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I'm not going to say that it's why I'm trying to get into the industry, but lunchbreak L4D2 is something I could be down with. Same with no dress code and being judged on the results you produce, rather than how good you are at giving the appearance of working and how good you are at sucking up.
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# ¿ Jun 3, 2011 12:01 |
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# ¿ May 16, 2024 07:28 |
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Man, to hell with realistic expectations I want a ball pit in my office Backov posted:I'm going to be trolling the jobs sites in England hard tomorrow looking for the good postings - any recommendations on sites? There's an arse-load of programmer positions going at Playground Games in Leamington Spa. I've got my interview for Environment Artist there in two weeks (got delayed) http://www.playground-games.com/careers.php GeeCee fucked around with this message at 00:51 on Jun 4, 2011 |
# ¿ Jun 4, 2011 00:48 |
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Vodvillain posted:My portfolio is on my site: http://www.marcusroth.net/ Any constructive criticism is totally welcome. I think if I were to suggest anything, it would be to consider re-rendering some of these with better lighting and probably in a game engine. The majority of the images look washed out or unlit altogether. The cowboy character in particular is let down by dull lighting and black ambience. Let some nice lights with subtle colour lightbouncing play on the forms of your characters and for the beauty shots don't worry about making everything be visible all at once. EDIT I mean hell, D1Sergo's avatar is a good example Fill light up front, strong rim lights around the side and back, just one of many combinations of lighting methods which will present your characters a lot more attractively. EDIT 2: But more than anything, put these in a game engine. GeeCee fucked around with this message at 23:23 on Jun 4, 2011 |
# ¿ Jun 4, 2011 23:19 |
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For showcasing stuff I occasionally use Laurens Corijn's 3dsmax viewport shader http://www.laurenscorijn.com/viewportshader http://www.laurenscorijn.com/articles/viewport-shader-setup It's how I did this: But yeah, UE3/UDK would be good also. GeeCee fucked around with this message at 01:44 on Jun 5, 2011 |
# ¿ Jun 5, 2011 01:41 |
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Just passing on a question from a friend and want to get some industry inside views on this if I may, it's an art and tech-related question but I'd like input from anyone willing to lay in. But with the advent of the new Nintendo handheld and the PSP2 and talk that the latter's visual fidelity rivals current gen consoles while Iphones/Ipads, mobile and such very much heading in the same sort of direction - what avenues do you guys see for low-spec specialisms, lower-polygon, hand painted textures only, that sort of thing? I mean, there's a lot of artists out there who are amazing at low poly work but might have been left in the dust a bit when it comes to learning the absolute newest next gen tech. I presume the answer is going to be adapt-fast-or-die for these guys - or do you guys see there being some kind of niche for such skills? Will such lower-resolution specialists become niche like sprite art specialists from the days of capcom/SNK old, are they just on their way out or is some new tech going to spring forth and start from 8 bit graphics quickly moveing to PS2 era like watch-games or something? GeeCee fucked around with this message at 04:37 on Jun 6, 2011 |
# ¿ Jun 6, 2011 04:34 |
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Andio posted:Does anyone in this thread work at Playground Games in Leamington Spa? Not yet, but I've got an interview there next week.
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# ¿ Jun 9, 2011 13:32 |
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Andio posted:For which position? I'm contemplating applying for the AP job. A close friend had an interview for their QA Lead opening too. Environment Artist. It'd be my first post in industry. And thanks, hoping for the best Salary for my postion I'm expecting would be around £20k if not a touch more. Leamington can be a pricy place to live, at least compared to the shithole that is Middlesbrough :p A brief search indicates that you'd be looking at around £26k for Assistant Producer. A housemate (also a goon iirc) is going for the Level Design position too. He's into racing games, he has level design sketches all over his room and he knows a bunch of engines from UE3 to worldcraft. Mighty big goonpile if all turns out well.
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# ¿ Jun 9, 2011 15:29 |
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Akuma posted:Edit: Actually thinking about it now I was on less for the first six months, then around that. This was also several years ago. treeboy posted:holy gently caress...I got the job with Vigil. It's a full time entry level temp position but I got it...I'm kinda speechless and in shock. Please tell me it's a dream. Seriously bro, well done.
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# ¿ Jun 9, 2011 17:08 |
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icking fudiot posted:Kaos Studios RIP. Worked with some of those guys. Ouch. Game sells a million within the first ten days, studio that made it gets shut down. This industry. These companies would still be around if the incoming Tory government didn't scrap Labour plans for tax breaks. Exxodus to Canada indeed.
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# ¿ Jun 13, 2011 22:43 |
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coeranys posted:Did you play it? It sold what it did because of the aforementioned marketing spend, not because of any degree of quality to the game. That's not relevant though. The game had strong sales either way for a time. Either the criteria for avoiding being shut down was to actually outsell CoD or the studio was going to be closed anyway so the company can save money relocating to Canada. If I do get this job I'm interviewing for on Wednesday, I'm putting aside hefty amounts for a Get Out Of Dodge fund.
