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Mango Polo posted:A friend forwarded my candidature to RTW for an assistant producer position. After the initial contact I never heard anything back from RTW; kind of glad that this never went further I got interviewed by RTW right before I got hired by Crytek. I talked to some guy with a really thick Scots accent on the phone, and it took a few tries before I understood his question, which was something like "How do you do a loop that only does odd numbers" or something like that.. Once I finally understood his question, I answered him. That was pretty much the interview. For a senior position. I never heard back from them, and boy was I glad of that later.
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# ? Jun 20, 2011 07:48 |
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# ? Jun 5, 2024 07:32 |
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Diplomaticus, the quote for the Differences between Game Design Schools, Trade Schools, Colleges, Art Schools etc. section in the OP is missing. I found it really insightful. Can you please put it back? I retrieved it from the old thread.devilmouse posted:As someone that's had the pleasure of interviewing/working with far too many people... (Blah blah over generalizations, stereotypes...)
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# ? Jun 20, 2011 08:12 |
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Backov posted:I got interviewed by RTW right before I got hired by Crytek. I talked to some guy with a really thick Scots accent on the phone, and it took a few tries before I understood his question, which was something like "How do you do a loop that only does odd numbers" or something like that.. Once I finally understood his question, I answered him. Did we meet when I was over at Crytek?
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# ? Jun 20, 2011 08:49 |
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Monster w21 Faces posted:Did we meet when I was over at Crytek? Nah, I was visiting Frankfurt the weekend after you had your interview though. I am friends with the guy who had the position you were interviewing for there.
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# ? Jun 20, 2011 08:58 |
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Alright, I know kinda know my way around blender, now I've got to figure out what to start with.
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# ? Jun 20, 2011 10:16 |
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A desert eagle naturally.
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# ? Jun 20, 2011 10:51 |
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Monster w21 Faces posted:A desert eagle naturally. Ah yes, I need to get to the textured AK47 stage before I post anything here though. I kid, I kid. Will find more tutorials and try my hand at simple things. Edit - This shits hard ;-; Solus fucked around with this message at 12:26 on Jun 20, 2011 |
# ? Jun 20, 2011 11:10 |
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Hmm. At a bit of a crossroads with 3D right now. Up til now I was sort of sure that Environment art would be a good route for me to get into the industry but after some serious thinking after my UDK project and the recent art test I did for Playground, I'm starting to think that perhaps my heart may not be into whole environments as much as it is for Props, Objects, Weapons, hell even Vehicles, maybe? I've never done any high res vehicles but I guess it'd be like any other model. And if I don't love being a level builder then there's no chance I'd get a job like that, right? Or last particularly long if I did. I think I basically had it right when I mentioned in the interview "I like to model...stuff", things, big things, small things, not so much entire worlds and scenes. I get daunted by environments and the big picture overwhelms me. I knew this back when I was doing level creation back at uni and it's ringing true now as well. Calling all industry artists ITT, what should I do from here? Re-tool the folio for props/vehicles/weapons only? GeeCee fucked around with this message at 12:08 on Jun 20, 2011 |
# ? Jun 20, 2011 12:00 |
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Aliginge posted:
Edit @VVV That would be brilliant, steam name is smallharmlesskitten if you have a download link, failing that I'll whip up a throwaway email or something Solus fucked around with this message at 14:59 on Jun 20, 2011 |
# ? Jun 20, 2011 14:31 |
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Solus posted:Alright, I know kinda know my way around blender, now I've got to figure out what to start with. I could give you my syllabus for my intro to 3d modelling class in Blender and you can go through the projects.
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# ? Jun 20, 2011 14:53 |
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Aliginge posted:
Some places don't have a prop/vehicle.weapon artist. Those are taken care of by either environmental artists or character artists. What do you mean by props? Crates and stuff or items a character would have?
