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That Gobbo
Mar 27, 2010
Thanks for all the great insights on this. While I'd rather work on bigger projects

On the subject of internships I'd like to do one over the summer but I'm unsure how to find studios that would be looking. The job boards in the OP don't seem to list internships and the gamedevmap site doesn't list any studios that are within reasonable commuting distance.

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treeboy
Nov 13, 2004

James T. Kirk was a great man, but that was another life.
I find there's nothing wrong with having multiple disciplines within AAA, I'm surrounded by a lot of guys who've worn different hats at different times. What does really matter is how you sell yourself and how well your skills "mesh" in regards to each other.

For example:
An animator who also has some familiarity and skill with rigging/skinning can be a huge plus. A side order of modeling/texturing is good too. But it will never behoove you to sell yourself as a generalist or a character artist when your strongest work is animated.

Likewise an animator/engineer is just a really odd combination and if you want to be a character animator you'll likely not be doing any kind of coding as part of your assignments. A tech artist though might find this skill set a large boon

GeeCee
Dec 16, 2004

:scotland::glomp:

"You're going to be...amazing."

That Gobbo posted:

I recently watched a GDC presentation about getting into the industry and one question from the audience was about having experience in multiple fields of development, in this instance they mentioned programming and design, and the panel said they very much enjoy hiring people who have experience in multiple aspects of development. As it is right now by the time I graduate I should have experience in programming, game design, and 3D modeling. I suppose my question is rather simple: Should I consider focusing heavily in one of these aspects or do employers really appreciate having experience in a number of different fields within development?

I think I missed this in my round up but be aware that in big or small studios, Tech Artists that can bridge the gap between coding and the art side are in supremely hot demand.

Akuma
Sep 11, 2001


Aliginge posted:

if they can get all those disciplines from one guy and be able to switch them onto different tasks without that person throwing up their hands and going "I'm not an animator" or "I don't DO UI" in a very Uni Student kind of way, that all works in the company's favour.
Or "I don't do design..." ;)

GeeCee
Dec 16, 2004

:scotland::glomp:

"You're going to be...amazing."

Akuma posted:

Or "I don't do design..." ;)
Low blow dude! :v:

Uni group projects traumatised me a bit :C

Monster w21 Faces
May 11, 2006

"What the fuck is that?"
"What the fuck is this?!"
You should be careful though or you'll end up in my position where you're going CM, Support, Marketing, Video Production, Copy writing and Design for one Cms wage.

floofyscorp
Feb 12, 2007

This is timely, I just finished my second stint helping out our UI team(I'm a character modeller normally, but I also know how to use the Pen tool in Photoshop which is apparently all the qualification you need to design UI elements and icons) and my managers have been so absurdly grateful that I was okay with doing something outside of my usual job description for a while.

I kept messing up my keys between Photoshop and Maya though. It's not so bad when I'm doing texturing, but working with the Pen tool and editing shapes is just so similar to loving about with vertices that my Maya shortcut reflexes were kicking in :v:

blinkeve1826
Jul 26, 2005

WELCOME TO THE NEW DEATH
I know most of you are on the west coast, but are any of you on the east coast at IndieCade East this weekend? If you're here demoing a game I'll come say hi :3:

Jaytan
Dec 14, 2003

Childhood enlistment means fewer birthdays to remember
The big problem with being a generalist as someone trying to break into the industry is the fact that a person who is just ok at a lot of things is not very desirable as a candidate while someone who is very good at just one thing will have no trouble finding a job.

Do you have the experience to tell the difference?

Shalinor
Jun 10, 2002

Can I buy you a rootbeer?

Jaytan posted:

The big problem with being a generalist as someone trying to break into the industry is the fact that a person who is just ok at a lot of things is not very desirable as a candidate while someone who is very good at just one thing will have no trouble finding a job.

Do you have the experience to tell the difference?
Frankly, selling yourself as a generalist when breaking in is often a flat out bad idea. Nothing is more irritating than the programmer who takes the tools job but gives the impression they ACTUALLY want to move into design, or the QA'er bucking to move to dev, or - etc - and that's the impression you give if you sell your generalist skills.

People want to hire a specialist perfectly suited to precisely the listing they put out, and then 3 months later, as if by magic, find they actually hired a generalist. So be a generalist, but look like a specialist.


