Saturday, 26 October 2013

The rooftop project

My latest assignment is to make a rooftop. there's a lot of room for creativity in the brief and the texture nor tri budget isn't too bad neither..  Obviously it has to be a rooftop of some sort. No default UDK assets are allowed to be used ( in any way meaning your own skydome) there's 4 diffuse/normals and specs of 1024 we're allowed to use and 20k tri's.  Yet I decided to start small.

Why you might ask ?

The reason I wanted to start small is to allow myself the time to work on detail and expand in the time that is left rather than scrap idea's or leave area's unfinished.
My first move was to whitebox in UDK, this would allow me to quickly play around with simple
shapes, See what works and what does not. I made a few passes but decided to go for the following
idea.



It's going to be a very small scene on top of a skyscraper somewhere in asia, it contains a rooftop restaurant and a small section of the roof of the building. There a very quick idea for expansion where the player would go around the billboard through the door, jumping down and after a few leaps of faith makes it to the other building where it climbs up and most likely finds..... Not sure what he finds but it will be interesting coming up with something when I get that far. But first priority is the 1 rooftop.



After some good thinking I came up with an idea on how to plan my textures.  I opened up photoshop and turned the grid on, tracing the lines to divide the 1024 blocks into smaller blocks writing down what I expect to use for each asset.



Once all the white boxing was done I decided it was time to do some modelling. Normally I would model each asset then go on to unwrapping and texturing but because I wanted to see the scene as a whole.
 I decided to make a quick/rough model for each asset and then refine it as I'd go to give things more detail while still keeping a good eye on the scene.







Sunday, 26 May 2013

CMC Comiccon London

Last weekend was comiccon and I decided to go ( first time there).
I wasn't sure what to expect but it seemed fun and it definatelly was in the end.
So what made me decide to put this in a blog about game-art one might ask but
there actually was a lot of interesting things. And regardles of a direct connection with
Game-art or not I could definately see a connection. There was a lot of art ( duh ! )
Beside the expectable popularity of manga there we're plenty of other art styles to find
and while looking around for interesting things I might learn of my eye fell on a
comic called: Telikos Protocol  made by : Peter Cooper and Adam Burn.

I felt inspired by their images and the looks of their comic so I decided to one of their comics and
have a read through.



From what I've seen it's all futuristic but it has a nice use of lighting and complimentary colors, I love the use of orange and the energy the comic gives at points.At this point it gives me a bit of a goal to aim for as I wish I was this good.

As i moved on I also found some Japanese charcoal paintings that caught my interest. Unfortunately
I quickly realized these we're prints rather than the real deal and so I moved keeping it in mind.
Once at home i did a quick google to see if I could find the exact same thing.
It took me a bit but I found an image and will definatelly do more research on this
Seeing if I can achieve the same thing.
This image was made by koningsberg and kind of reflects the style it was made in ( though not completely as he's made a contour character)

Beside these 2 things I also really enjoyed the league of legends tournament( gamer after all )
and the amount of stands they had, even some of the cosplay was really cool to see ( So much stormtroopers ! )

I'm looking forward going to gamescon and other conventions now i'm a bit more comftable using public transport
in London ( sorry but the underground seems like a maze !!! ).




P.s I couldn't make any foto's as I forgot my photo camera !

Friday, 24 May 2013


Personal level UDK

As our final "game production "(3D) assignment we had to make a personal level with all the assets we made. As I'm fairly confident with UDK I really enjoyed this assignment. So here goes !

 








I'm pretty happy with the result and can't wait to work on the next summer assignment !





Review of year 2.

We're approaching the last few days of year 2 and being able to look back I can say I have the feeling
I've learned a lot more this year than last year. Where last year it was mostly about the basics that I already knew I noticed this year was more about being independence, artistic judgment and getting stuff done. This of course didn't happen without some blood sweat and tears ( or as we games artist can say: Energy drink, sleepless nights and lack of social contact)
http://us.123rf.com/400wm/400/400/mipan/mipan1208/mipan120800008/14984572-energy-drink-bomb.jpg
Through the year I've improved my Visual design. I've gotten a lot more confident about my skills and started to understand things more easily and even decided to go over things or completely redo them.