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# ? Jun 20, 2011 14:59 |
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As I understand it, everything that goes into an environment that isn't the environment itself. Could be anything from dumpsters and stop signs to statues, bus wrecks, gun turrets, right down to the humble wooden crate and explosive barrel. Then again there's no hard line as to where an environment artist stops and a prop modeller takes over, it's all a lot of overlap as i understand it.
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# ? Jun 20, 2011 16:02 |
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Aliginge posted:As I understand it, everything that goes into an environment that isn't the environment itself. Could be anything from dumpsters and stop signs to statues, bus wrecks, gun turrets, right down to the humble wooden crate and explosive barrel. A lot of the time that's considered Environment Artist as well. Edit: if you go to Gamasutra and search for Prop Artist, it brings up Environment Artist jobs.
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# ? Jun 20, 2011 16:21 |
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I'm gonna need to go burn more money on art supplies methinks, a lot of my stuff is old or missing due to siblings. Gonna have to step back into this slowly, either go sperge level of technical and go viechle art practice using some stuff from my graphics class or draw some shiny other things. I know i've got to be able to draw a chair or a barrel as well as the Superdeathkiller starship Mk. XX from the planet Zorg. So what types of art is there exactly. Environment Character Props/weapons/viechle I can't draw people for crap, (heads and hands heads and loving hands). While I have a loos grasp of what a weapon/prop artist does what would an environment artist do? Solus fucked around with this message at 16:25 on Jun 20, 2011 |
# ? Jun 20, 2011 16:22 |
Got a No from Access Games today. Now I'm going to say gently caress off to the Japanese style CVs and make one in HTML. I'll post it here when it's done.
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# ? Jun 20, 2011 16:23 |
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Solus posted:
Why are you focusing on drawing if you are going to be a 3d artist? Yes, drawing helps, but I never have to draw my environments in a traditional sense before I work on them, I either have concept art that a concept artist made for me, or I have reference images from real work things and work off of that. Yes, being able to draw helps with having the fine motor control of your hands and making textures and sculpting, but you don't have to be a master. I even work with people that don't draw very well, just enough to get their point across.
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# ? Jun 20, 2011 16:34 |
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Alterian posted:Why are you focusing on drawing if you are going to be a 3d artist? Yes, drawing helps, but I never have to draw my environments in a traditional sense before I work on them, I either have concept art that a concept artist made for me, or I have reference images from real work things and work off of that. Yes, being able to draw helps with having the fine motor control of your hands and making textures and sculpting, but you don't have to be a master. I even work with people that don't draw very well, just enough to get their point across. I'm not sure which I would like to go for >.<
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# ? Jun 20, 2011 16:37 |
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Aliginge posted:Hmm. At a bit of a crossroads with 3D right now. You could always just go work for a smaller studio and model everything across the board and work out what you like the most.
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# ? Jun 20, 2011 16:43 |
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Solus posted:I'm not sure which I would like to go for >.< With everything else you certainly need to develop an eye for what looks good, how materials are in real life and how you portray them in 3d. But for now it's probably best that you just make poo poo you like while you learn.
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# ? Jun 20, 2011 16:43 |
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^^^ Elegantly put, haha. You'll never really be able to predict what people want to see in your portfolio. This is why a lot of studios make you do an art test as part of the interviewing process. What you should do is work on projects that you are personally excited about. That's really the best advice. If you love characters, build one. If you love fantasy environments, go nuts. Your goal should be to bring a unique and creative touch to any project you work on, no matter the subject. Working on projects that you love will be the best safeguard against getting frustrated or bored and giving up, and your enjoyment will breed creativity, work ethic, innovation, and style which will all produce a much better end result. If you don't know what you want to do, then your first step is to dabble in it all. You will literally never know what you like more until you've tried it all. The bottom line is, you need to be working on and finishing projects and as you search for what project to do next, those things should be your main concern: what will you be able to work on for 1-4 weeks without giving up and what will you be able to finish and call done. mutata fucked around with this message at 16:58 on Jun 20, 2011 |
# ? Jun 20, 2011 16:48 |
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mutata posted:^^^ Elegantly put, haha. The crippling irony is that I'm in exactly the same boat. Thanks for the input guys. I'm going to study some Mudbox and work on first learning how to texture in that program and then getting a solid high-to-low poly workflow going from it.
