Tuesday 10 December 2013

Showreel blockout

Finally the primary purpose of the portfolio is to showcase skills, this is best presented in the form of a video showreel. The blockout can be seen here https://www.youtube.com/watch?v=v1pmL3te2lk


 At http://www.premiumbeat.com/blog/top-20-tips-for-creating-a-successful-demo-reel/

I have found 20 tips that I have adhered to in order to create the block out for my showreel.

1.  KEEP IT SHORT

If you ask 10 different editors how long a demo reel should be you’ll get 10 different opinions… but there’s one sentiment that’s pretty consistent, KEEP IT SHORT.  A demo reel should highlight YOUR BEST work, and thus should probably not be a sampling of everything you’ve ever done.  My personal opinion is 60 to 90 seconds for most cases, and I can think of few reasons why you’d ever have a reel over 2 minutes.  One of the main tasks of a video editor is to be able to tell a clear story in a condensed amount of time.  Underscore this ability by showing off your body of work with brevity.

2.  MAKE IT SPECIFIC

These days it seems that many folks in production have multiple skill sets. When applying for a position, ensure that your demo reel is targeted specifically to an individual skill or job function (i.e. Director, Editor, Director of Photography, Animator, Gaffer).  This may mean that you will have to create multiple reels, but you will benefit in appearing more focused.  Because those hiring have a very limited amount of time to review reels, they will likely only want to see examples that pertain to the position they are hiring for. 

3.  COLLAGE OR SAMPLES?

Demo reels seem to be divided into two types – the rapid fire “collage” type reel that shows quick shots cut to music or the segmented “scene” based reel that shows short samples of clips cut together in some context (for example, several 20 second scenes with multiple shots each). Which is “right” for you?  I’d say it depends.  Typically, the collage type reels work best with spot / commercial / short-form work while the scene reels might be most appropriate to spotlight narrative / documentary / journalism based projects. As a general rule of thumb, for whatever style reel you make, ensure that the clips are “digestible” by the viewer.  Can they take in what’s happening in the footage?  Does it appropriately highlight your abilities?  Whatever you do, pick a style and go with it throughout your reel! 

4.  PUT YOUR BEST FOOT FORWARD

Although the old saying “save the best for last” may be true in some situations, for demo reels this is simply not the case.  Make sure you lead with your strongest work…you only have a few seconds to grab the viewer’s attention.

5.  YOUR WORK ONLY!

There are sneaky people in the world.  Don’t be one of them.  Whatever footage you show in your reel, make sure that you had some part in it.  If you don’t have the body of work that the job requires, don’t apply for it! Instead, keep working on your craft so you’ll have a better shot for future opportunities.  Dishonesty may not only cost you one job, but in small production markets (where word travels fast) it could mean the end of a career.  Be smart!

6.  SLATE IT

This may sound like a no-brainer, but include your name and contact information on a quick slate at the start and end of your reel.  With all the other details and creative decisions being put into a reel this can easily be overlooked.  Stick to your basic contact info:  name, email and website.  Your reel’s worthless if the viewer doesn’t have a way to contact you. 

7.  SHOWCASE YOUR INVOLVEMENT

One way to convey the specific roles you had in your showcased clips is toinclude short descriptions in your reel.  For instance, if you’re an animator who did the modeling for a particular scene, include that over the video footage (i.e. “Lead Modeler”).  This will not only keep you honest about your involvement but it will give the viewer a better sense of your abilities.  You can also include the software or tools that you used (i.e. “Final Cut Pro Editor” or “Steadicam operator”) I’ve seen these designations as lower thirds or as small text in the corner of the frame. 

8.  HIGHLIGHT IMPRESSIVE CLIENTS

If you’ve got an impressive client list, use it to your advantage! Major corporations, popular films or network television programs are impressive and can  be notated in your reel.  Just like highlighting your technical skills, this can be done by putting the name of the project over the reel footage in a lower third or corner of the frame (i.e. “Gaffer – When Sharks Attack – Discovery Channel”).