I decided to redo my Bradgate park final as I wasn't happy with the composition for example and had the feeling I improved too much over time so I could better do it over.

I also improved my Leicester final piece quite a bit.

3D as well. I didn't think I would make such a jump but starting during the summer I've started to research and focus more on specific area's to improve my knowledge.  Texturing as well as the technical side of UDK have been improved and I enjoy them more than ever. Obviously University has played a big role in this. The assignments weren't always as fun but gave me the opportunity to experiment and reach small achievements. Things like mis understanding the summer assignment ( make a level out of 15k tri's ) proved to be a big challenge but was definitely a great success. 



The groups project as well, I didn't imagine it to be such a learning experience and even though I hated almost every minute of it, it has shown me a lot of things. I do think the group project took too long and would have preferred to have had maybe another project ( treasure chest ?? ) Another thing that would have possibly been a good improvement would have been a decent balance in groups and some personal feedback through the project where it now felt like being thrown in the deep. Which obviously can be a good thing but there's a risk of drowning that not everyone is comftable with. So by giving a little guidance I think some of the problems could have been prevented. On the other side because of this I've made a lot of mistakes I know won't make again and learned how to work more efficient.

A few examples would be

- Don't bother making levels out of BSP's in UDK they bug out like mad and will take more of your time    trying to fix them than when you'd make it in 3DS MAX.
- When making a level in UDK apparently you can't go below the 0. the player will clip and the level will restart after a few seconds.
- How to work to  scale
And how to approach a project like this.

After next year I hope University will have given me enough time to have a good portfolio, more confidence ( already achieved) , a better artistic  judgment and a more mature attitude ( lots of work to do on this ) When I started university I thought everything would get taught and I would more or less get better lesson by lesson but now with this year it made me realize that even though I was doing self studies before the only way forward is by learning things yourself. People can hand you knowledge on a plate but it's often easier to learn by doing and mistake especially considering after next year we'll have to learn extra skills to keep up anyway.  The way this course is structured is quite solid and achieves these things. But before that..... summer !

Life Changing or Career Building?


Why would people choose this course over direct employment or self directed studies and what would they expect
from these courses.  Obviously depending on the direction one wants to go in the industry there's different key skills required
but what are those key skills and how would those skills be best taught?
Where as for example an environment artist needs to be able and model, unwrap and texture those skills are often
less important to a concept artist. Another important note is keeping up to date with the current developments. Especially now the playstation 4 and Xboxone have been announced and given their specs / performances the stress on the industry will be quite tense. Universities have to adept and in my opinion would be better preparing students for the most recent and future development rather than yesterdays.  Luckily there's a lot of accessible and cheap software to help out on this ( quite often with student/educational licenses) Like NDO, Crazy bump 3DS max itself and hopefully one day an affordable adobe suite even if just photoshop.
So I started to look around to see: what are the skills people are asking for from an environment artist and found a few results (Not all of them might be as up to date but
still )

3D - Environment Artist

• Experience using Maya and ZBrush essential
• Possess a strong sense of visual and spatial design
• Understanding and experience of real time lighting
• Understanding of game environment development processes, limitations and dependencies
• Previous game development experience essential
• Experience of reviewing and giving feedback to outsource vendors beneficial

To apply for this role, please provide a portfolio and showreel:

Reel should demonstrate high resolution modelling, both organic and hard surfaces

Work demonstrating outdoor environments (Trees, Rocks, Landscapes) required


http://www.gamesindustry.biz/jobs/aardvark-swift/london/south-east/england/uk-and-europe/3d-environment-artist-id62125

Where unfortunately we don't get taught maya ( Would probably become to chaotic on a 3 year course too ) we do get Zbrush. The rest of the points seem to be covered
however the previous game development experience kind of ruins this opportunity. so we move on.

