Showing posts with label BA2 CS. Show all posts
Showing posts with label BA2 CS. Show all posts

Wednesday, 7 March 2012

Accumulated Research


Here is a post with my accumulated research on BA2's Project;


http://en.wikipedia.org/wiki/Rockstar_Games

http://en.wikipedia.org/wiki/Thatgamecompany

https://www.rockstargames.com/jobs/openings


What is Cottage Industry?

I have heard several members of the games sector talk about the games industry as starting out as a 'Cottage Industry', most recently, Sean Millard. I wanted to understand this term further;


Cottage Industry

Definition
An industry where the creation of products and services is home-based, rather than factory-based. While products and services created by cottage industry are often unique and distinctive given the fact that they are usually not mass-produced, producers in this sector often face numerous disadvantages when trying to compete with much larger factory-basedcompanies.

So, when people refer to the games industry as starting off as a cottage industry - they are referring to the fact that people could start up and build a game from scratch from their living room. The indie market has emerged in this way too, and seems keen to preserve this individual approach.

Indie Game: The Movie

I found this shiny gem on SuperMeatBoy's website! This film is currently showing in America, but I am hoping it will be shipped over here too as it looks set to be an inspiring movie!





History of Social Games


History of Social Games: Jon Radoff's Internet Wonderland

http://radoff.com/blog/2010/05/24/history-social-games/




Getting a Job as a Games Artist:
Excellent website for anyone who is seeking help with what job role to pursue, or even what roles are available!


News and Updates | IGDA:
This industry sensitive website offers a lot for thought!


Homepage | The Association for UK Interactive Entertainment:
Great Website! New media and game galore!


Articles | What Makes Them Click:
Really great, thought provoking website to check out!


Robin Hunicke on Journey, AI and games that know they're games | Technology | guardian.co.uk:
http://www.guardian.co.uk/technology/gamesblog/2011/dec/06/journey-preview-robin-hunicke-interview


Journey: Robin Hunicke Talks Sand, Indie Games, and thatgamecompany - G4tv.com:
Great article based on Robin's passion for the industry and Thatgamecompany's latest release: Journey.


Xbox 360 News: Retail to publishers: kill the Online Pass, and we'll share pre-owned revenues - Xbox 360 - The Official Magazine:
HMV offers compromise to publishers.
The halt of pre-owned game sales is a tricky dilemma. On the one hand, second hand sales are what drives the retro-gaming market. Games sold second hand are also a life-line to low income families, helping to keep alive their passion for the media. However, the publishers are having a hard time of it too in this economic struggle, and they receive no income from second hand sales - even though it is technically their intellectual property that is being sold.
What do you think?


No Longer An Awkward Teenager? Gamification Grows Up | TechCrunch:
Gamification is rapidly becoming the norm on Marketing team's agendas!


Assistant Producer - Computer Games - Skillset:
http://www.skillset.org/games/careers/profiles/article_5283_1.asp


Saving Education Through Games Addiction | Article:
Interesting Article on How The endorphin addiction problem could be used for the greater good!


EU-wide ban on game tax breaks | Game Development | News by Develop:
Looks like we're moving to Canada!!! This is damning news for the games industry in Europe, and also Europe's investment in games. Once again politicians make assumptions without consulting the professionals. Tax breaks in some European countries do not give a creative advantage over other countries in the Union, otherwise this would have been evident in the past instances of tax breaks!!!!!



Concept Artist Role - Rockstar Games
https://www.rockstargames.com/jobs/position/ae35feadf6056702a5162109c3e8ec89/rockstar-san-diego


Help us visualize characters and environments for some exciting upcoming projects. Must be able to originate unique and creative ideas and render them in a clear, detailed and timely manner.

Responsibilities

  • Create visually appealing concept art with a strong attention to detail.
  • Be able and willing to design original concepts while following specific style guides.
  • Work with the team to create balanced solutions to all related technical and aesthetic issues.

Qualifications

  • Positive, solution-oriented individual with a passion for game development.
  • Traditionally skilled artist with an exceptional understanding of the human anatomy as well as architectural and environmental design.
  • Strong understanding of lighting, composition, color theory, atmosphere, materials and textures.
  • Ability and wiliness to follow directions, accept critiques and make any consequent revisions.
  • Bachelors Degree in Art from a competitive program preferred.
  • Excellent problem-solving skills. Ability to work in a self-directed manner and to make timely, well-thought out decisions.
  • Strong interpersonal and communication skills. Must be able to work closely with Artists, Designers and Programmers.

Skills

  • Prefer a graphic style that emphasizes a clear communication of details and information over artistic flamboyance.
  • Ability to work in a variety of genres and styles from realistic to stylized.