9.  EMPHASIZE TECHNICAL ABILITY

You may want to use your demo reel to show off your work process. I’ve seen many colorists show “before” and “after” shots of their work, and to great effect.  In such instances, do a split screen or quick shot sequence to show the different “stages”.  This is also an effective technique for compositors and broadcast designers.

10.  BE MINDFUL OF ASPECT RATIOS

As a full-time editor this is one pet peeve I’ve developed over the years…seeing different aspect ratios slapped together on the same timeline without regard for how it looks.  Yes, you may have done some projects in both 4×3 and in 16×9.  And yes, you should showcase both if they are examples of quality work.  But when you combine aspect ratios in the same program (or demo reel) be cognizant of it! Put a frame around 4×3 footage when it appears in a 16×9 frame (or at least add some stylized sidebars).  This shows an added level of professionalism. 

11.  SAY “NO” TO COPYRIGHTED MUSIC

Not only is the unauthorized use of copyrighted music illegal, it will likely turn off potential employers.  As tempting as it might be, don’t risk getting your reel quickly tossed aside due to this technicality.  Instead, use an energetic royalty free music track to make your reel lively and spirited (Premiumbeathas 1,000s of high quality royalty free tracks). 

12.  CUT TO THE BEAT

A quick way to separate novice editors from the more experienced is to see how they utilize music in their projects.  A common rookie mistake is just slapping music under a video track.  Instead, present yourself as a professional by cutting to the music and use it to give your demo reel energy and drive.

13.  DON’T REPEAT FOOTAGE

Repeating footage in your demo reel may lead others to believe you have a very limited body of work.  Instead, air on the side of brevity by leaving the viewer wanting to see more.

14.  QUALITY CONTROL

Check spelling, check for technical errors (glitches, noise, etc.), check for audio mistakes and then check again! Nothing will have your demo reel headed for the wastebasket faster than a few misspellings or an unintentional jump in the video.  Having an error free reel shows an attention to detail and carefulness.  Check, double check and then have a colleague check!

15.  ONLINE, ALL THE TIME

Your demo reel should be online and easily accessible. I would suggest uploading it to a video sharing site like Vimeo (a process made even easier with the built in uploading tools in Final Cut Pro X).  Hosting on Vimeo insures that it’s viewable by the overwhelming majority of computer users, whereas sending a specific file type (WMV, MOV, etc.) may prove troublesome if the viewer doesn’t have the right software installed on their computer.  You want to insure that it is quick and easy for a potential employer to view it.  When someone is hiring in a hurry, the ability to quickly shoot over a link may mean a better chance at getting a job.  Also, by putting your reel on Vimeo you can quickly swap it out when you need to make modifications or additions.

16.  DVDS FOR DELIVERY

Some employers may request demo reels be delivered on DVD.  Make sure that you have multiple copies of your demo reel available on DVD at any given time.  With a DVD, you may also want to create a simple menu that highlights the main demo reel as well as an option to view additional footage or work examples. Just be sure to keep it simple!  Make it clear and easy for the viewer to find the reel and play it back.

17.  LABEL WITH CONTACT INFO

Aside from marking the beginning and end slate of the video, be sure toinclude your contact information on the physical DVD or website(Vimeo) as well.  You want to make it as easy as possible for the hirer to contact you!

18.  ACTIVE AND ACCESSIBLE

One of the benefits of keeping your reel(s) online is the ability to keep it “active”.  Make sure you revisit it every so often… especially after you’ve completed a round of new jobs.  Your demo reel should showcase your best and recent work. Also, it’s important to make sure that all of the source files are in a place that you can easily get to them.  It shouldn’t have to be a daunting task every time you want to update your reel.  When updating, you can start by swapping weaker shots for newer and better ones.

19.  SHOW YOUR PERSONALITY

Use your reel to showcase you. Are you a little edgy?  Got a wild sense of humor?  Don’t be afraid to put a bit of you into your body of work… it will give employers a better sense of who you are as a person.  That being said, I personally find it to be a dice roll to include any profanity or offensive material in a reel (although I’ve seen it often enough).  When putting together your demo reel, use your best judgment in how you want it to highlight your personality.