Another job i found was:

Games Artist - Must have 3D

Required Skills:

- A proven track record of creating appealing characters and environments
- Great concept art skills with a good eye for composition and colour
- Experience creating game graphics or other relevant experience from the graphic industry - Superstar skills in the use of Adobe CS package
- Experience working with Flash
- Relevant degree and/or work experience
- A portfolio demonstrating all aspects of your skills is required

Bonus Skills:

-Experience working in an agile project environment
http://jobs.indexventures.com/jobdetail.php?jobid=144616&Sector=%25&Industry=%25&Location=%25&Company=%25&Function=%25&p=44

This looks like an achievable job. It requires both 2 and 3D which are being taught on the course it asks for a degree and experience with flash rather than comftable with flash ( which someone could easily obtain as it's not a very difficult program)

Gameloft - environment artist

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

http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
So I started to look around to see: what are the skills people are asking for from an environment artist and found a few results (Not all of them might be as up to date but
still )
3D - Environment Artist

• Experience using Maya and ZBrush essential
• Possess a strong sense of visual and spatial design
• Understanding and experience of real time lighting
• Understanding of game environment development processes, limitations and dependencies
• Previous game development experience essential
• Experience of reviewing and giving feedback to outsource vendors beneficial

To apply for this role, please provide a portfolio and showreel:

Reel should demonstrate high resolution modelling, both organic and hard surfaces

Work demonstrating outdoor environments (Trees, Rocks, Landscapes) required


http://www.gamesindustry.biz/jobs/aardvark-swift/london/south-east/england/uk-and-europe/3d-environment-artist-id62125

Where unfortunately we don't get taught maya ( Would probably become to chaotic on a 3 year course too ) we do get Zbrush. The rest of the points seem to be covered
however the previous game development experience kind of ruins this opportunity. so we move on.

Another job i found was:

Games Artist - Must have 3D

Required Skills:

- A proven track record of creating appealing characters and environments
- Great concept art skills with a good eye for composition and colour
- Experience creating game graphics or other relevant experience from the graphic industry - Superstar skills in the use of Adobe CS package
- Experience working with Flash
- Relevant degree and/or work experience
- A portfolio demonstrating all aspects of your skills is required

Bonus Skills:

-Experience working in an agile project environment
http://jobs.indexventures.com/jobdetail.php?jobid=144616&Sector=%25&Industry=%25&Location=%25&Company=%25&Function=%25&p=44

This looks like an achievable job. It requires both 2 and 3D which are being taught on the course it asks for a degree and experience with flash rather than comftable with flash ( which someone could easily obtain as it's not a very difficult program)

Gameloft - environment artist

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

http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
3D - Environment Artist
• Experience using Maya and ZBrush essential
• Possess a strong sense of visual and spatial design
• Understanding and experience of real time lighting
• Understanding of game environment development processes, limitations and dependencies
• Previous game development experience essential
• Experience of reviewing and giving feedback to outsource vendors beneficial

To apply for this role, please provide a portfolio and showreel:

Reel should demonstrate high resolution modelling, both organic and hard surfaces

Work demonstrating outdoor environments (Trees, Rocks, Landscapes) required


http://www.gamesindustry.biz/jobs/aardvark-swift/london/south-east/england/uk-and-europe/3d-environment-artist-id62125

Where unfortunately we don't get taught maya ( Would probably become to chaotic on a 3 year course too ) we do get Zbrush. The rest of the points seem to be covered
however the previous game development experience kind of ruins this opportunity. so we move on.

Another job i found was:

Games Artist - Must have 3D

Required Skills:

- A proven track record of creating appealing characters and environments
- Great concept art skills with a good eye for composition and colour
- Experience creating game graphics or other relevant experience from the graphic industry - Superstar skills in the use of Adobe CS package
- Experience working with Flash
- Relevant degree and/or work experience
- A portfolio demonstrating all aspects of your skills is required

Bonus Skills:

-Experience working in an agile project environment
http://jobs.indexventures.com/jobdetail.php?jobid=144616&Sector=%25&Industry=%25&Location=%25&Company=%25&Function=%25&p=44

This looks like an achievable job. It requires both 2 and 3D which are being taught on the course it asks for a degree and experience with flash rather than comftable with flash ( which someone could easily obtain as it's not a very difficult program)

Gameloft - environment artist

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

http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
• Experience using Maya and ZBrush essential
• Possess a strong sense of visual and spatial design
• Understanding and experience of real time lighting
• Understanding of game environment development processes, limitations and dependencies
• Previous game development experience essential
• Experience of reviewing and giving feedback to outsource vendors beneficial
To apply for this role, please provide a portfolio and showreel:

Reel should demonstrate high resolution modelling, both organic and hard surfaces

Work demonstrating outdoor environments (Trees, Rocks, Landscapes) required


http://www.gamesindustry.biz/jobs/aardvark-swift/london/south-east/england/uk-and-europe/3d-environment-artist-id62125

Where unfortunately we don't get taught maya ( Would probably become to chaotic on a 3 year course too ) we do get Zbrush. The rest of the points seem to be covered
however the previous game development experience kind of ruins this opportunity. so we move on.

