This week the class was focused on interviews, we got into groups of 3 and we each had a role to play and kept swapping around, the three roles were note taker, interviewer and interviewee and we were given questions to ask the interviewee.
The job role was given to use which was a company called Mind Candy who are the developers of Moshi Monsters.
So coming in to this I really didn't expect to be thrown into this situation but It was good to see how I coped with it and what I could take away and improve on. Firstly as the interviewer I had been given questions to ask, this gave me a better idea on what they want to know about you, It was good to be in their position because you feel like you want the interviewee to blow you away, you want them to want the job more than anything. I was interesting to know the methods that are in interviews to get to know the person more, for example the question about what animal would you be if you were one is a good way to see what kind of personality the person has.
Now when it was my turn to take the hot seat and be the interviewee nerves crept in, I like to really prepare for a situation like this, I haven't had many interviews before, maybe one or two so it is still really new to me having said that I have researched a lot into it in the past and understand it better. The feedback I got from it was It took awhile to answers some questions, I had to think about them a lot, maybe too much, I was a little to honest bout my weaknesses., which can be a good thing as well as a bad thing, it is important to not lie your way through an interview because an interviewer will spot it straight away.
Overall I think the interview could have gone a lot better but due to the fact it was thrown on me, I didn't know much about the company or game I was applying for I could have done much better.
Sunday, 27 October 2013
Different roles in the Games industry
27th October 2013
There are quite a few different types art roles in the games industry:
Animator/Rigger
Usually you will find the an animator will also rig characters or vehicles, but in larger companies you can have a rigger only job, the role for the rigger is to add bones to a character mesh and skin it to make it movable and ready to animate for the animator. These two art roles come together and will work closely if separate people are working on the asset.
The animator will create animations such as walk, jump, crouch, cut-scenes work and sometimes work with motion capture to bring life to characters in the game.
Vehicle Artist
This role tends to be focused on driving games, in games such as Battlefield/GTA where you will find vehicles, the prop artist usually will work on these types of assets. The artist will work from a concept or reference to create a vehicle.
Object/Prop Artist
This role is great for junior artists to get a foot in the games industry, the role would be to create props that are throughout the game, the artist will typically work from concept or reference to create the object that matches the style, it is a great job for those who have short attention span because unlike the environment artist role where you could be working on a scene for weeks/months you will be getting through props in days.
Character Artist
Character Artists is pretty much what it says, the role is to create characters, usually working from concepts, these will be much more detailed than environments because they are the main focus of the game especially if it is the main character. It is important to have a good understand of anatomy and sculpting. This role is very hard to get into and can take time since this role is very limited due to not many characters in the game compared to environments.
Concept Artist
A concept artist will usually have the most freedom out of all the art roles, they do take direction for the art lead but from creating rough drawings to box art, these are the people the character artist, vehicle, prop and environment artists are working from, their concepts. It is important to have good traditional art skills and be able to draw fast and have a good imagination.
Game User Interface Artist
This Artist will work on the interface in-game such as the menus, and HUD display. This person will need good transitional art skills as well as digital and work closely with programmers to create a working display. This position is very specialized however and comes down the end of the process of game art.
SFX Artist
Special effects artist is also quite specific, it is a very technical role compared to others, the artist will produce particle effects in-game and and in cinematic But usually this job comes into environment art.
Technical Artist
The technical artist role involves hardly any art at all, they will work closely with artists and programmers to find solutions to problems, and get involved in any technical elements in the game.
Environment Artist
Finally Environment Artist, I have left this last because this falls in to my category. This artist will work from concepts and references to create 3d environments which includes textures and lighting and possible effects within it. This process can get a lot of time and can have a lengthy QA process, this role requires many talents in the artistic side as well as the technical side. It involves a lot of planning which is important for larger environments that use modularity.
There are quite a few different types art roles in the games industry:
Animator/Rigger
Usually you will find the an animator will also rig characters or vehicles, but in larger companies you can have a rigger only job, the role for the rigger is to add bones to a character mesh and skin it to make it movable and ready to animate for the animator. These two art roles come together and will work closely if separate people are working on the asset.
The animator will create animations such as walk, jump, crouch, cut-scenes work and sometimes work with motion capture to bring life to characters in the game.
Vehicle Artist
This role tends to be focused on driving games, in games such as Battlefield/GTA where you will find vehicles, the prop artist usually will work on these types of assets. The artist will work from a concept or reference to create a vehicle.
Object/Prop Artist
This role is great for junior artists to get a foot in the games industry, the role would be to create props that are throughout the game, the artist will typically work from concept or reference to create the object that matches the style, it is a great job for those who have short attention span because unlike the environment artist role where you could be working on a scene for weeks/months you will be getting through props in days.
Character Artist
Character Artists is pretty much what it says, the role is to create characters, usually working from concepts, these will be much more detailed than environments because they are the main focus of the game especially if it is the main character. It is important to have a good understand of anatomy and sculpting. This role is very hard to get into and can take time since this role is very limited due to not many characters in the game compared to environments.