20.  ASK A CRITIC

Before showing it to a potential employer, give your reel a few rounds of critique with your acquaintances.  Editor / producer / director friends make great critics.  What does your reel say about you?  Would they hire you based on what they saw?  Where are areas for improvement/what’s missing?  Now, take their feedback and improve!

Without final content, the main objective of this is to establish the timings of each part in order to show concepts and 3d models to best effect. Also using my set house style throughout all aspects of the website and showreel.

Monday 18 November 2013

PPD1 100179359 Interview techniques




With a job in the games industry, like any job it requires confidence to shine through. Primary steps that should be taken before any interview is to research the company before the face to face meeting. This will almost always reflect well on the interviewee, though you never want to appear too eager. It is also useful to know how to turn situations within the interview to your advantage, such as losing concentration, or waiting for a video to buffer can allow for a point of which you can find a common ground with the interviewer.

At jobsite monster, there is 5 tips that amount to this.

1. Do your research
Fail to plan, and you plan to fail. You are certain to be asked specific questions about the company, so make sure you've done your homework on things like their last year's profits and latest product launches. Also take a look at the latest developments in the industry so you can converse with confidence.
2. Practice your answers
Although there is no set format that every job interview will follow, there are some questions that you can almost guarantee will crop up. You should prepare answers to some of the most common interview questions about your personal strengths and weaknesses, as well as being able to explain why you would be the best person for the job.
3. Look the part
Appearances shouldn't matter, but the plain fact is that you are often judged before you've even uttered a word. Make sure your shoes are polished, your clothes fit correctly and that your accessories are subtle. Dressing one level above the job you're applying for shows a desire to succeed.
4. Stay calm
Good preparation is the key to staying in control. Plan your route, allowing extra time for any unexpected delays, and get everything you need to take with you ready the night before. Remember to speak clearly, smile and remember that your interviewers are just normal people, and the may be nervous too!.
5. Ask questions
You should always have some questions for your interviewer to demonstrate your interest in the position. Prepare a minimum of five questions, some which will give you more information about the job, and some which delve deeper into the culture and goals of the company.

Monday 11 November 2013


 

Personal development plan- 100179359

 

Games industry

I will be limited to English speaking countries for my work places, as it is usually expected that in nations with a native language that will be the primary language in the working environment e.g French, or German.

The main developers in the UK are Lionhead, Rockstar North, Crytek, Criterion and Traveller’s Tales. With big titles such as Little big planet, GTA, and Fable.

But not all companies based in the country have been as successful. In the last 2 years 145 companies have entered the game industry, but there has been 131 closures with larger studios including Eurocom, Blitz and Bizarre creations among the casualties. But these have resulted in the number of small start- up companies.

The USA would be another country that would be an ideal workplace, allowing for getting a working visa or green card in the event of long term employment.

The main developers include Microsoft Studios, EA, Activision, and Bethesda. But there are over 650 games companies and studios based in the USA. Studios are wide spread throughout the country.

 



 

Friday 8 November 2013

Personal portfolio development 1 cont'd




Personal development plan- 100179359

Industry roles- Choosing a specialization.

At entry level into the games industry and within a creative studio there are multiple roles which a post graduate will be able to fill. I would hope to display specializations as a character artist primarily, with strong skills as a concept artist, in my portfolio I believe character artist and animator have transferable skills like rigging/ skinning but advanced techniques with scripting and working with physics engines.
This being said I’ll create dioramas for show piece characters that will also display skills as an object artist and environment artist, as my initial role within a company may require the generation of numerous assets of all game art disciplines, especially in a small company.
Realistically I will not be assuming roles such as game user interface artist, SFX artist, technical artist, or vehicle artist, as I have no technical or graphic design training.
The skills, experience and qualification I’ll be displaying in my portfolio will be.

Bachelor's degree and related experience- focusing on characters.

Advanced understanding of digital software e.g Photoshop, game engines and 3d modelling tools (Maya, 3ds max, and Zbrush).