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# ¿ Jun 14, 2011 01:28 |
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Andio posted:I have a phone interview for Associate Producer at Playground Games on Friday. Fingers crossed! honeymustard posted:Got a phone interview with Playground Games for the level designer position, wish me luck! The advice on my portfolio in the last thread really helped, thanks guys. Meanwhile I'm paying £75 for a train journey to go down there tomorrow. Best of luck to all of us then
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# ¿ Jun 14, 2011 23:03 |
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Aliginge posted:Meanwhile I'm paying £75 for a train journey to go down there tomorrow. Aaaand it went pretty good! Got on well with the artist guys who interviewed me, they critiqued the gently caress out of my art test which was definitely enlightening and showed me a lot of my own weaknesses to work on and especially my tendancy to stylise and exaggerate colour rather than drawing it back and aiming towards photoreal. Guilty as charged, I ain't gonna bullshit them. Next couple of days I should have a yes/no. Now if you'll excuse me, I've some Max to study c:
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# ¿ Jun 16, 2011 00:03 |
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isk posted:Every good style has its niche, but I love that you're sticking to your guns on this. We need more artists to be bold in their work. Well as a general art thing I like to do, colour and light is something I love being bold with rather than ambiguous and subtle, but they have it dead on when they say it doesn't look photoreal and doesn't meet the brief. Brief comes first in the end. GeeCee fucked around with this message at 01:31 on Jun 16, 2011 |
# ¿ Jun 16, 2011 01:27 |
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Aliginge posted:Next couple of days I should have a yes/no. Now if you'll excuse me, I've some Max to study c: They emailed back today, no dice for me I'm afraid. gently caress it, I'm gonna ditch a lot of my folio content and focus on finished environments and props. Hope you guys have better luck than I do
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# ¿ Jun 16, 2011 23:09 |
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I needn't ask, most of the interview was critiquing my work. Ah well, wasn't a wasted experience. What was particularly useful was knowing more about what they want to see in a folio and what they don't. (Full environments and photoreal basically)
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# ¿ Jun 16, 2011 23:52 |
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Not to my knowledge no. I spoke to two environment art guys. And no, no industry experience yet. Best of luck brah
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# ¿ Jun 17, 2011 00:51 |
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Monster w21 Faces posted:I can't remember if I posted this or not but I would like to learn to model. Where do I begin? What programs should I be looking at? -3dsmax -Maya -Softimage XSi Choose one. Max and Maya are both very popular, with Softimage trailing behind a little bit. You'll come across people who claim to be Max Guys or Maya People, as transitioning between programs is hard once you've learned how to model in one. Chose one? Cool, now download the Tutorial files and tutorial sample scenes from the Autodesk website for your program and go through them one by one. Once you've done those, start looking further afield for your tutorials. That'd be my advice EDIT: Just reinstalled max 2011 oh my GOD it's so nice seeing a familiar UI and no retarded default settings ala Max 2012. ;_;
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# ¿ Jun 17, 2011 14:18 |
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Shalinor posted:... and apparently this is how artists get it too, so yay artists, do this too I guess. This is a great post. Like comedians and journalists, artists are all about observing the world around them. A lot of people confuse this for looking, but merely looking is just taking in what rays of light reach your eyes and what signals they send to the brain. Observing takes that poo poo a step further and you start to notice things like why on a clear sunny day your white t-shirt appears white in the light but blue in the shade, so you have something regarding ambient light to take away from such a small experience. Also why you may have difficulty discerning the exact colour of a car when it's far away, you are actually more often than not looking at the reflections of it's surroundings bouncing off and what was why Gran Turismo 1 looked so loving good back in the day, strong reflections on the metal surfaces of the cars. I learn a lot transferring my 3d knowledge to the real world, that surface is really matte so this is how it'd do that in 3d, lots of bright highlights on exposed edges of this surface so I'd implement that by bright areas on the specular map. Wood grain still shows through bright white paint on the door to my right so the spec map would be pretty uniform all over while the normal map would show a lot of surface detail even if the colour map is pretty simple.
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# ¿ Jun 17, 2011 23:03 |
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Amrosorma posted:
The gun nerd in me is reading through those going P90, M4, Minimi... You working on a FPS? Because Denkirson's Xanga blog has this sort of stat breakdown for a number of current FPSs and it's all cool reading seeing how they balanced the games (or failed to) http://denkirson.xanga.com/
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# ¿ Jun 18, 2011 20:52 |
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I actually owned an airsoft HK416 a few years back. I'm going to leave any modelling critiques to better artists than I, but the only faults I can see are through not really conducting enough research and not having access to high res research images. The general shape is there, it's just the incorrect small details like the bottom of the mag having an enlarged bottom plate like that when IRL they don't, the mag itself being too thin, no mag release button above the trigger on the right and the dust cover where the bullets eject lacks the ribbing detail and is either fully open or fully closed and flush with the body, not in between. and no catch on the charging handle. I mention that last one specifically because as an in game model it'll be right up in the player's view. Yeah if I'm gonna sperg out about minor gunsgunsguns details may as well offer some help along with it. I uploaded some old pictures i had of my old 416, as I no longer own it. http://imgur.com/a/TNncZ#JwglP
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# ¿ Jun 19, 2011 01:22 |
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Monster w21 Faces posted:APB Sucks how you personally got leapt on by goon after goon after goon for the company failures.
