my showreel will consist of three things to display the first will be an environment the second will be a weapon and the third will be a prop on a diorama such as a vehicle all of which will consist of a western sci-fi theme such as the popular tv show "firefly"
Sunday, 8 December 2013
Sunday, 1 December 2013
company structures and job hierarchy
I've been looking into company structures and how certain companies have their job hierarchies because ive found that some big company will have more specific roles due to the sheer size of the company itself so they can afford to be a little more specific with their structural hierarchy of jobs whereas smaller companies have to be alot more general with their positions that they offer.
using the company stucture that blitz games has on view on their website (which in my opinion doesn't seem like the smartest thing to do considering the competition) i've been using it as a guide to see how i would "climb the corporate ladder" as it were and possibly see if i can make myself a few contingency plans to go in another direction if said climb becomes obstacle'd in any way
here is a structure that the company follows in terms of development to published finished product:
using the company stucture that blitz games has on view on their website (which in my opinion doesn't seem like the smartest thing to do considering the competition) i've been using it as a guide to see how i would "climb the corporate ladder" as it were and possibly see if i can make myself a few contingency plans to go in another direction if said climb becomes obstacle'd in any way
here is a structure that the company follows in terms of development to published finished product:
and here is a more game team specific hierarchy :
Wednesday, 20 November 2013
Here are some show-reels that I have found as influence for my own a few of these are very appropriate but the only argument I would have is for the last two because the length of them one is 3:10 David Feir the other is 5:24 but the reason for that is because they are for positions other then environment and prop artist the other reason is that these show-reels I don't think were made for the intent and purpose of applying for a job but more to show off their skills as an artist of that position.
http://www.youtube.com/watch?v=HTcC5D2_Xwk
http://www.dailymotion.com/video/xwsmq5_dmc-vfx-reel_videogames
http://vimeo.com/69050104
http://www.youtube.com/watch?v=HTcC5D2_Xwk
http://www.dailymotion.com/video/xwsmq5_dmc-vfx-reel_videogames
http://vimeo.com/69050104
Monday, 18 November 2013
showreel
For my block-out showreel I will tailoring it for a prop artist at ninja theory seeing as prop artist seems to be an entry level position in the industry, in my mind the props that ninja theory would be looking for a very surreal design based on previous art styles such as enslaved and heavenly sword, and im trying in my best way possible not to be biased towards dmc seeing as it has been one of my favourite franchises since it first started
exerpts from "final hours of tomb raider"
here are a few exerpts that are similar to the previous post to do with crystal dynamics this room was known as "The war room" which is where they held their team meetings and anything relevant to the company and/or game, from the perspective of these images crystal dynamics seems to have more of a stereotypical office look which does put me off a little bit but none the less the team members seem to be fairly happy and/or content with their work environment
Sunday, 17 November 2013
guest lecture
a few weeks ago we had a guest lecture from an artist ray liam shum who recently worked on gta 5 his previous experience consisted of titles pgr4 and blur but alot of his personal work is also somewhat of an impressive feat one of my personal favourites was his mech design that he went through with us his workflow process in the lecture
here is a link to his portfolio
http://www.rayshumdesign.co.uk/
i found the work to be really intriguing how he went through a few of his gta 5 buildings and where his influence for them came from such as the shopping mall that's based in beverly hills
all in all it was good to see how an artists work develops over the course over title development
here is a link to his portfolio
http://www.rayshumdesign.co.uk/
i found the work to be really intriguing how he went through a few of his gta 5 buildings and where his influence for them came from such as the shopping mall that's based in beverly hills
all in all it was good to see how an artists work develops over the course over title development
a studio i'd like to work in
my intention is to work in a studio that has a friendly atmosphere such as the ninja theory studio. the reason i think ive chosen is because it does hold similarities to the uni labs that i commonly work in but theres also a friendly office feel to it
here is the credit roll for one of their latest titles DMC or "devil may cry" which happens to be a personal favourite of mine
here is the credit roll for one of their latest titles DMC or "devil may cry" which happens to be a personal favourite of mine
along with that in a digital magazine called "the final hours of tomb raider" a magazine that can be purchased with the tomb raider reboot there is a 3D rotational scope of an office where the writer and game designer daryl hornsby at crystal dynamics
Monday, 21 October 2013
week 2 - roles in a company
In week 2 we discussed job roles in a studio environment seeing as we're artists we would obviously talk about the job roles in the art dept.
we also discussed about "climbing the ladder" as it were so we spoke about where we would like to be in 10 - 20 years time or what's our ideal job role in the industry.
The art roles include:
Their are also senior art positions such as lead artist Sr. environment artist, Sr. character artist and the head of the entire art department the art director but these job roles are more affiliated with team management and workflow efficiency and more often than not don't usually affiliate themselves with the actual artwork that gets put in-game but they are still vastly experienced in the industry.
As for myself I would like to start off in the industry just getting a simple art role like a general junior artist or a prop artist just generally something that is an entry level position. I tend to take one step at a time and not think to far ahead but I would like to get to the point where my artwork gets to the standard of a character artist.
we also discussed about "climbing the ladder" as it were so we spoke about where we would like to be in 10 - 20 years time or what's our ideal job role in the industry.
The art roles include:
- animator
- vehicle artist
- object artist
- character artist
- concept artist
- game user interface (GUI) artist
- environment artist
- sound effects (SFX) artist
- technical artist
Their are also senior art positions such as lead artist Sr. environment artist, Sr. character artist and the head of the entire art department the art director but these job roles are more affiliated with team management and workflow efficiency and more often than not don't usually affiliate themselves with the actual artwork that gets put in-game but they are still vastly experienced in the industry.
As for myself I would like to start off in the industry just getting a simple art role like a general junior artist or a prop artist just generally something that is an entry level position. I tend to take one step at a time and not think to far ahead but I would like to get to the point where my artwork gets to the standard of a character artist.
introduction week 1
As the name would suggest this module we're studying is based on developing a professional portfolio for us to "advertise" our creative skills in terms of 3D modelling, texture work and traditional art skills.
Our portfolio acts like a visual CV in my mind instead of using words to describe our skills we use visual representations so its crucial how we display our because it can easily reflect on the person.
I feel as if I have got a good knowledge of how to present myself i've always been a confident speaker so if i can transfer that onto how i make my portfolio then it should turn out pretty well
Our portfolio acts like a visual CV in my mind instead of using words to describe our skills we use visual representations so its crucial how we display our because it can easily reflect on the person.
I feel as if I have got a good knowledge of how to present myself i've always been a confident speaker so if i can transfer that onto how i make my portfolio then it should turn out pretty well
Subscribe to:
Posts (Atom)












