Friday, 24 May 2013

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.

Creativity, the talent myth and craft


As usual we'll start off with the questions we ask: What is creativity and what is talent ?
Creativity is the skill to come up with new and innovative idea's and act on them( whether to sketch,clay,3d or any other media ! ) so this involves two processes.... the thinking process and the productive process. Unfortunately people often mis understand only the thinking process for creativity too however this is called: Imaginative.  Creative usually also comes with passion and dedication to work things out.  Creativity can be applied in about every occasion and I think everyone can be creative but it's more a set of mind than a gift you have or not and it can in fact be learned / stimulated.
Below you see every day obstacles being solved through creative solutions






Life hacks



On the internet these days they are known as lifehacks and their pretty fun to see.
A scary thing while looking around for information i found were the Characteristics of a creative person from " Creativity - Flow and the Psychology of Discovery and Invention by Mihaly Csikszentmihalyi."

Characteristics of the creative personality: (pages 58-73)
  1. Creative individuals have a great deal of energy, but they are also often quiet and at rest.
  2. Creative individuals tend to be smart, yet also naive at the same time.
  3. Creative individuals have a combination of playfulness and discipline, or responsibility and irresponsibility.
  4. Creative individuals alternate between imagination and fantasy ant one end, and rooted sense of reality at the other.
  5. Creative people seem to harbor opposite tendencies on the continuum between extroversion and introversion.
  6. Creative individuals are also remarkable humble and proud at the same time.
  7. Creative individuals to a certain extent escape rigid gender role stereotyping and have a tendency toward androgyny.
  8. Generally, creative people are thought to be rebellious and independent.
  9. Most creative persons are very passionate about their work, yet they can be extremely objective about it as well.
  10. The openness and sensitivity of creative individuals often exposes them to suffering pain yet also a great deal of enjoyment.





It's funny how I can identify myself with a lot of the points described here.  A few ways I found to stimulate my creativity we're to do a lot of research. Know how things look like, what their made of where they are why they are who they are what they sound / taste / smell like etc etc. It's often a good idea to make a mood board and even though others might not understand it, this will help your creative process to understand and hopefully solve the problem. Another way our visual design teacher ( Chris) has taught us was to write down random words and take 30 seconds to write down as many words as you can come up with when you think of that subject. in the end you make sentences of these stories and you blend it all together into 1 bigger story. You might have to adjust here and there but your likely to end up with a story that matches the drunken guys on Friday / Saturday ( Or someone on mushrooms so make sure you get yourself looked at first ! )



My attempt at creative writing in the form of a storyboard.


Talent.

I'm going to do the cliche thing here which will make me look a lot smarter than I am but : What is Talent ?

Tal.ent
Noun  1. a special natural ability or aptitude: a talent for drawing.

a natural ability or aptitude....  Someone that can easily pick up things in for example drawing... or 3D... someone that get's told a new recipe once and then manages to cook it perfectly. Talent is being able to have an advantage in the area it applies to where others usually don't.  Unfortunately people can have talent in area's their not using it in and this can sometimes be considered a wasted talent. While others struggle or simply take more time to get on the same level. I personally think people are in most of the cases capable of achieving the same things ( there's always exeptions ) however this involves time and practice. Where for me my visual design is a point that needs a lot of attention and improvement 3D requires virtually no effort when it comes to learning and understanding new things. I've faced many challenges in the last project. things that took time but considerable less time than when I would have an equally big problem with visual design.

In the industry both properties would be considered extremely important.  If an developer isn't creative you get games like the constant releases of call of duty and battlefield where as Talent is needed to make triple A games possible and find new solutions to keep players interested ( portals gameplay, the art style of Alice the addictive gameplay behind diabloIII etc etc)
So like I spoke about in the last blog post people tend to specialize in certain area's so they can excel the product in that direction and surprise players with realism or innovation.


Creativity:

http://www.creativityatwork.com/what-is-creativity/#.UZ2fJbXFV8E
http://www.csun.edu/~vcpsy00h/creativity/define.htm

talent:
http://dictionary.reference.com/browse/talent

Tuesday, 12 March 2013


From generalist to specialist

I've always been told that having a huge interest in everything is a good thing. Wanting to learn every bit of random information is besides fun also expanding a lot of your knowledge and maybe even skills.
It could come in handy in projects for research or approach. Then I went to Dublin got taught Coding, Game-design and to some frustration of others game-art. And I didn't particularly enjoy coding i've managed through things and got told/taught that it's good to have an understanding of all the roles in game development. Regardless of whether I will ever use it again it makes understanding and especially communicating with someone else ( a coder for example) A hell of a lot easier.  It helps out understanding how engines work, the possible downfalls of certain approaches and even helps with solutions. Then I moved to England and started this course at DMU ( Game-Art and design for those that don't know)  Here i've first heard the term of being able to have knowledge in a T-shape.