A good level of drawing skills, understanding conceptualization, colour theory, anatomy, scaling, and composition.
 

Character artist

A character artist requires a skill set that seems pretty standard and what I expected in the role, including.

  • Several years professional experience in 3D modelling, preferably in the gaming industry
  • Completed degree or equivalent training in a 3D art related discipline
  • Skilled in one or more 3D art packages, preferably Maya and ZBrush
  • Skilled in one or more 2D art packages, preferably Photoshop
  • Ability to learn new processes and tools quickly and effectively
  • Ability to receive and provide art critique and direction, with a keen eye for detail
  • Self-motivated, with a proven track record of meeting deadlines with consistency
  • Ability to work well in a collaborative environment – linking in with Programmers, Animators and Management whenever necessary.

  The following skills are desirable, but non-essential:  
  • Unity 3D experience
  • Experience liaising with external vendors to produce outsourced 3D assets
In overview of these requirements, I need to diversify the software that I use but will need to adept to any working environment quickly whatever the situation.

Concept artist

The creative process involved in this area of games development requires a general skill set displaying imaginative and flexible design of characters, weapons, and even bizarre creatures depending on the needs of the company. Furthermore, a concept artist has to look at the environment in which any of these would exist and be able to adapt the concept to be in with the overall keeping and theme of the game. It falls on the concept artists to solve problems with the visual implementation of environmental objects and provide a constant source of inspiration toward other aspects of the project, and having the ability to identify inefficiencies in the concept-to-production process and help formulate resolutions and setting global quality/detail targets for production with an in depth knowledge of market trends.

A concept artist requires a deep knowledge of traditional skills.

Responsibilities:
  • Create the look of the game by working with the Art Director to establish a consistent visual direction for mood, environments, characters, weapons, etc. by creating inspiring concept art that focuses on dynamic visual elements that maintain accurate scale, established architectural standards and character/creature anatomy that will be used to create in game content.
  • Collaborate with the Art Director to implement the vision for the game
  • Produce work in an efficient and timely manner, on schedule
  • Work closely with colleagues to foster a highly communicative, coordinated team effort
  • Ensure quality of related assets by maintaining responsibility over your work throughout the project's development
Requirements:
  • Excellent traditional artistic skills with a strong grasp of composition, anatomy, colour theory, perspective, lighting, environment, architectural, creature/character, costume and graphic design.
  • Proficiency in life drawing (drawing from life and reference) as well as a strong imagination and a willingness to push the envelope, to innovate within the parameters of the game's world.
  • Strong communication, excellent visual storytelling and written skills.
  • Strong interpersonal skills-able to interact with team members of different disciplines.
  • Good positive attitude and outlook, self-motivated, and a great team-player.
In truth, these are the things I love doing, concepting and creating characters in particular. Ultimately this is a competitive industry with thousands of graduates every year as well as industry veterans from the numerous studios that have folded in the last few years. Experience will always be preferred, but as someone who has had a fair amount of interviews for jobs I’m inexperienced in, (lab technician in particular) enthusiasm and passion counts for a lot.

Personal portfolio development 1

Personal portfolio development 1

I have created a website to promote my work. I looked at various websites of 3d artists and found that websites can be cluttered and confusing. Some of these had great work but were poorly composed.

One of the simpler formats of websites I found was this http://www.kip3d.net/ 

I really like the format, but find the monochrome theme a little boring. The body of work is excellent, with each tile revealing the colourful image underneath.

Another example of what I would want to achieve would be this http://annunziation.com/portfolio/

 This is simpler still, but the work is really showcased. presented in page wide tiles displaying teasers of the work. He really clearly displays his abilities, with separate sections dedicated to props and modular environmental assets.

Ultimately, I will design my website to show case my show reel. Initially it will be generalised, as most of my work is from various university tasks and as such is a mix of props, environments and characters for submissions.

When my show reel is complete, I will update my sight to focus on the specializations I will focus on.

My alpha web site is here http://edharveydigital.weebly.com/