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# ? Jun 20, 2011 16:54 |
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Environment art isn't that specialized. I work for a large AAA studio and I've done vehicles, buildings, terrain, small objects like street signs and all kinds of different things. I would take mutata's advice and play to your strengths. I always try to find a way to show off my strengths in all my portfolio pieces.
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# ? Jun 20, 2011 16:54 |
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I just want to model trash. That's all I want to do. Soda cans, fast food containers, dirty newspapers. That's it.
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# ? Jun 20, 2011 16:57 |
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Monster w21 Faces posted:I just want to model trash. That's all I want to do. Soda cans, fast food containers, dirty newspapers. That's it. BELIEVE IN YOUR DREAM!
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# ? Jun 20, 2011 16:58 |
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I just want to make building blocks then snap them together in amazing new ways, like the dungeon/building parts in the construction kits of Bethesda games. I know I won't need a corner piece to align with this wall section and I won't need a four-way tunnel part but dammit I want it.
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# ? Jun 20, 2011 17:00 |
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Monster w21 Faces posted:I just want to model trash. That's all I want to do. Soda cans, fast food containers, dirty newspapers. That's it. Mod angry birds so you fling trash at bins. In 3D. -- Anyway. I shall sally forth unto the internet when i wake up and attempt to model things. And I shall model them poorly.
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# ? Jun 20, 2011 17:00 |
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Solus posted:And I shall model them poorly. You're gonna make poo poo. You're gonna make a lot of poo poo. What will help you out is recognizing why its poo poo and how to fix it in your next piece, or knowing when its unsalvagable or the idea is bad and dropping it. Rinse and repeat (for a long time). I gotta echo the old love for the book Art and Fear for anyone whos looking to get into a creative field. I just started reading it on a car trip and made it a few chapters in. You think Picasso or Michaelangelo popped out being able to make Guernica or the Sistine Chapel Ceiling? Or that they look exactly like what they pictured in their minds?
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# ? Jun 20, 2011 17:25 |
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I should try to find some of my first work to post how loving lovely I was when I first started.
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# ? Jun 20, 2011 17:28 |
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Irish Taxi Driver posted:I gotta echo the old love for the book Art and Fear for anyone whos looking to get into a creative field. I just started reading it on a car trip and made it a few chapters in. http://www.amazon.com/Art-Fear-Observations-Rewards-Artmaking/dp/0961454733/ref=sr_1_1?s=books&ie=UTF8&qid=1308590682&sr=1-1 Here's the link for that, by the way.
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# ? Jun 20, 2011 18:25 |
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Alterian posted:I should try to find some of my first work to post how loving lovely I was when I first started. I still have most of the poo poo I made at uni lurking on my hard drive. Sometimes, I go and take a look to remind myself how far I have really come. I was terrible all through uni though, working on every kind of thing under the sun since I started at my employer has been a great learning process. I made my first car today(spaceships aplenty but never a car, crazy right?) and it has confirmed my suspicions that I would hate to work on a racing game :I But! It's good to know that I can make a car when I have to. And I see a lot of cars in my future. Cars and robots. floofyscorp fucked around with this message at 13:58 on Feb 17, 2013 |
# ? Jun 20, 2011 18:55 |
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Ladies and Gentlemen I present to you the first proper animation I ever did. It is terrible. Enjoy. https://www.youtube.com/watch?v=FyeMPB06pjE http://www.youtube.com/watch?v=FyeMPB06pjE concerned mom fucked around with this message at 22:07 on Jun 20, 2011 |
# ? Jun 20, 2011 22:04 |
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Well I'm not letting you be embarrassed alone so http://www.youtube.com/watch?v=q5ZD59M4NS0 my 3D Effects For Games project. fuckin' uni work seriously
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# ? Jun 20, 2011 23:03 |
concerned mom posted:Ladies and Gentlemen I present to you the first proper animation I ever did. It is terrible. Enjoy. Aliginge posted:Well I'm not letting you be embarrassed alone so More people should keep their old stuff online, just to show what difference experience and practice makes.
