Maya, there’s something about your splash screen you need to know NOW
Published on 23 July, 2019
It’s the image of you that haunts me every day. My feelings have changed. Why aren’t you beautiful anymore?
I still remember the first time I opened Maya 8 in 2006 and saw the splash screen. That moment of awe, similar to the first time you see a gothic cathedral. It looked monumental. It intimidated and inspired me.
It made me feel like people who use this software make amazing things.
I wanted to be one of them, and I hoped that one day I could make something so impressive. In my mind, the software itself took on the characteristics of a dragon, it seemed powerful and full of immense potential. And, let’s face it…cool.
“Dragons are always cool” my naive young self thought…
But the days of opening Maya and feeling inspired were short lived.
With Maya 2008, a corporate entity, that shall remain unnamed, was done raking its claws through the guts of the software, and its ugliness spewed out of Maya’s front end.
The days of the dreaded keychain logo splash screen had arrived.
And those dark days were here to stay. Soulless, inert, stereotypically corporate and objectively ugly imagery had taken the place of artwork.
They kept the dragon, but it was so painfully not cool, they made it something that nobody would aspire to recreate.
It was all downhill from there.
Up to and including Maya 2013, the dragon splash screen got worse and worse and nobody foresaw the gaping chasm that was at the bottom of the hill.
Maya 2014 came around. I double clicked Maya.exe and…the dragon…was …gone.
My emotions were a mixed bag of relief and emptiness. I was consoled that the ugly keychain logo was gone. Slowly I started to realize where the emptiness came from: the new splash screen was completely devoid of anything that could communicate on an emotional level.
Sterile greys with some menthol green on a nondescript surface.
Nothing to see here, no identity, no hint at potential or purpose.
The same image could sit perfectly on a bottle of detergent, or any other type of uninteresting, uninspiring, not intended for creative use product.
Yet on our beloved Maya’s “face” it sits, blandly ever after, since no one has cared enough to change it so far.
Rareș Tujan, Senior Brokenhearted Artist at AMC
“We’ve been very happy to work with AMC: from early stages until the end, they always did their best and reached our standards of quality within tough- and sometimes changing- constrains.”
Ahmed BOUKHELIFA, Producer, EDEN Games
“AMC was an excellent partner. Their work was done in a timely manner and to the standard that we were looking for. This included adapting to the unique “Graphic Noir” texture style that The Darkness II maintains. I would highly recommend them based off of my experience on this project.”
Jeff EDWARDS, Production, Digital Extremes
“AMC has shown themselves to be at the highest tier among our outsourcing vendors. Their talent is excellent and their technical expertise shows that they have years of experience working in the game industry. Highly recommended.“
Rodney LUM, Art Outsourcing Manager, Disney/Propaganda Games
“Our experience working with AMC has been excellent… a professional and well managed operation delivering high standards of work on time and to budget.”
Vassos SHIARLIS, Studio Outsource Manager, Disney/Black Rock Studio
“We loved using AMC so much, that we had them working back-to-back schedules starting with Mercenaries 2 and then continuing immediately on Saboteur. They did roughly 60% of our outsource work and their quality was excellent. When the time comes, we won’t hesitate to use them again.”