Games-Career

  • What does the same job title mean to two different companies? Do this for both roles eg 3D Modeler and Concept Artist.
  • Larger companies will require a concept artist to be specific and quick in the production of quality work.
  • If you can get into a company as a good games tester, you can move up within the company and consider them as a door into a company.
  • Freelance testing is a possibility. Freelance work of all kinds will add to your CV.
  • Concept artists can have their own style but also need to be able to adapt their style to all types of games.
  • Target studios that you'd like to work for and why they're interesting.

Lead VFX Artist Experience:
Job Details - www.datascope.co.uk:


  • Games or film industry experience having shipped AAA titles as a VFX Artist/Senior/Lead VFX Artist
  • Demonstrate excellent technical and artistic VFX skills
  • Thorough knowledge and proficiency working with 2D & 3D modelling packages, including but not limited to Photoshop & 3D Studio Max.
  • Plusses:  Knowledge of other disciplines within, 3D art, including modelling, lighting, shading, rendering and post process techniques
  • Scheduling and documentation experience is a plus
  • Basic understanding of scripting within 3D software a plus.



3D Designer - Hertfordshire - Job: 52382728 - Totaljobs.com:
The ideal candidate will be able to demonstrate the following:


  • Actively aware of all areas of design across trends, lifestyle and brands
  • Previous experience with exhibition, events, conference, interiors, brand environment
  • Demonstrate the ability to create original and compelling design
  • On-site and client facing ability
  • Understand the creative vision of department as directed by Creative Director
  • Contribute to other team member's workload as directed, working within a multidisciplinary team
  • A BA/HND (or equivalent) in Interior, exhibition, architecture design and an outstanding portfolio.
  • Commercially aware of the exhibition and the build environment
  • Demonstrate the ability to execute detail drawings pack
  • Develop and maintain excellent relationships with all other departments
  • Demonstrate the ability to do freehand sketches and ideas generation
  • A good knowledge in AutoCAD and 3D Studio Max
  • Knowledge in Adobe Creative Suite (InDesign/Illustrator/Photoshop) and powerpoint
  • PC literate
  • Strong visual skills with an eye for detail.
  • An advantage to have skill sets in animation, motion graphic (Flash, After Effect)
  • Ability to work under pressure on several projects at any one time and meet deadlines.
  • Good written and verbal communication skills.
  • A good strong team ethic and willingness to 'pitch in', whenever necessary..
The skill which I find the most interesting is "On-site and client facing ability" as if facing a client is a strenuous task requiring specialist skill - which I am sure in some cases it is, but the wording here makes me think of a comedic Frank Spencer debacle!



3D Modeler / Visualiser - London - Job: 52599418 - Totaljobs.com:
"We are currently working with a leading multi discipline practice searching for a 3D Modeler / Visualiser.

The ideal candidate must be able to:
- Develop 2D and 3D Visualisations from geometric models
- To collaborate with the project team in reviewing and amending visuals as required by the project leader, for specific areas of the design and project development
- Ability to use some of the following: Autocad or MicroStation, 3D Rhino and V-ray."

I am still unsure as to what the difference between a 3D data modeler and a 3D visualiser is, and whether these are two roles within the same job or two different roles entirely!



Import Export FAQ - Oracle FAQ:
From reading some of the information on this website, "working in a pipeline" means using correct file formats and hierarchies in your work so to make it a working part of the database format.
Much like what we do at university now with our file formats.


3D Designer, London, #creative - London - Job: 52576720 - Totaljobs.com:

"Requirements:
- Ability to take existing 2D artwork and recreate it in 3D, while preserving the feel and style of the original.
- Good conceptual thinker, creative, able to develop new ideas and storyboard them.
- Very strong skills with a commercial 3D modeling package[*], including 3D modeling, material design, UV texturing, character rigging and animation skills.
- Strong Photoshop skills
- Experience working in a pipeline (managing import/export file formats)
- Self-motivated and able to plan your own work to meet development deadlines.
- Good communication skills, able to work with software developers to create rich, interactive experiences. [* - e.g. 3DS Max, Maya, Lightwave, Blender, Cinema 4D, Houdini, Modo or the like.]"

Interesting comment on "working in a pipeline" - I haven't heard this term before.



3D Artist - Bournemouth, Dorset - Job: 52571944 - Totaljobs.com


One to remember when thinking of starting up a new business!