... also, unrelated: should I be holding off on doing a press/trailer/blah release tomorrow? I can't tell if President's Day is "important enough" for games press to take the day off or no. I was originally thinking Tuesday, but... President's Day... really?

Frown Town
Sep 10, 2009

does not even lift
SWAG SWAG SWAG YOLO
I guess on the topic of generalist/specialist:
I've had around 3.5 years in the industry as a social games artist (and maybe ~1 year doing console development internships) - I'm not particularly interested in working on huge AAA projects again; think it may just be mobile/social/start ups from here on. Since I have the experience to back me, is it still detrimental to put my portfolio together in a way that demonstrates both 2D and 3D aptitude?

I feel like a lot of what has allowed me to excel in my current position is the willingness to pick up new skills - my first title at the company was in 2D (and I taught myself how to animate in Flash), and my second was in 3D (taught myself 3DS Max after being a Maya girl). But if I had to, you could lock me in a room with some blank geometry, and I would uv and texture the crap out of it.

waffledoodle
Oct 1, 2005

I believe your boast sounds vaguely familiar.
I would personally highlight both. Small/indie/social shops are often actively looking for people with multiple proficiencies, and I've actually seen job listings for generalist artists at such shops. But even if you go for AAA again, demonstrating multiple proficiencies in your portfolio is fine so long as you still successfully make the case for competency in the area for which you're applying.

treeboy
Nov 13, 2004

James T. Kirk was a great man, but that was another life.

waffledoodle posted:

I would personally highlight both. Small/indie/social shops are often actively looking for people with multiple proficiencies, and I've actually seen job listings for generalist artists at such shops. But even if you go for AAA again, demonstrating multiple proficiencies in your portfolio is fine so long as you still successfully make the case for competency in the area for which you're applying.

I've never heard a lead or manager say "well he's too good at too many things...can't hire him!" but again, emphasize and apply as your strength. I draw parallels between my character animation and my figure drawing. My traditional art examples demonstrate an artistic eye and strong ability with charcoal and figures. This can help sell me as an artist as well as someone with good observational skills, however I'm applying as an animator so that's what really counts, the rest is (naked) gravy. Apply as appropriate to any skills you might have in addition to the position you're applying for.

concerned mom
Apr 22, 2003

by Lowtax
Grimey Drawer
The amount of mobile artist jobs I see now that have things like 'must have extensive knowledge of [3d package], [sculpting package], maxscript/melscript, animation, UI design and 2d sprite creation, Flash and Actionscript, 5 AAA console games and a preferable knowledge of 13th century basket weaving.

I think for mobile jobs which are becoming increasingly more common, you kind of have to know a bit of everything right now.

Chernabog
Apr 16, 2007



The specialty gets you the job, the skill range makes it last longer.

A Sloth
Aug 4, 2010
EVERY TIME I POST I AM REQUIRED TO DISCLOSE THAT I AM A SHITHEAD.

ASK ME MY EXPERT OPINION ON GENDER BASED INSULTS & "ENGLISH ETHNIC GROUPS".


:banme:

floofyscorp posted:

I kept messing up my keys between Photoshop and Maya though. It's not so bad when I'm doing texturing, but working with the Pen tool and editing shapes is just so similar to loving about with vertices that my Maya shortcut reflexes were kicking in :v:

Different control schemes are a personal nightmare of mine, if I switch between Zbrush and Max my brain fries.

le capitan
Dec 29, 2006
When the boat goes down, I'll be driving

Chernabog posted:

The specialty gets you the job, the skill range makes it last longer.

This.

Shalinor
Jun 10, 2002

Can I buy you a rootbeer?
Is this kind of thing as impressive to artists as it is to we programmers? Would it make for a good artist portfolio?

... because drat.


EDIT: VV Yeah, I decided to hold today. Thanks to the wonders of Google draft saving, though, I'm pretending it's press day, and saving a metric ton of drafts. Tomorrow morning, I press send a billion times, and my news goes out at 9 sharp instead of dribbling out over the following 3 hours, woo.

Shalinor fucked around with this message at 19:17 on Feb 18, 2013

AmazonTony
Nov 23, 2012

I'm the Marketing Manager for Amazon's Digital Video Games group. Feel free to ask me questions about upcoming and current deals. We'll also be doing community giveaways, Q&As with developers, and Podcasts with ++GoodGames.