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# ¿ Jun 20, 2011 00:55 |
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Same with Robert Bowling and Call of Duty. I've been guilty myself of directing frustration about MW2 towards him as much as Infinity ward, but at the end of the day, you don't shoot the messenger. :L I am really not a fan of a single person being the PR face of a game or company unless it's the CEO or Producer, they get paid shittones more than a community manager id gather so they can take it.
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# ¿ Jun 20, 2011 02:36 |
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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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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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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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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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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 |
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floofyscorp posted:Perntejn 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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Solus posted:http://i529.photobucket.com/albums/dd335/camjwalter/Chair.png Good start, as with learning anything it's important to take it slow and be thorough. Also read and post in the 3DCG thread in CC. More modellers there that'll be able to help you along the way.
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# ¿ Jun 22, 2011 04:46 |
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Solus posted:is it worth abusing my student priviledges and getting a free copy of 3DSmax? poo poo yeah, get in there. The more packages you are proficient at the better. If given a choice between Blender and Max/Maya/Softimage though, I'd always go with one of the latter. Blender is cool and all but it's not one of the big three however you look at it.
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# ¿ Jun 22, 2011 05:13 |
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So much of my actual learning about the finer points of 3d modelling came way after I graduated university. I'd say self study is the way to go, though I certainly don't regret my time at uni at all.
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# ¿ Jun 22, 2011 13:11 |
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GeauxSteve posted:I've got a phone interview with Irrational Games today for a Senior QA Tester spot. Woo! This looks like one of those majorly juicy positions just because of the developer. Good loving luck dude.
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# ¿ Jun 28, 2011 20:21 |
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Akuma posted:DNA Studios, formerly Slam Productions. I think this was in the last thread, but are you the guys I forwarded a coder/electrician friend to? He's a bit ecstatic to be living the dream now and I was wondering how it was going with him
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# ¿ Jun 29, 2011 17:56 |
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Akuma posted:Yeah he'd be the other guy. Thanks! We actually spoke about you at the pub! He was very complimentary. I need to PM you... AFAIK Drew isn't a goon, though given the way his job came about it shouldn't be hard to convince him to drop the I got your email, I'll compile some stuff for you in the meantime and reply tomorrow most likely.
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# ¿ Jun 30, 2011 02:54 |
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Whalley posted:Thanks to your advice in another thread, I looked up a bunch of stuff with CryEngine 3 recently and drat, that's an engine built to be customized. I can't justify buying Crysis 2 or whatever CE3 comes packaged with to be able to tool around with it, but it looks like it would be even funner to play with than UDK. Honestly, you absolutely should buy it. I really enjoyed Crysis 2 and it coming with an SDK is a neat bonus
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# ¿ Jul 1, 2011 15:11 |
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Try level design. The whole 3d modelling thing is very much about producing high quality assets and there's no real aspect of game design in there. If you want to have impact on how the game plays and you have some experience with 3d modelling the basic concepts of it and texturing and such, then try focusing on mapping. Pick a map editor and create awesome levels, thinking about and documenting the design process along the way. UDK, Source SDK, CryEditor, all these are good. Alternatively for pure design, I've always heard that simply going balls out and making what you design is the best way forward.
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# ¿ Jul 3, 2011 12:57 |
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So err seems I've got myself a week's trial at Akuma's IOS dev
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# ¿ Jul 5, 2011 15:23 |
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Just curious but what do the 2D and sprite art professionals in the games industry actually use to produce sprites? Most of photoshop's toolset actually seems counterintuitive to pixel level production, for instance antialiasing when rotating and scaling and the inability to draw straight lines locked at the crucial 26.6 degree isometric angle. I mean from what i can tell, Paint has the ability to easily draw straighter and cleaner non-aliased lines but you can't overlook photoshop's layer features.
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# ¿ Jul 6, 2011 01:49 |
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Super Slash posted:Man what's the deal with this phrase, I got told the exact same thing for not getting their Design Assistant job. I got the exact same phrase in their rejection email too if it's any comfort. :I Still, getting ready for going down to Leamington again next week for my weeks trial at DNA dynamics
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# ¿ Jul 7, 2011 04:23 |
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# ¿ May 16, 2024 07:28 |
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Akuma posted:Which company is it with? Dynamics is the parent company, then there's Interactive and Studios (I'm at Studios.) I have - no - idea. And no idea what to expect either so no idea what to practice in the meantime. :S Also goonpile
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# ¿ Jul 7, 2011 14:48 |