Concept Artist
A concept artist will usually have the most freedom out of all the art roles, they do take direction for the art lead but from creating rough drawings to box art, these are the people the character artist, vehicle, prop and environment artists are working from, their concepts. It is important to have good traditional art skills and be able to draw fast and have a good imagination.
Game User Interface Artist
This Artist will work on the interface in-game such as the menus, and HUD display. This person will need good transitional art skills as well as digital and work closely with programmers to create a working display. This position is very specialized however and comes down the end of the process of game art.
SFX Artist
Special effects artist is also quite specific, it is a very technical role compared to others, the artist will produce particle effects in-game and and in cinematic But usually this job comes into environment art.
Technical Artist
The technical artist role involves hardly any art at all, they will work closely with artists and programmers to find solutions to problems, and get involved in any technical elements in the game.
Environment Artist
Finally Environment Artist, I have left this last because this falls in to my category. This artist will work from concepts and references to create 3d environments which includes textures and lighting and possible effects within it. This process can get a lot of time and can have a lengthy QA process, this role requires many talents in the artistic side as well as the technical side. It involves a lot of planning which is important for larger environments that use modularity.
The Games Industry
October 20th 2013
This week each group in the class where given a country to research on such as the UK, US, Canada's game industry, and my group were given the United States.
While researching the US games industry it was interesting to find that physical copies of games are falling and people are starting to buy more digitally now, I see this as the future, you look at what Microsoft tried to do with their proposals, Steam does this well and Netflix has taken over the likes of Blockbusters and other rental shops, I can see this happening with games soon. ....
I learnt a lot about the industry in different countries, such as most of the AAA games are being created in Canada due to tax breaks, USA have a few and the UK's are fallen, Indie development seems to be growing here and for the recent future it looks like it will stay that way.
Focusing on the UK games industry since that is where I will be looking for a job after university, I learnt about how it all started, in the late 70's where anyone could get into programming, then home computers came around the 80's, then the 90's home video games became popular.
In today's industry it is not all doom and gloom, yes some big studios have shut but that springs smaller ones out and they could just become as big. The UK games industry is starting to exceed the film industry, it is the largest video game market in Europe but do the the lack of tax incentives other countries are doing much better in terms of jobs such as Canada.
Overall when I look at the UK games industry I see potential, Indie studios are on the rise and more is freedom in the development process, more unique fun games will be made and these small studios could go on to great things.
Good and Bad Portfolios
Looking at current environment artist
portfolios, analysing them and how they present their work and what I will need
to do for my showreel.
The focus is
to sell yourself as an Environment Artist and that is what the portfolio should
display, looking at environment artists’ portfolio’s they have between one and
three different environments usually, showing that you can work on various
types of environments such as nature themed, urban and sci-fi styled. This is
much better than just filling a portfolio with one type of environment, this
may come across as you being a one trick pony and an employer may not be
confident you can produce the same quality when you are out of your comfort
zone.
The
Portfolio website must be easy to navigate and the ability to save images, this
is why it is important to have the website address on each image so they know
where it came from. It is important that the contact information and name is
easy to find as well as CV/Resume downloadable.
1. Be clear what job you are wanted - focus the art on that area
2. Clear, clean website - all images should have name, email and website address on it
because people save images off portfolios and forget where they got them.
- show wireframe, polycount, texture maps, applications used
- have image thumbnails clickable to take you to the page with about 3-5 images of the scene/prop
- Good navigation, back button to go to the next page, home page, previous page
3. Make sure the viewer will remember you're portfolio
4. Have a consistent visual style on the website, some sort of visual identity, so people will know its you straight away
5. Have a proper website name, sort as possible and easy to spell and email address
Examples of good portfolios
http://johngotch.blogspot.co.uk/
http://www.damianlazarski.com/
http://www.ezmeow.com/En/Modules/Gallery.php
http://spencerkern.com/index.html
Here is a great example of a good portfolio, I have been focusing my research looking at how environment artists display their work, do they use showreels for their environments? how well do still images work for environments and other elements like that.
The reason I like this portfolio so much is because of the clean layout, and all the information is on the screen that you need. You have the artists name right at the top which is large and easy to see, along with their intended job role. Along with their contact information on every page.
It is clear to see where the art is, where the resume is, the navigation is pretty simple. Many online portfolios are now using thumbnails like Damian Lazarski uses to preview what the art is, then when clicking on it you are displayed with many images on that environment. So when designing my portfolio website I intend to adopt this layout.
Helpful resources
- Resumes & Portfolios: The Naughty Dog Way
http://www.naughtydog.com/site/post/resumes_portfolios_the_naughty_dog_way/
- Your portfolio repels jobs
http://www.jonjones.com/2005/10/07/your-portfolio-repels-jobs/
- 10 Tips To Improve Your Portfolio Website
http://grimmsorg.com/10TipsToImproveYourPortfolioWebsite.html
- JonJone's Info Dump on Portfolios & Resumes!
http://www.polycount.com/forum/showthread.php?t=122273
Introduction & my future job role
What exactly do they do in their line
of work? Understand the role better
An
Environment Artist will work from concept art and references to create 3D
environment, anything from small interior rooms to large multiplayer
environments.