Shalinor posted:

Frankly, selling yourself as a generalist when breaking in is often a flat out bad idea. Nothing is more irritating than the programmer who takes the tools job but gives the impression they ACTUALLY want to move into design, or the QA'er bucking to move to dev, or - etc - and that's the impression you give if you sell your generalist skills.

People want to hire a specialist perfectly suited to precisely the listing they put out, and then 3 months later, as if by magic, find they actually hired a generalist. So be a generalist, but look like a specialist.


... also, unrelated: should I be holding off on doing a press/trailer/blah release tomorrow? I can't tell if President's Day is "important enough" for games press to take the day off or no. I was originally thinking Tuesday, but... President's Day... really?

Hey man, sorry I didn't see this before. From my perspective I always try and hold release information to press on Holidays. I do this primarily because even if the holiday isn't use a lot of people use it as an excuse to take a long weekend. Unless you're up against a timeline I'd hold it.

floofyscorp
Feb 12, 2007

Shalinor posted:

Is this kind of thing as impressive to artists as it is to we programmers? Would it make for a good artist portfolio?

... because drat.

Eeh. Not to sound snooty but this particular artist isn't super impressed. Being super high-res and nicely-lit is kinda neat I guess, but he hasn't exactly used all those extra pixels to great effect. The demon and the player face look cool, but the lack of material definition on the environment - seriously, the wall panels look like padded leather and the bands on the barrels are bizarrely round and soft-looking - kinda bugs me.

I have zero fond nostalgic memories of playing Doom though so maybe that would help?

The Oid
Jul 15, 2004

Chibber of worlds
Having skills in two fairly closely related areas can be an asset. If you're a gameplay programmer, then having some game design skill is useful as the areas bleed into one another a little.

Generally speaking though, just taking a couple of classes in something like 3D modelling isn't going to take your skill in that area up to a hireable level. It'll give you understanding of what that discipline does, but not give you the ability to do it for a living.

Generally I'd focus strongly on on area, and market other skills as passing knowledge of that area, unless you really are good enough at both things to be realistically have your choice of being hired doing either. Very few people fall into that category though.

Buckwheat Sings
Feb 9, 2005

Shalinor posted:

Is this kind of thing as impressive to artists as it is to we programmers? Would it make for a good artist portfolio?

... because drat.

The original actually looks better and well crafted in comparison. The other one just looks like he went apeshit with color dodge/burn and mushy highlights on everything that so many professional artists hate. The original Doom 2 they actually sculpted the characters in real life for reference for the pixel art.

Chernabog
Apr 16, 2007



floofyscorp posted:

Eeh. Not to sound snooty but this particular artist isn't super impressed. Being super high-res and nicely-lit is kinda neat I guess, but he hasn't exactly used all those extra pixels to great effect. The demon and the player face look cool, but the lack of material definition on the environment - seriously, the wall panels look like padded leather and the bands on the barrels are bizarrely round and soft-looking - kinda bugs me.

I have zero fond nostalgic memories of playing Doom though so maybe that would help?

I think you meant "impressive", but yeah, I agree with you. I mean, it is a neat idea and the guy clearly knows his way around photoshop but it feels a little amateurish still, maybe because of the constraints of the original picture or the airbrush feel to it.

Chernabog fucked around with this message at 21:47 on Feb 18, 2013

Sigma-X
Jun 17, 2005
The pinky demon was the only thing showing promise like maybe he knew what he was ding and then he screwed it up. There is a tremendous over-reliance on dodge and burn lighting which is basically there because the artist can't paint.

The entire thing being a combination of photo sourcing textures and then blanket lighting them with dodge/burn layers in lieu of painting is a pretty damning indication of the artists actual ability as an artist. They're relying on the strength of their tools without bringing much to the equation. I've worked with a lot of concept artists who photo source heavily, but they also can paint. This trust is unable to do so.

This is the artist equivalent of throwing together a demo game from the XNA training materials and then implementing every shiny effect in a GPU gems book. Very little substance and at no time was the creator making decisions on their own and developing something.

The pinky demon starts construction in such a heavily "collaged" process that it is the most technically difficult, but the underlying anatomy is taken from the screenshot still, and the artist demonstrates an inability to paint forms and winds up flattening the whole thing into looking even more like a sprite overlay than the original screenshot.