Another job i found was:

Games Artist - Must have 3D

Required Skills:

- A proven track record of creating appealing characters and environments
- Great concept art skills with a good eye for composition and colour
- Experience creating game graphics or other relevant experience from the graphic industry - Superstar skills in the use of Adobe CS package
- Experience working with Flash
- Relevant degree and/or work experience
- A portfolio demonstrating all aspects of your skills is required

Bonus Skills:

-Experience working in an agile project environment
http://jobs.indexventures.com/jobdetail.php?jobid=144616&Sector=%25&Industry=%25&Location=%25&Company=%25&Function=%25&p=44

This looks like an achievable job. It requires both 2 and 3D which are being taught on the course it asks for a degree and experience with flash rather than comftable with flash ( which someone could easily obtain as it's not a very difficult program)

Gameloft - environment artist

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

http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
To apply for this role, please provide a portfolio and showreel:
Reel should demonstrate high resolution modelling, both organic and hard surfaces

Work demonstrating outdoor environments (Trees, Rocks, Landscapes) required


http://www.gamesindustry.biz/jobs/aardvark-swift/london/south-east/england/uk-and-europe/3d-environment-artist-id62125

Where unfortunately we don't get taught maya ( Would probably become to chaotic on a 3 year course too ) we do get Zbrush. The rest of the points seem to be covered
however the previous game development experience kind of ruins this opportunity. so we move on.

Another job i found was:

Games Artist - Must have 3D

Required Skills:

- A proven track record of creating appealing characters and environments
- Great concept art skills with a good eye for composition and colour
- Experience creating game graphics or other relevant experience from the graphic industry - Superstar skills in the use of Adobe CS package
- Experience working with Flash
- Relevant degree and/or work experience
- A portfolio demonstrating all aspects of your skills is required

Bonus Skills:

-Experience working in an agile project environment
http://jobs.indexventures.com/jobdetail.php?jobid=144616&Sector=%25&Industry=%25&Location=%25&Company=%25&Function=%25&p=44

This looks like an achievable job. It requires both 2 and 3D which are being taught on the course it asks for a degree and experience with flash rather than comftable with flash ( which someone could easily obtain as it's not a very difficult program)

Gameloft - environment artist

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

http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
Reel should demonstrate high resolution modelling, both organic and hard surfaces
Work demonstrating outdoor environments (Trees, Rocks, Landscapes) required


http://www.gamesindustry.biz/jobs/aardvark-swift/london/south-east/england/uk-and-europe/3d-environment-artist-id62125

Where unfortunately we don't get taught maya ( Would probably become to chaotic on a 3 year course too ) we do get Zbrush. The rest of the points seem to be covered
however the previous game development experience kind of ruins this opportunity. so we move on.

Another job i found was:

Games Artist - Must have 3D

Required Skills:

- A proven track record of creating appealing characters and environments
- Great concept art skills with a good eye for composition and colour
- Experience creating game graphics or other relevant experience from the graphic industry - Superstar skills in the use of Adobe CS package
- Experience working with Flash
- Relevant degree and/or work experience
- A portfolio demonstrating all aspects of your skills is required

Bonus Skills:

-Experience working in an agile project environment
http://jobs.indexventures.com/jobdetail.php?jobid=144616&Sector=%25&Industry=%25&Location=%25&Company=%25&Function=%25&p=44

This looks like an achievable job. It requires both 2 and 3D which are being taught on the course it asks for a degree and experience with flash rather than comftable with flash ( which someone could easily obtain as it's not a very difficult program)

Gameloft - environment artist

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

http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
Work demonstrating outdoor environments (Trees, Rocks, Landscapes) required
http://www.gamesindustry.biz/jobs/aardvark-swift/london/south-east/england/uk-and-europe/3d-environment-artist-id62125

Where unfortunately we don't get taught maya ( Would probably become to chaotic on a 3 year course too ) we do get Zbrush. The rest of the points seem to be covered
however the previous game development experience kind of ruins this opportunity. so we move on.

