Live data from Hacker News

Creating Bluey: Tales from the Art Director

substack.com

1–10 of 105 posts

Re: Creating Bluey: Tales from the Art Director

#2
Recent and related (ok, maybe a bit much, but the new article looks good too!)

‘Bluey’s World’: How a Cute Aussie Puppy Became a Juggernaut - https://news.ycombinator.com/item?id=43410874 - March 2025 (313 comments)

A look at the creative process behind Bluey and Cocomelon (2024) - https://news.ycombinator.com/item?id=43339206 - March 2025 (215 comments)

Also:

Bluey, and the hierarchy of distractions - https://news.ycombinator.com/item?id=41510482 - Sept 2024 (14 comments)

How Australia’s ‘Bluey’ conquered children’s entertainment - https://news.ycombinator.com/item?id=38875399 - Jan 2024 (430 comments)

Re: Creating Bluey: Tales from the Art Director

#4
I now avoid jobs that pressure everyone into thinking a good show or project can only be created at the expense of everyone’s well being. Even if the IP they’re offering you a chance to work on is exciting (and unfortunately I’ve seen way too many times now how this can be used as a bargaining chip to mistreat people). It doesn’t have to be that way. You can make something great without killing your crew.

hear hear.

Re: Creating Bluey: Tales from the Art Director

#5
As a brisbane resident, seeing aspects of my city skyline lovingly created for kids TV is fantastic. I like to imagine small people the world over seeing the story bridge or "the zip water heater" state government building or the brown snake and to them it's just Shelbyville without a monorail but to anyone from Brisvegas..

Re: Creating Bluey: Tales from the Art Director

#6
As someone who struggles to make anything that looks good, I am fascinated by designers ability to take a brief and bring it to life using their own unique artisic voice.

The second part to this is a fine example - https://goodsniff.substack.com/p/creating-bluey-tales-from-t...

I've always wondered how they managed to make the show look and feel Brisbane, and this delivers.

Re: Creating Bluey: Tales from the Art Director

#8

I now avoid jobs that pressure everyone into thinking a good show or project can only be created at the expense of everyone’s well being. Even if the IP they’re offering you a chance to work on is exciting (and unfortunately I’ve seen way too many times now how this can be used as a bargaining chip to mistreat people). It doesn’t have to be that way. You can make something great without killing your crew. hear hear.

I came across a game studio a few years ago here in NZ that does it right. I worked in a hot desk place that housed their studio in a space - they were never working past 5.30, had amazing staff reviews (they did them in a space where I could overhear them), have a good IP, good wage packages, excellent internal mentoring, a good gender split, recruit diverse staff.

I'm pretty sure there's a few other studios here too which are good. I'm just sharing this 'cos, well... it's nice to hear the positives.

Re: Creating Bluey: Tales from the Art Director

#9

I now avoid jobs that pressure everyone into thinking a good show or project can only be created at the expense of everyone’s well being. Even if the IP they’re offering you a chance to work on is exciting (and unfortunately I’ve seen way too many times now how this can be used as a bargaining chip to mistreat people). It doesn’t have to be that way. You can make something great without killing your crew. hear hear.

I came across a game studio a few years ago here in NZ that does it right. I worked in a hot desk place that housed their studio in a space - they were never working past 5.30, had amazing staff reviews (they did them in a space where I could overhear them), have a good IP, good wage packages, excellent internal mentoring, a good gender split, recruit diverse staff. I'm pretty sure there's a few other studios here to…

If you're willing to share their name, I'd love to take a look at their games and support a positive place.
Post reply on HN