Jan
Feb 27, 2008

The disruptive powers of excessive national fecundity may have played a greater part in bursting the bonds of convention than either the power of ideas or the errors of autocracy.

Shalinor posted:

Is this kind of thing as impressive to artists as it is to we programmers?

Maybe it's my (misspent :v:) formation in visual arts speaking, but that doesn't impress me that much as a programmer either. It really is spending inordinate amounts of time brushing over and then adding tiny detail that doesn't matter much in the end result.

Sure, the result is higher resolution and more detailed, but it's not relevant detail. That's a gift that precious few artists have, and the very thing I decided to quit art over. Given 40 hours on a piece, I could come up with some very detailed art, but the lighting was never natural, and I pretty much always had to do post-filtering to make the final composition look okay. If you zoomed in real close, you could even see the skin texture and individual hair strands on my characters! But they still looked flat and undefined.

Akuma
Sep 11, 2001


Chernabog posted:

I think you meant "impressive"
floofyscorp was saying that floofyscorp the artist was not super impressed.

Chernabog
Apr 16, 2007



Oh, that makes sense. I thought she was talking about the artist who made the picture. :shobon:

Chernabog fucked around with this message at 22:00 on Feb 18, 2013

Shalinor
Jun 10, 2002

Can I buy you a rootbeer?

Jan posted:

Maybe it's my (misspent :v:) formation in visual arts speaking, but that doesn't impress me that much as a programmer either.
Fair enough. "Art neophytes."

I am a terrible 2D artist, so it's impressive to me, but as expected, actual artists are picking it apart. I thought the 2D collage thing was kind of cool, but apparently, I find that cool because it's how I would attack the problem too :v:

floofyscorp
Feb 12, 2007

Akuma posted:

floofyscorp was saying that floofyscorp the artist was not super impressed.

Yes, thank you. I realised it wasn't very clear after I posted and I was a bit awkward about correcting Chernabog over it :shobon: But I will correct Chernabog on my gender because I am a lady :I

Aaaaanyway... It's a bit of a thing for people(non-artists and artists alike tbh) to go nuts over SUPER HIGH RESOLUTION WOOOW but unless you are printing that poo poo out to go on a wall that amount of fine detail is just pointless, and no matter how amazing your 4k texture maps look in Maya once we export and stick them in the engine, someone playing on default quality with 1k maps is only seeing 1/16th of that ~incredible detail~ you slaved over in Mudbox :I

Rant over. This has nothing to do with my employer, of course.

Chernabog
Apr 16, 2007



floofyscorp posted:

Yes, thank you. I realised it wasn't very clear after I posted and I was a bit awkward about correcting Chernabog over it :shobon: But I will correct Chernabog on my gender because I am a lady :I

Aaaaanyway... It's a bit of a thing for people(non-artists and artists alike tbh) to go nuts over SUPER HIGH RESOLUTION WOOOW but unless you are printing that poo poo out to go on a wall that amount of fine detail is just pointless, and no matter how amazing your 4k texture maps look in Maya once we export and stick them in the engine, someone playing on default quality with 1k maps is only seeing 1/16th of that ~incredible detail~ you slaved over in Mudbox :I

Rant over. This has nothing to do with my employer, of course.

Oh, sorry. I fixed it.

And now I'm done derailing. Please, everyone, carry on.

Frown Town
Sep 10, 2009

does not even lift
SWAG SWAG SWAG YOLO

floofyscorp posted:

Aaaaanyway... It's a bit of a thing for people(non-artists and artists alike tbh) to go nuts over SUPER HIGH RESOLUTION WOOOW but unless you are printing that poo poo out to go on a wall that amount of fine detail is just pointless, and no matter how amazing your 4k texture maps look in Maya once we export and stick them in the engine, someone playing on default quality with 1k maps is only seeing 1/16th of that ~incredible detail~ you slaved over in Mudbox :I

I feel the same way - the pragmatist in me gets sad working at a resolution that 99% of the population doesn't have the specs to run.

waffledoodle
Oct 1, 2005

I believe your boast sounds vaguely familiar.
Guys if you want to strengthen your portfolio, you really need to be learning from a master

https://www.youtube.com/watch?v=6Kw12eGCtjY

Synthbuttrange
May 6, 2007

And start from a good base.
https://www.youtube.com/watch?v=WRNQODfpC4A

djkillingspree
Apr 2, 2001
make a hole with a gun perpendicular

Shalinor posted:

Frankly, selling yourself as a generalist when breaking in is often a flat out bad idea. Nothing is more irritating than the programmer who takes the tools job but gives the impression they ACTUALLY want to move into design, or the QA'er bucking to move to dev, or - etc - and that's the impression you give if you sell your generalist skills.