Now I hear people thinking a T shape ? Yes... a T shape. It means knowing a bit of everything and specialize in one thing, Game-Art in my case. It is also the reason why we're being told to update a blog and research certain area's within the games development.  It's not always as fun but helps us understand the industry a lot better.

Now talking about the industry a lot of publishers like for example Activision have studio's to make their games. Those studio's are often specialized in what they do but..... what if their not ? What if a deadline approaches and there's still plenty of assets to be made. What if there's certain functions and the programmers don't have the knowledge or specialisation in solving it.  A studio can often then decide to outsource some of the work to other smaller and specialized companies.  These companies often only do small bits and pieces and make sure their good at what they do and what they do they do best.

An example i found would be: Blackbow Which is a small company in China that has worked on several AAA titles making assets and/or characters for example: Age of empires III making hundreds of characters or Golden compas by making characters / lods and several props.

they can be found here : http://www.blackbowsoft.com/

Or 3pointstudios which has had a good thing going with Bethesda softworks by making the weapons.
they can be found here :  http://www.3pointstudios.com

Unfortunately outsourcing can also be used for the wrong reasons when for example it's being done for cheaper labour. People could easily lose jobs or control over their own product. a very good read on this can be found here:

http://www.forbes.com/sites/freekvermeulen/2010/11/16/the-hidden-dangers-of-outsourcing/

where the writer: Freek vermeulen writes about how IBM tried to outsource everything only to put a stamp on it and by accident created a powerfull alliance between Intel and Windows.
So outsourcing has it's good and it's bad sides.








Re discovering Ink !








In the last 2 live drawing sessions I've caught the attention of the ink pen brush. So I decided to buy and try it and absolutely fell in love with it again.  The idea of making permanent marks without being able to easily adjust it but also the quickness and differences in lines have been really enjoyable.
I started looking around to see other artists that use ink a lot and kind of ended up with 2 very inspirational artists. One I found thanks through Daniel Hill Is Yoshitaka Amano who is well known from the early concept art of Final Fantasy and vampire hunter D. and can be seen:
https://www.youtube.com/watch?v=QaldbLw_dWs

https://www.youtube.com/watch?v=l-oAXRJ05qg

And Yoji Shinkawa, well known from the concept art of metal gear solid:

https://www.youtube.com/watch?v=9gJQyVfKZJg

and just looking at these video's give me a burst of motivation to get my Ink pen brushes out and start smacking some ink around till I manage to reach a standard much like them !

here's some of my of the pieces I really like:









and Yoshitaka Amano








Unfortunately i don't have neither of their art books ( yet) so i haven't been able to see everything but i can't wait to get my hands on them !

Elements of game technology, part three: interaction design


A very important aspect of playing games is often the controls. Are they clunky, easy to use, would your intuition tell you what button do what or would you need a tutorial for this ? Also HOW are you controlling it ? the keyboard, the mouse or controller ? maybe the upcoming leap motion ?












Though for some reason the little leap motion box isn't visible on the image this is suposedly what using the leap motion would be like. 

In this post I'd like to talk a bit about these things. Back in the days... the early days of the gaming industry things we're a lot more simpler. They had to be because there we're huge limitations and and a lot of creativity was needed to try and get around some of these limitations.  Based on these limitations came controllers / controls.  giving us the simple controllers such as the one from the Atari or Nintendo














Then as time went on, technology improved, and limitations got less and less for some reason game-play and controllers followed this trend.  First Super Nintendo, Sega then playstation and now even Xbox...














it went from a few simple buttons ( 4 to 11 digital buttons, 2 analog triggers, 2 analog sticks and a digital d pad) to complete chaos.  Older people often get scared by just looking people use them cause they have no clue what's going on, but even though there's more buttons a lot of people don't seem to mind and easily get along with it. Why ?












Especially these days however it's been going on for quite a while a lot of buttons are being used for roughly the same thing. So will for example the analog sticks steer your character, the triggers usually have a vital function and in xbox's case the middle button go back to the xbox overlay but with sony the start / select button can be found in the middle.