Another job i found was:

Games Artist - Must have 3D

Required Skills:

- A proven track record of creating appealing characters and environments
- Great concept art skills with a good eye for composition and colour
- Experience creating game graphics or other relevant experience from the graphic industry - Superstar skills in the use of Adobe CS package
- Experience working with Flash
- Relevant degree and/or work experience
- A portfolio demonstrating all aspects of your skills is required

Bonus Skills:

-Experience working in an agile project environment
http://jobs.indexventures.com/jobdetail.php?jobid=144616&Sector=%25&Industry=%25&Location=%25&Company=%25&Function=%25&p=44

This looks like an achievable job. It requires both 2 and 3D which are being taught on the course it asks for a degree and experience with flash rather than comftable with flash ( which someone could easily obtain as it's not a very difficult program)

Gameloft - environment artist

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

http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
http://www.gamesindustry.biz/jobs/aardvark-swift/london/south-east/england/uk-and-europe/3d-environment-artist-id62125
Where unfortunately we don't get taught maya ( Would probably become to chaotic on a 3 year course too ) we do get Zbrush. The rest of the points seem to be covered
however the previous game development experience kind of ruins this opportunity. so we move on.

Another job i found was:

Games Artist - Must have 3D

Required Skills:

- A proven track record of creating appealing characters and environments
- Great concept art skills with a good eye for composition and colour
- Experience creating game graphics or other relevant experience from the graphic industry - Superstar skills in the use of Adobe CS package
- Experience working with Flash
- Relevant degree and/or work experience
- A portfolio demonstrating all aspects of your skills is required

Bonus Skills:

-Experience working in an agile project environment
http://jobs.indexventures.com/jobdetail.php?jobid=144616&Sector=%25&Industry=%25&Location=%25&Company=%25&Function=%25&p=44

This looks like an achievable job. It requires both 2 and 3D which are being taught on the course it asks for a degree and experience with flash rather than comftable with flash ( which someone could easily obtain as it's not a very difficult program)

Gameloft - environment artist

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

http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
Where unfortunately we don't get taught maya ( Would probably become to chaotic on a 3 year course too ) we do get Zbrush. The rest of the points seem to be covered
however the previous game development experience kind of ruins this opportunity. so we move on.
Another job i found was:

Games Artist - Must have 3D

Required Skills:

- A proven track record of creating appealing characters and environments
- Great concept art skills with a good eye for composition and colour
- Experience creating game graphics or other relevant experience from the graphic industry - Superstar skills in the use of Adobe CS package
- Experience working with Flash
- Relevant degree and/or work experience
- A portfolio demonstrating all aspects of your skills is required

Bonus Skills:

-Experience working in an agile project environment
http://jobs.indexventures.com/jobdetail.php?jobid=144616&Sector=%25&Industry=%25&Location=%25&Company=%25&Function=%25&p=44

This looks like an achievable job. It requires both 2 and 3D which are being taught on the course it asks for a degree and experience with flash rather than comftable with flash ( which someone could easily obtain as it's not a very difficult program)

Gameloft - environment artist

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

http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
Another job i found was:
Games Artist - Must have 3D

Required Skills:

- A proven track record of creating appealing characters and environments
- Great concept art skills with a good eye for composition and colour
- Experience creating game graphics or other relevant experience from the graphic industry - Superstar skills in the use of Adobe CS package
- Experience working with Flash
- Relevant degree and/or work experience
- A portfolio demonstrating all aspects of your skills is required

Bonus Skills:

-Experience working in an agile project environment
http://jobs.indexventures.com/jobdetail.php?jobid=144616&Sector=%25&Industry=%25&Location=%25&Company=%25&Function=%25&p=44

This looks like an achievable job. It requires both 2 and 3D which are being taught on the course it asks for a degree and experience with flash rather than comftable with flash ( which someone could easily obtain as it's not a very difficult program)

Gameloft - environment artist

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

http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
Games Artist - Must have 3D
Required Skills:

