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Lumo Amuzo Game Crafting Internship Program
in Applied Analog Game Design
Fall 2016 

Independent game studio Lumo Amuzo is now accepting internship applications for the Fall 2016 Game Crafting program. The program is open to design & art students, ages 18+, who have a current focus in games or interactive design.

The Internship:

This unique program is based in a multidisciplinary practice of analog game design as it relates to the operations of an independent game studio that performs development,  production, manufacturing, marketing, and distribution of creative analog games for new niche markets. The internship offers a unique design vantage point from a studio operating at the intersection of industrial, graphic, product, and game design practices. 

The primary tasks of this season's internship will be working with me in creating at least one new title for the Larklamp game system. Including concept design, paper prototyping, physical prototyping, play-testing, graphic and game design iterations, documentation, and rule-book creation.

While design-oriented, this internship is developed for the student to gain first-hand experience and insight into the ways design impacts and influences the entirety of a game product at a one-person indie studio– from user experience of the game itself to managing a community,  festival applications and booth design, crowdfunding campaigns, packaging and graphic design, as well as analog production and manufacturing utilizing in-studio fabrication tools such as CNC plotters and laser-cutters.

Only one successful applicant will be accepted into the program. 

About P. D. Warne & The Studio:

For over ten years I made videogames at Lucas, Double Fine,  and Ubisoft studios.  In 2010 I co-founded Hololabs Studio where I was President and CEO from 2010-2015, as well as creative director and lead designer on several game projects.

Lumo Amuzo is my new independent game studio in Montreal. The current flagship project is the creation of a new, analog game console called the Larklamp Game Lantern. The Larklamp was featured as part of the Indie MEGABOOTH at PAX East 2016, and received 1000% of its funding goal on Kickstarter in May 2016. 

I have taught advanced university courses in game and level design at Dawson College and Champlain University for several years. 

Qualifications and requirements:

Students portfolio must demonstrate aptitude and skills related to game design, interactive design, or industrial design projects.
Usually this entails junior or senior level work as found in university game programs, however current enrollment in a university program is not a prerequisite. Demonstrating a basic knowledge of graphic, design, or game software tools relevant to your field of study is also required.

How to Apply:

Please submit letters of application, with an attached resume (PDF or online link only) to paul at lumoamuzo dot com. 
Include the subject: Game Craft Application 2016

Applications which do not include a link to an online portfolio will not be considered. 

DEADLINE: Midnight, August 31, 2016.

Please note only candidates accepted for consideration will receive a reply. 

Kind Regards, 

P. D. Warne

Internship Application FAQ

+ who should apply?

Any student of art or design (with a focus or specialty in games) who:

  • is inspired in trying an outside-the-box approach to their study of game design and production
  • has some interest in tabletop, analog, and physical games
  • is keen to have their design contributions published and commercially available within a year
  • is intrigued that their work contributions could be on display at Pax East 2017, as well as other game festivals and markets
  • understands the value of having a unique project in their portfolio to help it stand apart from the mass of Unity and Unreal demos
  • appreciates a design program offering a dedicated one-on-one mentorship from a game designer with twenty years of commercial and instructional experience
  • would like to learn more about the management and operations of a self-funded indie game studio
  • has an imagination that is sparked by the potential of the Larklamp
  • is intrigued to learn more about fabrication processes using laser-cutters and plotters

+ Will this internship help me get a job designing Tabletop Games?

No. Probably not. The tabletop industry is very different than the videogame industry (a difference that is interesting to learn about). There are no tabletop game design positions per se. However, as a console system, the Larklamp sits at a unique crossroads between board games and videogames. This is new territory.

+ Will this internship help prepare me for a job designing Videogames?

Yes. The design principles are the same, but must still be combined with a solid existing videogame portfolio, and more likely at a smaller studio where they may be looking for someone with a wider range of experience.

If you are single-mindedly studying in order to get a job at a large AAA videogame studio (an admirable goal), I encourage you to try to intern in that kind of environment if possible.

However, the candidate's vocational goals are irrelevant in consideration for entry into the program.

+ Will this internship give me first-hand experience of running an Indie Game Studio?

Yes. Yes it will.

+ Will this internship reveal deep secrets found within the heart and magic inherent to the fundamental nature of the medium of games?

Now you're getting warmer...

+ Who should NOT apply to this program?

Anyone who may have found themselves making excuses for being late or absent from more than one engagement in the past week should think twice before applying (See time commitment).

+ What should I have in my cover letter, CV, portfolio?

You should be far along enough in your studies to know what to include.

Of note, however, is that as a multidisciplinary design program focus, applicants who can show evidence of artistic skill and inclination within their portfolios will be given preference (given equal skill shown in game or object design).

Applications submitted without a link to an online portfolio will not be considered.

+ What do you look for in an applicant?

Hardworking and great at communication.
Eager to learn and try new things that will broaden their design horizons. Punctual, trustworthy, and thorough.
Interests in media, arts, activities, or hobbies outside of games.
Must be able to dream big about infinite possibilities
while being able to work with their hands to get the job done.

The position will go unfilled if no candidates meet the required criteria.

+ Will I have to make coffee or sweep floors?

You will be expected to occasionally assist with any and all studio tasks that the president of the studio himself is just as likely to take on. So, yes– sometimes maybe.

However the primary focus and goal for the internship will be to complete design tasks related to analog game production and the design and development of a single game project for the Larklamp system. If your work is used and published (which is likely should you complete the program), you will receive published credit as an associate game designer on the project.

+ What is the time commitment?

You and I will set up an agreed upon schedule before the program begins. Roughly speaking it is 24hrs/week for three months, but this is negotiable.

You will be required to work with me at the studio, which is located in the Mile End neighbourhood of Montreal.

Please note, this program has a strict policy regarding absence and tardiness. Interns are permitted one unexcused absence during the entire program. Lumo Amuzo observes all Canadian national holidays.

If the intern exceeds the unexcused absentee allotment, or is tardy on more than two occasions, they will be expelled from the program with an incomplete, no credit, and forfeit their honorarium.

Show up to work. Don't be late.

+ Honorarium?! How much is the honorarium?

Not enough to warrant discussion, yet just enough that it will sting quite a bit should you find yourself expelled.

+ What's the deal with board games these days?

Here's a recent article with a decent summary: