TFS Creative Success Award Winner Patrick Parenteau Carves New Path in Video Game Design at 50
From the alpine slopes to the animation studio – this term’s recipient of the Creative Success Award, Patrick Parenteau, is carving out a whole new path for himself – and at the age of 50, no less.
“After spending over 25 years working in sports performance and Alpine skiing, I decided it was time to shake things up,” Parenteau said of his decision to enroll in the Video Game Design & Animation program at Toronto Film School.
“I’m just wrapping up my first term now, and honestly, I’m pretty proud of myself for taking the leap. Making a big change like this isn’t easy, but it’s been so rewarding. This term, I’ve learned a ton, discovered some new artistic talents I didn’t know I had, and started building connections for the future.”
One thing that made Parenteau’s transition back to the classroom that much more inspiring, he said, was learning that he’d been named the winner of this term’s Creative Success Award.
Winning the bursary, he noted, was not only an “amazing” financial help, but also an important recognition of his promise as an aspiring virtual producer.
“Having industry professionals see potential in my game proposal, my dedication, and my hard work is such a great feeling,” he said.
Dedicated to the memory of 2019 Video Game Design & Development program grad Kurt Huhn, the quarterly $2,500 bursary is awarded not on academic merit, but rather to first-term gaming students who demonstrate those attributes most admired in Kurt – namely, his passion, potential and creativity.
“I’ve listened to Kurt’s story a bunch of times, and what really stuck with me was how he talked about wanting to be the best version of himself,” said Parenteau, who grew up in the small town of Sorel-Tracy, Quebec, and now makes his home with his wife here in Toronto.
“That’s something I’ve always tried to do – work hard, keep improving, and be so good at what I do that someday I won’t need to introduce myself. This award feels like a step in that direction and motivates me to keep going.”
Speaking on behalf of his family, Kurt’s father Kevin Huhn said he loved seeing this term’s award go to someone like Parenteau, who – like both Kurt and himself – decided to go back to school to pursue his creative passions after a career in a different field.
It’s an honour, Huhn said, to see his son’s legacy live on through the TFS Creative Success Award and its many recipients from all different backgrounds.
“This award not only celebrates quality and innovation, but also reflects Kurt’s passion for helping others shine,” said Huhn, himself a TFS Film Production grad who now serves as the school’s Senior Manager of Student Engagement, Events & Partnership.
“Though they may have never met, each recipient is part of the journey Kurt started – one of leadership, creativity, and the belief that by lifting others, we all rise. We hope this award continues to make a difference, just as Kurt’s time at TFS made a difference in his life.”
The major requirement for the Creative Success Award application is a creative game proposal. Parenteau’s pitch was for an adventure exploration science-fantasy game called Veil of Solara. In it, players take on the role of Selene Core, a former cyber-military operative and pilot, as she navigates an ancient alien world and encounters new civilizations in a visually immersive universe.
Parenteau said he drew inspiration for Veil of Solara from titles such as Myst and Riven – games that he says ‘nail environmental storytelling’ by not handing players the story, but rather letting them discover it for themselves through the world around them. He also took cues from the open world and “exploration vibes” of Cyberpunk 2077.
“By blending these influences, the game offers a world where you’re constantly uncovering secrets and solving puzzles,” he explained
“The game evolves as Selene embarks on an interstellar mission that transforms into an epic discovery. Her journey leads her into territories of ancient civilizations and cultures, where she has to discover hidden artefacts to save both herself and the balance of the planetary civilization.”
In terms of environmental design, Parenteau said he envisions the world as Solara as one designed to pull players in immediately.
From the open desert region of the Mirror Wastes – where players have to deal with optical illusions, heat distortions, and hidden passageways underneath the mirror-like floor – to the more urban environment of the Emerald Ruins – where players explore a crumbling city that’s been taken over by vines, moss, and plants growing over the structures – among other regions, every area within the game is carefully crafted to “feel alive and full of mysteries.”
It was precisely those “imaginative world-building and immersive environments” that Video Game Design & Development Program Director Jean-Paul Amore cited when describing what made Parenteau’s pitch for Veil of Solara stand out from the rest.
“Particularly the unique biomes like the Mirror Wastes with its optical illusions and heat distortions, and the Emerald Ruins, where players interact with natural elements to solve puzzles,” noted Amore, who sits on the Creative Success Award’s selection committee alongside Rob Elsworthy, director of the Video Game Design & Animation program.
“Selene Core, the cyber-military operative protagonist, adds depth to the narrative with her personal transformation and cybernetic abilities that enrich the gameplay. The emphasis on environmental storytelling and the integration of exploration, puzzle-solving, and narrative elements, make Veil of Solara a truly compelling concept.”
Fascinated by video games since he was a kid, Parenteau said his decision to chase his childhood dream as his new career was a long time coming.
Over the past few years, he’s embarked a few online businesses and experienced some successes, as well as some losses – but something kept pulling him toward video games and the mechanics, cinematics, and animation behind them.
“I’ve been into gaming since the mid-80s, when I played my first games and even dabbled in coding. I’ve always loved sci-fi action/adventure puzzle games, and I’m amazed by the special effects and CGI that bring these worlds to life,” he said.
His ‘aha moment’ came when watching The Mandalorian and seeing that show’s use of virtual production.
“That was the moment I knew: This is what I want to do,” he said.
Recalling a conversation he’d had with a TFS admissions advisor two years before, Parenteau decided then and there that Toronto Film School’s Video Game Design & Animation program was the perfect fit for him.
“The teachers are incredible – they’re all industry pros, which makes learning even more exciting,” he said. “For me, this is the best way to connect with people in the field and get a foot in the door.”
As for his future beyond TFS, Parenteau said he’s open to any of a number of different possibilities after he graduates – be it working in virtual production at one of the “great studios” located right here in Toronto, exploring the “cool blend of creativity and tech” that motion capture offers, or utilizing his business background to start up his own indie game studio.
“Whatever I end up doing, my main goal is to work on projects that really connect with people and leave an impact – whether it’s through storytelling, visuals, or gameplay,” he said.