The same can be said with PC games. where it started off with just a few simple keys these days ( especially in mmo's) players often use ALL the keys on the keyboard for macro's. Especially in Player versus Player skirmishes. Very cleverly the game hardware provider Razor heard of this and brought out the razor Naga ( and has now many variations ) which features 12 buttons on the side of the mouse to allow the user to easier access a variety of skills.



Here an example of Arma2 keyboard controlls ( yes it's not an mmo) almost the full keyboard is being used for functions.

Other things that have companies have done for PC gamers is for example Logitech which brought out a specialized gamers keyboard the " g series"  Taking the G15 as example which had 16 macro's on the left of the keyboard. A small display for vital information or quick view in your Itunes ( Very important while playing games !! ) It had led displays making it easier to see your keyboard in the dark and best of all a button to disable the utmost annoying/irritating windows key on the keyboard.














Both Logitech and Razor now also bring out Headsets specialized for gaming giving a better quality for voice chat/sound and immersion into games .

However getting back to consoles as well.  Controllers have tried to immerse players as well with for example the rumble feature which starts vibrating when a player performs a certain action or get's hit. Or the wii that decided to go on motion detection trying to get people to exersize more.  In this and upcoming year there will be a whole new console generation and a lot of exiting new improvements will take place it will be fun to see what sort of new things they will release. As for PC gamers things will improve and change all the time.


Playstation 4: https://us.playstation.com/ps4/
Razor naga: http://www.razerzone.com/gb-en/gaming-mice/razer-naga
Logitech g series: http://www.logitech.com/en-roeu/promotions/7295


Game engines


So this time I will talk a little bit about game engines. The use and differences of some of them. Unfortunately there's too many to go into all of them but I will keep it about a few big ones.
So what is a game engine ? The game engine much like the name suggest is the engine behind the game.
It puts all the little pieces together and directs them to the final outcome. The place where assets, sound, Coding, effects like particles and game-play blend into the game it's supposed to be.











So it's safe to say that game engines themselves do not make good games but simply provide the tools to create master pieces. Often when getting an engine the developers ( of the engine) have already set-up some tools that they think will commonly used by the user however here also comes a big difference.












Some game engines will have a component based architecture. This means that certain elements can be replaced by other components like Havoc for physics  or Blink for video's which could potentially make a game stand out a lot better on certain area's. However not all engines allow this. Some game companies have decided to make their own engine a few of those are ( Valve,Crytech,Square, ID) and others prefer to use the already existing engines such as for example Bioware, Trion and NCSoft.

So what would be some of the differences of the engines then ?

basically different engines work in a different way. For the current project i'm working on I had to do some research into UDK and Crytech to decide what would be best suited for the goal we're trying to achieve. This was a pretty difficult task because there's a lot of shallow discussions going on by people that use the standard assets rather than the functionality and pro's and cons of using the engine itself.














A good discussion I found on this topic was:
http://www.polycount.com/forum/showthread.php?t=86377

Where most people say UDK and Cry engine are fairly the same. Apparently the license for the Cryengine is a lot more expensive than the UDK and obviously UDK has been around a lot longer so there's a lot more documentation/help to find for UDK. However Cry engine is a lot easier to use. A lot easier to use at the cost of less customisation though. So trying to read this all and figure out a solution i noticed how every single tutorial for Cry engine was for exterior levels rather than interior like we we're trying. This kind of pulled me over to one side and made me choose UDK ( and in the end we all agreed on this) Where UDK would be more made for " corridor" shooters Cry engine is more made for outdoor shooters. This doesn't mean you won't be able to do the other with it but it would be a lot more effort and struggle to achieve the same thing. Another few good engines that I'm definitely interested in would be the Luminus Square engine from Square enix or the Hammer engine from Valve.
Unfortunately I haven't had the time to look at either yet but I'm looking forward to the summer holidays to spend some time messing around with both.














The last engine i would like to mention is Unity.  Visually this might be the weakest engine of the ones mentioned before however the freedom and customization far surpasses the others and has a cheaper license too. The con could be that coding is a lot more important in this engine than the others as there's no real basic gameplay/set-up for this engine however because of this and the freedom to use different coding languages it's easier to make quick and visual changed to the gameplay style/shaders and add effects in.

Official website for UDK - http://www.unrealengine.com/udk/
Official website for Cryengine - http://www.crytek.com/
Official website for unity - http://unity3d.com/


-- edit -- i just read that square enix will not release the luminus engine to the public :(.
Source:  Luminus not open for public..