Looking at
the responsibilities for a mid-senior environment artist for the job at
Rebellion games, the three main responsibilities are modelling, textures and
lighting, working efficiently to time and memory budgets and most importantly
keeping to the brief.
The skills
required are the ability to produce high quality models in 3d Studio Max and
Photoshop. Create normal maps, first class texture creation with good knowledge
of material/shader effects.
To model low
and high polygon environments, strong UV mapping with efficient layouts, a
strong understanding of form, composition, colour and light. The ability to
translate concept and references into 3D game assets and good communications
skills and the willingness to follow art direction.
Rebellion's job listing for an mid-senior environment artist role working on sniper elite 3:
Skills:
- Expert ability with 3d Studio Max and Adobe Photoshop
- Create normal maps using 3ds Max, Photoshop, ZBrush or CrazyBump
- First-class texture creation skills including a comprehensive knowledge of multi-layered material/shader effects
- Model and texture both high and low polygon environments, including terrain, buildings and props
- Strong technical understanding of console limitations and knowledge of efficient artwork techniques
- Strong UV mapping skills with efficient layouts
- Strong understanding of form, composition, colour and light in environments and architecture
- Ideally able to demonstrate understanding of real-time lighting and HDR techniques and their application in games. Understanding of particle systems would also be an advantage
- Ability to translate concept and reference artwork into 3D game assets
- Good communication skills, willingness to accept and follow direction
The skills required are what I expected too, one problem I may come across is working on different packages, I am using Autodesk Maya right now and the transition to another application such as 3d Studio Max could take a little while.
Skills such as translating concept and reference to 3d game assets, UV mapping, real time lighting, good understanding on colour, forms architecture is all I expect to see.
So where I am at so far, I need to look further and find graduate/junior roles rather than more experienced listings like above, although this has helped me find out what skills and requirements I should be aiming for in the future.
http://www.rebellion.co.uk/jobspromos/midsenior-environment-artists-for-sniper-elite-3
What requirements are needed to get an environment artist job?
Rebellion's job listing for an mid-senior environment artist role working on sniper elite 3:
Experience:
At least 3 years’ industry experience modelling, texturing and lighting game environments is required. Experience of a full PS3 and/or Xbox 360 production cycle, from beginning to end, on at least 1 published game would be preferred.
At least 3 years’ industry experience modelling, texturing and lighting game environments is required. Experience of a full PS3 and/or Xbox 360 production cycle, from beginning to end, on at least 1 published game would be preferred.
Please include a link to your portfolio of examples demonstrating outstanding visual and technical ability, high-resolution modelling in Max and/or Z-brush, and normal mapped game environments.
The problem here is the requirement of 3 years industry experience, which I don't have however this is not a graduate/junior role, I have looked for junior positions but I am finding it hard to find these because companies are looking for more experienced artists.
Responsibilities:
- Create models of 3D environments, map predefined textures, create new textures and light environments for Rebellion games
- Create artwork to the highest visual quality whilst working efficiently to time and memory budgets
- Work to a functional and aesthetic brief, within technical constraints
- Be responsive to deadlines and work well under pressure
- Collaborate productively within a multi-disciplined team environment
- Work effectively and prioritise own tasks
However even though this role is too far down the line for me, the information is important to know such as the responsibilities, everything listed here is what I expected, work efficiently, to deadlines, create high quality assets to memory budgets and work to the brief. - Create models of 3D environments, map predefined textures, create new textures and light environments for Rebellion games
- Create artwork to the highest visual quality whilst working efficiently to time and memory budgets
- Work to a functional and aesthetic brief, within technical constraints
- Be responsive to deadlines and work well under pressure
- Collaborate productively within a multi-disciplined team environment
- Work effectively and prioritise own tasks
Skills:
- Expert ability with 3d Studio Max and Adobe Photoshop
- Create normal maps using 3ds Max, Photoshop, ZBrush or CrazyBump
- First-class texture creation skills including a comprehensive knowledge of multi-layered material/shader effects
- Model and texture both high and low polygon environments, including terrain, buildings and props
- Strong technical understanding of console limitations and knowledge of efficient artwork techniques
- Strong UV mapping skills with efficient layouts
- Strong understanding of form, composition, colour and light in environments and architecture
- Ideally able to demonstrate understanding of real-time lighting and HDR techniques and their application in games. Understanding of particle systems would also be an advantage
- Ability to translate concept and reference artwork into 3D game assets
- Good communication skills, willingness to accept and follow direction
The skills required are what I expected too, one problem I may come across is working on different packages, I am using Autodesk Maya right now and the transition to another application such as 3d Studio Max could take a little while.
Skills such as translating concept and reference to 3d game assets, UV mapping, real time lighting, good understanding on colour, forms architecture is all I expect to see.
So where I am at so far, I need to look further and find graduate/junior roles rather than more experienced listings like above, although this has helped me find out what skills and requirements I should be aiming for in the future.
http://www.rebellion.co.uk/jobspromos/midsenior-environment-artists-for-sniper-elite-3
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