.
Let's get back to your games. It seems to me that they all have a similar style: gloomy, unusual humor, many allusions to fairy tales. If you draw parallels with films, then I always imagined that you were like Tim Burton from the world of games. Would you agree with this?
I've heard it a hundred times already. I never knew him, but I would take that as a compliment. Mostly because I like his films and find him to be more prolific and good as a filmmaker than I am as a gamemaker. I don't know if he would like to be called the American McGee of the movie world, I think we're on a few different levels. But that's okay, I understand why people make that comparison. So few people make such dark weird games with the atmosphere of a fairy tale, and just as few people make films like this. The fact that we both specialize in something similar, as it were in the same genre, but in our own fields, leads to this comparison.
And if you think about your favorite game and movie creators, could you draw similar parallels?
I don't think I fully understood the question. You mean do some game creators remind me of directors? Ah, hmm. I didn’t think about it before, probably… Yes, I wouldn’t like to cite someone as an example now and then find out that I offended this person. So I'd rather not answer.
I have this question because - speaking of names - I've always liked how you kind of made American McGee into a brand when you put it in the titles of the games.
Can you remember how you came up with this idea?Well, this idea didn't come to me. This was suggested by EA. I already talked about this once. So when I was working on the first Alice game and we went to Texas and started working with Rogue Entertainment, they were developing and I was helping with the design. In general, I went to them and helped them work, and also met with the legal department of EA, who had problems with the name. Because the name had to be such that it could be protected and registered as a trademark. One of the problems was finding a free site name. And in this area, trademarks were already either taken by other films, books, etc., or too similar to what we liked. In general, EA failed to find something unique.
At one point they called me when I was in Texas and said they were going to call the game American McGee's Alice. By that time, I had already signed some papers about my name, because they were thinking about this idea and other ideas . .. In short, when I told this to the team, they were not happy about it. So I went back to the EA lawyers and said, “Look, the developers are not happy with this. And rightfully so, I'm not the only one working on the game." They said they would call back and figure something out. Then they called back and said that, they say, okay, we will not call the game American McGee's Alice. I immediately ran to the team and said: “Hooray, it worked! They listened to me and will name the game differently.” So everyone started working on the game further, and when the game was almost finished - I think they were already making boxes or something - they called me again and said: “We changed our mind. The game will still be called American McGee's Alice." I had to go to the team and say: "Guys, I'm sorry, but in the end they decided to do so." And they weren't very happy. But it is obvious that for me personally, further it played a positive role. So I can't say that it was the right decision for the team, but for me personally it was useful all these years.
Why isn't the new game called American McGee's Alice Asylum then? Because it's a registered trademark, or for the same reason of teamwork?
No. Because when I'm in control, I don't put my name on the box. This is what other people want. All the games that we released at Spicy Horse and that we controlled are not called "American McGee's something." None of them. When I make my own decision, I don't put my name on the packaging. Just look at all the games that Spicy Horse has released. But that changes when other people fund development, like Gametap's Grimm.
So Gametap came in and said, "We want to give you money to make a game." I answer: "Great, let's go!". They say, “But with one condition. It should be called American McGee Presents... and the rest of the title." And what should I answer? “No, I don’t want your money, I won’t let you do it” or “Okay, we will write a name on the box”? In general, it was never my decision, it was always decided by the people who finance the projects. And the reason Alicy Asylum isn't called American McGee's Alice Asylum is because no one is funding the game yet. If whoever's funding the development tells me to name the game "American McGee Presents..." or whatever, and that's part of the deal that determines whether we get the money, then okay.
I slightly disagree with you on this. I mean, I understand the reasons, but I still think that putting your name in the title is very important now. After all, not many people know the creators of their favorite games. And it seems to me that this is a problem in the gaming industry.
Don't know. As for me, I don't mind being a little cryptic in this regard. You know, like Stephen King, who started writing under a pseudonym. He took on a different name.
You say that Stephen King used a pseudonym, but he used it when he started. And obviously this is not your case.
Ah, no, no! He used a false name after he became a well-known author. He wrote that he wanted to see if his books would be accepted by literary agents after he became famous. That is, he was curious whether literary agents or publishers buy books because they are interesting or because his name is on the cover. Because a book with Stephen King's name on the cover will sell out anyway, that's outright guaranteed. So at some point in his career, this is what he describes in his How to Write Books, he started sending manuscripts to publishers under a different name to see if they would take them.
Basically, the reason is that as a creator, I don't want games to be bought just because I made them. I want to see if they are good on their own. The second big reason why I didn't name games after myself at Spicy Horse is that a lot of people work on games. And often I feel that it would be disingenuous to write only my name on the package.
Well, yes. On the other hand, no matter how you name the game, your games are always recognizable among others, they cannot be confused with the games of other people.
Yes it's true.
Can you name other game creators who would also be as recognizable? I mean, we have Sid Meier and his Civilization, but other than you, I think that's the only example of a "name on the box."
Also, I think Will Wright put his name on the boxes. But you know, Will Wright games are such that if you put SimCity and The Sims side by side, despite the fact that both games have the word Sim in the title, you may not understand that they were made by one person. That's how different they are. I didn't think much about it. Like I said, I don't name games myself. For example, right now we're making a logo for a new Oz game, and one of the artists made a logo that says "American McGee represents...". But it seems to me that he did it simply in terms of the balance of composition and fonts, because this is very important to him. In general, everyone has their own reasons for doing this, and if someone has reasons for insisting on this, then fine, but if the decision is up to me, then I don’t give a damn.
Let's fantasize a little. How do you think your life and career would have turned out if you hadn't made the original Alice?
I think it's better to ask how my life would have gone if I hadn't met John Carmack. Because I got into the industry when I met John Carmack. I got kicked out of high school, worked on cars and thought about becoming a mechanic. In general, my prospects were so-so. And I often wonder where I would have ended up if I hadn't met John. And I don't think it would be a very good place.
You know, I am the kind of person who is very creative. But I also suffer from depression, and if I had not found such a creative outlet, which at the same time became my work, then life would be much worse. With all sorts of things like drug and alcohol abuse, various psychological and emotional problems. And I say this because many people in my family have suffered from this. And often it was hereditary. But they are not all in the same position as me, because I have a way to blow off steam through creativity. As a result, they are unhappy or, in some cases, addicted or worse. Like, for example, my sister, who went missing and is now presumed dead. For me, this is a clear illustration of what path I could have taken if I had not been lucky enough to meet John Carmack. I believe he saved my life. It's as simple as that: saved my life.
Wow! It seems that now, towards the end of the interview, is the time to tell our listeners how they can help you make Alice Asylum. Tell where they can support, subscribe and stay tuned.
Of course. Everything is very simple. Like you said about the name on the box, I have a website called americanmcgee.com. And if you go to it, there is a whole list of things that can be done to support the development. You can simply subscribe to the newsletter or Patreon, or like on Facebook, Twitter, YouTube and other places. Or you can even go to the online store that I run with my wife. All these things will help us. Just scroll through the list from beginning to end and choose one thing or do it all.
Yes, better make the whole list. Thanks again for joining us today. It was very curious to hear your thoughts on career, other games and everything else. For me it was the most interesting conversation in recent months.
Come on. I saw other interviews, you had very cool guests. But I am very grateful for the invitation. It was very interesting and I'm glad to know that I have so many fans in Russia - I say hello to them!
And hello to the guys from "Akella" of that time.
Yes exactly.
Thank you for coming and goodbye.
Goodbye.
What happened before
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