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# ? Jun 20, 2011 23:08 |
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I used to have my old portfolio available, contrasting it with my 'current' portfolio was pretty neat and I felt it was useful for folks. But I haven't had it up in like 2 years. I really need to get a new portfolio together.
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# ? Jun 20, 2011 23:10 |
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Oh, my friends. This is Hrad Pernštejn, the source of all my nightmares in my second year of uni. The assignment: model this Czech castle. Poly limit: 100,000 triangles. Everything had to be welded in, no open edges, no floating geometry. What you see there is an 80,000 triangle solid mesh(except for the trees). That loving assignment.
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# ? Jun 20, 2011 23:25 |
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I don't have any of my truly old stuff, but as the programmer, this was the centerpiece of my portfolio when breaking into the industry. Predictably, it was a massive RPG with a massive design document and... we got as far as the basic world and combat (and then I got a job and abandoned my partner - sorry dude, but, ) Feast your eyes on "Elium" (built over about 2 years by myself and an artist in Mexico): https://www.youtube.com/watch?v=ROOfXEoN6LI ... but I'm still proud of it technologically. Do you see where I roll under the AI's sword swings, or where I get hit in an arm and the arm moves? That's because all the damage modelling was physically accurate and animation synced. You're a living ragdoll that syncs to the animation position, with each limb reporting damage accordingly. The skill system I made was capable of being fully scripted and was very flexible, the terrain system had an insane view distance, etc. It was cool for the time dammit Also proud of this: https://www.youtube.com/watch?v=kHvJqPxXUXM That was our dynamic weather and cloud system. The clouds were based on animated perlin noise. Hotness. This was also around about where I started listening to Philip Glass. The video syncs so well because I sat there with the track playing and synced what I was doing to the music. Philip Glass EDIT: Trivia - we actually submitted this to a 4 Elements competition back then, with the theme "Ninjas, Pirates and Zombies." We made specific ninja meshes, built a simple level, and cobbled together a basic demo. We made it to the second round by virtue of being very pretty, but didn't go beyond that given that there wasn't even an end state / nothing about it was a polished game, it was just a slice of a game. The eventual contest winner was Ninja <3 Pirate (looks like they ran with it after winning) which they'd made in loving GameMaker with a team of 6 artist. We were bitter over that for months, and was when I started to understand why building your tech up from nothing wasn't always a good idea. Shalinor fucked around with this message at 23:44 on Jun 20, 2011 |
# ? Jun 20, 2011 23:28 |
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I see that, and I raise: http://www.youtube.com/watch?v=SYI6EMvQIwk
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# ? Jun 20, 2011 23:41 |
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floofyscorp posted:Pernštejn Everything, and i mean EVERYTHING is welded watertight in this complete awkward bastard of a modelling project. So many days lost just welding those alternative-height roof sections together when you never even need to IRL
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# ? Jun 21, 2011 01:10 |
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Monster w21 Faces posted:When was this? What show? PAX East. Not this most recent one, the first one.
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# ? Jun 21, 2011 01:12 |
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# ? Jun 5, 2024 07:32 |
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Mush Man posted:Diplomaticus, the quote for the Differences between Game Design Schools, Trade Schools, Colleges, Art Schools etc. section in the OP is missing. I found it really insightful. Can you please put it back? I retrieved it from the old thread. Huh, don't know how that happened. Fixed.
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# ? Jun 21, 2011 01:14 |