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/