People want to hire a specialist perfectly suited to precisely the listing they put out, and then 3 months later, as if by magic, find they actually hired a generalist. So be a generalist, but look like a specialist.


... also, unrelated: should I be holding off on doing a press/trailer/blah release tomorrow? I can't tell if President's Day is "important enough" for games press to take the day off or no. I was originally thinking Tuesday, but... President's Day... really?

All of the best QA testers I've worked with have wanted to get into development. I've found that wanting to break in makes them more motivated to figure out how the game works and report bugs in more detail.

Obviously there are the ones who want to get in and can't hack it and suck, but there are all kinds of QA testers that suck, so...

Shalinor
Jun 10, 2002

Can I buy you a rootbeer?

djkillingspree posted:

All of the best QA testers I've worked with have wanted to get into development. I've found that wanting to break in makes them more motivated to figure out how the game works and report bugs in more detail.

Obviously there are the ones who want to get in and can't hack it and suck, but there are all kinds of QA testers that suck, so...
Everyone knows a QA tester wants to get into development. It's a given. It's just in how you sell yourself. To break in, you need to be the perfect candidate for the position being offered, NOT some dude that seems to not care about the position and just wants in.


... also, our game releases Thursday, and I did up a fancy new trailer for it. We hit Kotaku again, so that was pretty neat, though I gather many are waiting to do a review story on release day.

https://www.youtube.com/watch?v=GQlrH16WeJI


EDiT: dammit, Apple skunked me in the 11th hour. Rejection due to an obscure, minor req that they usually don't care about.

Should I try for another trailer-driven build next week? Or just call the current awareness "good enough," and count on normal release day announcements + reviews + trailer being enough buzz to catch Apple'a attention?

Shalinor fucked around with this message at 17:04 on Feb 20, 2013

GeeCee
Dec 16, 2004

:scotland::glomp:

"You're going to be...amazing."
Couple more job apps sent off today, including one for Fullfat in their new Warwick studio.

One of my apps is to the devs of the Rail Simulator games, which would probably lead to some rad 3D work being done to bolster my credentials. :)

GeeCee fucked around with this message at 13:57 on Feb 20, 2013

Super Slash
Feb 20, 2006

You rang ?

djkillingspree posted:

All of the best QA testers I've worked with have wanted to get into development. I've found that wanting to break in makes them more motivated to figure out how the game works and report bugs in more detail.

Man there is such a massive catch-22 right there. When I got shot down for a QA job and I asked my friend who works there for advice, it basically boiled down to them not wanting to hire people who desire to get into development, it's incredibly awkward to bullshit your way into the wrong job in the right industry.

treeboy
Nov 13, 2004

James T. Kirk was a great man, but that was another life.
we've actually got a QA tester who's just switched over full-time to helping with some animation work.

no pressure.

djkillingspree
Apr 2, 2001
make a hole with a gun perpendicular

Super Slash posted:

Man there is such a massive catch-22 right there. When I got shot down for a QA job and I asked my friend who works there for advice, it basically boiled down to them not wanting to hire people who desire to get into development, it's incredibly awkward to bullshit your way into the wrong job in the right industry.

I dunno. I think a lot of that depends on where you're applying and their impressions about QA and job mobility. How I've always put it when I've been applying for a job that isn't exactly what I want is to say "I'm excited to do (job I'm interviewing for) but in the longer term, I'm also interested in (job I actually want)" and that's tended to work well. Obviously don't do this if you don't actually want to do the job you're interviewing for, because it will suck.

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speng31b
May 8, 2010

Shalinor posted:

EDiT: dammit, Apple skunked me in the 11th hour. Rejection due to an obscure, minor req that they usually don't care about.

A big part of my job is submitting other people's iOS apps for them, so I see this all the time -- never, ever trust that your app will be accepted the first time. Apple's review process is largely arbitrary and changes in response to new policies almost every week. So it's probably a good idea to never bank on a release date if you're relying on Apple to review something sanely or in a timely manner.

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