Artist - Computer Games - Skillset:
Companies will also be looking for the ability to draw from life; knowledge of anatomy and architecture; the ability to convey facial expressions and emotions; and a flair for colour, composition, perspective, lighting and mood. Comic book art and/or story-boarding skills are useful for Concept Artists.
Key skills for all artists include:

  • Art and design skills
  • Awareness of colour, modelling and texturing techniques;
  • The ability to work as part of a team and independently;
  • Imagination and creative talent;
  • Attention to detail and observation skills;
  • Good communication skills;
  • Ability to work to a style guide;
  • Knowledge of the requirements of the relevant Health and Safety legislation and procedures

Artist - Computer Games - Skillset:

"Concept Artist – usually using traditional materials (eg pen and paper) rather than computer software, the Concept Artist sketches ideas for the game worlds, characters, objects, vehicles, furniture, clothing and other content. They also suggest level designs, colour schemes, and the mood and feel of the game. They are usually very good at perspective drawing and architecture. Although not involved in creating the actual game art, their concept will determine the look of many aspects of the game. 3D Modeler – builds the characters, objects and environments of the game, including life forms, scenery, vegetation, furniture, and vehicles, etc. They need to balance visual richness and detail with the constraints of the game's technology."

Artists start off in junior roles and an important early decision is whether to specialise in 2D or 3D work. Artists may eventually progress to a team leader, Senior Artist or Lead Artist role. I particularly like the comments made about a "balance between visual richness and detail, with the constraints of the technology of a game"

I wonder, from this description, are 3D modelers artists at all or are they simply the processors taking the concept designs and recreating them in 3D?


Games Designer - Job Description, Salaries, Benefits and Useful Links | Creativepool:
Interesting how the the job above correlates with the job below;


Games Designer - Job Description, Salaries, Benefits and Useful Links | Creativepool:
Excellent website for information on Jobs in the Gaming Industry.


Riot Games VFX Artist Intern
View Job:
Graduate from Games Art and Design at NUCA could apply for this if their show-reel was VFX orientated.


Nexon | Open Positions:
Junior Position Game Designer - could apply for this straight from university.


High 5 Games
http://jobs.gamasutra.com/jobseekerx/ViewJob.asp?JobID=pWZcfy7SiM9ow9DG1tWuhfZgiolj
Junior Technical Artist Vacancy


Funtactix UI Job Vacancy
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=28791&accountno=98677
The first job vacancy I've seen which doesn't require things such as 3+ years experience in the game industry, and having shipped a AAA game already.


Vohm - Drupal development, design and custom web development:
http://www.vohm.com/
Found this through gamedevmap, a creative digital agency in the UK


gamedevmap:
http://www.gamedevmap.com/index.php?query=Cambridgeshire&Submit=Search
Great interactive map showing all the major game developers in the world. Simply type in a county in England and the companies (with links to their websites) will appear!


Sumo Digital:
http://www.sumo-digital.com/
Sumo Digital's company website


Gamasutra - 2K Games - UI Designer:
An interesting job vacancy for a User Interface designer. This role would require you to take raw data from excel (menu hierarchy, etc) and design a beautiful interactive system around that. This made me think of the dramatic UI change between Fable II and Fable III - from dull, list based mazes, to interactive living information.











Sunday, 19 February 2012

Contextual Studies Essay Notes

1)Find a couple of jobs one would want to do;

3D Modelling and Concept Artist

2)Write about how one would get into said job role (not a personal account of the steps, a formal review of the process)

3)Case Study of a Studio/ 2 Studios you would like to work for.

4)i) Compare and Contrast these roles between the two studios.

ii)What are the differences between these companies; and what does this mean?

iii) Interview someone in that role.

iv)Contact Companies about your research


A good way to kick start your essay is by looking at 'abstracts' (academic papers). Also look into all the videos from the Lecture Theatre.


Body Notes

i) Write a Short intro on your chosen roles in an industry context.
*Make sure you can back up all your assertions with facts which are linked mid text and also listed in your Bibliography*

ii) Pick out the inconsistencies and cross-overs in the industry and explain why they are important.

iii) Look into how the industry has developed over time, and compare it with the film industry. Look into the emergence of the indie-gaming industry. How it has emerged from cottage to fully fledged.

iv)How has the industry developed these specific roles over time and how what they entail has changed over time.

Conclusion

i) Are these roles fitted to your interests or upon further investigation, do they actually mean something different?

ii)What areas do GAD students need to excel in according to your research in order to succeed?

THINGS TO REMEMBER

Show ALL your Research!!!

Citate ALL your Opinions!!!

Check your SPELLING AND GRAMMAR!!!

Re-read your BRIEF!!!

Use Double Line Spacing to make Marking easier. Use a nice font! (eg not Times New Roman!!!)



1000 Words

Introduction: 10% of Word Count - 100

Write out your intentions (see previous post)

Body: 80% of Word Count - 800

Research, Comparisons, Citations.
Use P.E.E: Point, Evidence, Explanation

Conclusion: 10% of Word Count - 100
What have you learnt from your research on this subject.

Bibliography:
Everything you have talked about, looked at, referenced.

Appendix:
Additional Work (eg. Primary Research) Any Interviews you've conducted, any emails or correspondences you've used as part of your research.


Thursday, 12 January 2012

Guest Lecture Notes: Drew Castalia

Castalia showed us the short film 'Click' that he made with friends. The clever plot twists are a credit to Drew's script writing.