- A proven track record of creating appealing characters and environments
- Great concept art skills with a good eye for composition and colour
- Experience creating game graphics or other relevant experience from the graphic industry - Superstar skills in the use of Adobe CS package
- Experience working with Flash
- Relevant degree and/or work experience
- A portfolio demonstrating all aspects of your skills is required

Bonus Skills:

-Experience working in an agile project environment
http://jobs.indexventures.com/jobdetail.php?jobid=144616&Sector=%25&Industry=%25&Location=%25&Company=%25&Function=%25&p=44

This looks like an achievable job. It requires both 2 and 3D which are being taught on the course it asks for a degree and experience with flash rather than comftable with flash ( which someone could easily obtain as it's not a very difficult program)

Gameloft - environment artist

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

http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
Required Skills:
- A proven track record of creating appealing characters and environments
- Great concept art skills with a good eye for composition and colour
- Experience creating game graphics or other relevant experience from the graphic industry - Superstar skills in the use of Adobe CS package
- Experience working with Flash
- Relevant degree and/or work experience
- A portfolio demonstrating all aspects of your skills is required

Bonus Skills:

-Experience working in an agile project environment
http://jobs.indexventures.com/jobdetail.php?jobid=144616&Sector=%25&Industry=%25&Location=%25&Company=%25&Function=%25&p=44

This looks like an achievable job. It requires both 2 and 3D which are being taught on the course it asks for a degree and experience with flash rather than comftable with flash ( which someone could easily obtain as it's not a very difficult program)

Gameloft - environment artist

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

http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
- A proven track record of creating appealing characters and environments
- Great concept art skills with a good eye for composition and colour
- Experience creating game graphics or other relevant experience from the graphic industry - Superstar skills in the use of Adobe CS package
- Experience working with Flash
- Relevant degree and/or work experience
- A portfolio demonstrating all aspects of your skills is required
Bonus Skills:

-Experience working in an agile project environment
http://jobs.indexventures.com/jobdetail.php?jobid=144616&Sector=%25&Industry=%25&Location=%25&Company=%25&Function=%25&p=44

This looks like an achievable job. It requires both 2 and 3D which are being taught on the course it asks for a degree and experience with flash rather than comftable with flash ( which someone could easily obtain as it's not a very difficult program)

Gameloft - environment artist

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

http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
Bonus Skills:
-Experience working in an agile project environment
http://jobs.indexventures.com/jobdetail.php?jobid=144616&Sector=%25&Industry=%25&Location=%25&Company=%25&Function=%25&p=44

This looks like an achievable job. It requires both 2 and 3D which are being taught on the course it asks for a degree and experience with flash rather than comftable with flash ( which someone could easily obtain as it's not a very difficult program)

Gameloft - environment artist

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

http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
-Experience working in an agile project environment
http://jobs.indexventures.com/jobdetail.php?jobid=144616&Sector=%25&Industry=%25&Location=%25&Company=%25&Function=%25&p=44
This looks like an achievable job. It requires both 2 and 3D which are being taught on the course it asks for a degree and experience with flash rather than comftable with flash ( which someone could easily obtain as it's not a very difficult program)

Gameloft - environment artist

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

http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
This looks like an achievable job. It requires both 2 and 3D which are being taught on the course it asks for a degree and experience with flash rather than comftable with flash ( which someone could easily obtain as it's not a very difficult program)
Gameloft - environment artist

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

http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
Gameloft - environment artist
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

http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
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
http://cghub.com/jobs/view/2676/

This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
http://cghub.com/jobs/view/2676/
This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.

Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
This is another interesting job but requires expert ability with 3DS Max and photoshop and makes me wonder how many people are on that level within 3 years. most of it looks reasonably taught on the course exept the lighting/HDR part.
Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.
Having looked at these three jobs you can easily see that the industry requires people to be good.... very good. the competition is fierce and to succeed as an artist you need to keep learning and stay up to date. To teach succesfully universities
Are probably best of teaching the basics and expand on this as best and broad as they can hoping the individual expands it's knowledge in the direction they want.  Personally I think the way our course is structured does the right thing as it covers
most area's and gives people the opportunity to specialize.



A course based on an industry that doesn't require degrees runs a lot of competition.