Castalia gave us some advice about what to take from our experience at uni;

- Figure out what you love at uni and then learn the elements of it do you can reproduce it for others.

- It's about who you know and who you are yourself. Put yourself out there as well as your work.

- You need to create a product that employers will want to buy into.


The following address is a link to the contract Drew signed early on in his writing career which 'went bad'.
Hayena studios - www.hwstn.net/soul trader/markosia-contract.pdf

When Castalia found he had been taken off the credits for his latest work (graphic novel) he was faced with a tricky situation; Castalia's advice;

- When questioning your publisher, you have to consider your reputation. The way to avoid getting screwed over is working for and with people you trust.

Auteur - a game or film made completely by one person. This is how Castalia made his demo game Heaven and Earth.

Castalia had a constructive experience with BioWare when he applied to write a short (7,000 odd words!) epic adventure script for their up and coming game. His correspondence with them boiled down to them explaining that the thought his work was worth re-writing, but that Castalia had not quite hit the mark with their in-house style of writing and so his work was unsuitable.

BioWare  information to look up;
Www.hwstn.net/soul trader/bio ware-guide.pdf

Castalia then showed us his work submitted to guava. When you submit your work for people to consider you have to sign away your rights to it (effectively). This is something you need to be prepared to do in the industry. If you are a freelancer, you need to accept that people could quite easily steal your ideas when you submit work - but this is simply part of the process of getting work - you cannot just sit on top of all your ideas without sharing - you wont ever be employed!


This is Castalia's summary of the process a film (and in most cases games) will go through from idea inception to sequel status. This is not my own work and any credit should be to Drew Castalia. I have reproduced it here for my own revision purposes and illustrative purposes as to how helpful his talk was.


Project Stages

Development:
Designer
Programmer
Producer
And Executive Producer and Marketer
There are many many lawyers and accountants working alongside too.

Financing:
The Talent Package (who your working with e.g. Steven Speilberg)
Executive Producers
Insurance and Completion

Production:
Programmer
Designer
Artist
Writer
Financier
Cast
Studios and Middleware - for tools and equipment.

Sales and Licensing:
Sales Agents
Festivals
Extra rights and Properties

Distribution:
Distributors

Exploitation:
Merchandise
Porting

Consumption:
Consumers
Demographic Shares
Word of Mouth
Reviews

Value Assessment and Recuperation:
Company assessed the games success.
Recuperation is getting money back from sales to pay for production costs.

Something to look into:
An example of an Indie freelancer - Avernum: Escape from the Pit.

-------------------------------------------


The following day Castalia returned to NUCA for a slightly different talk to the whole Media Faculty. We were shown a game called 'Aquaria', the game 'Cave Story' and the game 'Pegasus Prime - The Journeyman Project'. All of these games were made by one or two people.

The 'Journeyman Project' was the first photorealistic video game, which includes real video composites within the gameplay. They later developed as a company 'Mist 3: Exile'.

Look up Auteur; Jonathan Blow - Braid.

It was interesting to see how different collaborations can produce games which were tuned to focus on plot, art style, or programming. All tend to fall short in one area and this can be a criticism of small-teamed games.

Once again Drew was a great speaker and I thank him very much for coming to NUA.

-----------------------------------------------


How We Survived the Night:

Drew Castalia's website showing his blog, resume and has the option to download his game concepts. Castalia is interesting in that he seems to be a 'one man band' specializing in script writing. His work experience as a writer claims some impressive names, though on closer inspection of a few of his Fiction pieces - I cannot see the appeal.

Robin Silcock

I am a Second Year Games Art and Design student at Norwich University of the Arts. After exploration of a number of roles in my first year, I am now looking to graduate as a 3D Artist with applicable skills in Maya, Mudbox, ZBrush and Photoshop. I understand that my skills in this field are not there yet - but I aim to achieve this goal through consistently working through the programs in my University and Personal Projects. I love to be busy - I have always had a lot of things on my plate since the age of 7 where I successfully balanced school with Ballet, Tap, Horse-Riding, French, Piano and Singing Lessons! In the same fashion, my university schedule is just as hectic and varied; I am a Peer Mentor to first year students, Student Rep for Second Year, and President of the Enterprise Society. Like I said, I love to be busy! I am a Games Hippie - so to speak - I believe that Games if designed and harnessed in the right way, will be able to help solve many of the global issues we have today - even if it starts off in a small way. Just look at the positive effects that Facebook and Twitter have already had... When navigating my blog;
  • Works in Progress - This section is a constantly running account of all my current projects - personal and for university. It will contain reference images and website links and sometimes less than coherent posts, so be prepared!
  • Finished Pieces - This is where you will find my more polished artwork. Looking for help with Maya? Check out the posts tagged "Maya How-To's"