- when going for a interview make sure that you turn up at least thirty minutes before hand, this is to show the interviewer that you are punctual.
- dress for the occasion, turn up for the interview smart, do not turn up to the interview wearing some clothes you have been wearing all week and haven't washed.
- speak calmly and clearly
- sit up straight facing the interviewer (don't slouch or appear lazy)
- do not lie to the interviewer (don't appear like your miss leading him or her)
- show confidence (don't appear narcissistic)
- do your research so you don't get put of the spot
- don't fig-it keep your hands still or use them to express what your trying to explain.
design for games work for Greame
Saturday, 6 April 2013
body language
tips when entering a interview:
Wednesday, 20 March 2013
questions you may be asked by a interviewer
- where do you see your self in five years time.
- why do you think your qualified for this placement
- tell us some of your past experiences you have had in the industry
- what attracted you to this job
- what do you think of are house style
research and conclusion
Section 1 you and the sector:
Specialism: 3D modeller
Experience in this
field:
I have gone down to St Austell college and taught a further
education class in some of the basics of 3D modelling using Autodesk Maya, in
these lessons I take the students though step by step how to create small
assets with a sense of realism.
i have reopened my online tutorial channel and take requests
from students about what they want me to do a tutorial on (within 3D or UDK), I
take peer sections when I am asked for one to one help or small class teaching
is needed , these sections are open to every member of the college.
What kind of work
experience would benefit me?
the kind of experience that would benefit me would be work
experience in making models professionally in a games company or a 3D studio,
the reason for this is I want to learn the profession layout for organising 3d
files and there textures, I would also like to learn how to make neater
geometry to improve the look of my models.
Section 2: research
I have found out through research that allot of 3D modellers
and animators are hired on a project by project basis, the exception to this is
the small group of modellers and animators that work as a in house team,
because of the fact that I'm a modeller, animator I will be looking for
originations that hire modellers and animators on behalf of games companies.
Though researching
different companies I found a site called OPM Response Ltd who
hire specialist such as 3D modellers, concept artists, animators and many more,
game companies submit a build list to this company for the artists to product
for them so this kind of organisation could be called a sub-contractor.
The second alternative is to try and get employed into ether
a triple A games company or indie developer as a in house team, this will be
much more difficult as these kind of companies look for an individual style and
allot of experience, because of this fact I think I will try work as a free-lance
3D artist so that I can gain invaluable experience in the world of work.
One of the sites I looked at in this department was (http://us.blizzard.com/en-us/company/careers/directory.html#region=Americas)
even though there are jobs available there are only two in 3D modelling and for
these two jobs you require a deep knowledge of human anatomy and have a minimum
of two years in the industry.
The third option is freelance where I would be putting my
portfolio online for potential clients to see, once I get a client I would have
to make a contract so that I know the time frame, how much I’m getting paid and
what my product is being used for, it is very important to make a contract with
the client because if you don’t you have no evidence that you created the
product for them and there for they might try and not pay you the full agreed
price, the risk of being a freelancer is high if you are not yet well known
because work could be slow at first however being freelance allows you to work
in your own time and create models for many different clients rather being
locked down to just one.
The final option is making my own company, this would force
me to take up a manager role as well as being a 3D modeller, some of the main
problems with this choice are hiring staff as once you have people working for
you rules have to be put in place and enforced. (Health and safety, anti-bullying
systems in place, deadlines, contracts)
I am planning to
start a company with some of the members of the class during the summer, the
reason we have decided to do this is to get feedback for are work and learn
from first-hand experience how hard
working in a company really is.
If I am not able to enter any of these sections with a relative
degree of success I can always become a teacher of 3D and animation after getting
a basic teaching award such as ptlls. (http://www.brightassessing.com/courses/ptlls/
) another piece of documentation I will
need to go down this route is CRB check, I will need this to prove to academic institutions
that I have not committed any violent crimes.
Section3: conclusion
In conclusion I think I will aim to work ether for my own
company producing assets for clients ether in the games of films industry while
at the same time teaching a few classes a week in 3D modelling for games and film,
the way I will make this possible is to plan my modelling around my teaching
and using what time I have free to improve my own skills in the 3D arts.
research into the industry (me, Zoe and Amanda's research)
BROADCAST
GRAPHIC DESIGN
Motion
graphic title sequences for broadcast television and corporate video
production. Composited sequences in full HD (1920 x 1080), & SD resolutions
with an uncompressed work flow.
3D
MOTION GRAPHICS
A
variety of projects, including animated engineering products, maritime incident
reconstructions for the RNLI, architectural walk throughs, fuel cell
technology, & medical animations for the British Heart Foundation &
companies working in gene research.
MAP
MAKING
Hand
drawn animated maps for broadcast TV & corporate video.
DVD
PRODUCTION & DESIGN
Design
of menus, face artwork & sleeves.Editing of video & audio material, then
authoring with bespoke menu designs to match your Corporate Identity.
ANIMATION
Original
2D & 3D animation for film & TV. We have a unique approach, combining
graphic and archive sources to good effect.
Work
Experience
Twofour
are always on the lookout for the next bright stars to gain work experience
within our Plymouth or London offices in any of the diverse areas of our
business.Work experience placements are offered in blocks of either 1 or 2 weeks where you are given the opportunity to meet and learn from some of the leaders in our industry and gain invaluable first hand work experience within a fast paced, vibrant and challenging environment.
Candidates will need to have an excellent work ethic, be enthusiastic, an excellent team player, have exceptional communication skills and a genuine passion for our business.
Please note that we only offer placements to those aged 18 or over.
How to apply:
If you are interested in being considered for work experience please e-mail your CV and a covering letter to Work Experience Enquiries at workexperience.enquiry@twofour.co.uk . Covering letters should include your availability and preferred location, the specific business area you are applying to and the reasons you are applying.
Please note that due to the volume of applications we receive that not all applications will be responded to.
Interactive
Media Opportunities
We would
currently welcome applications from Designers, HTML Builders and Flash
Developers who would be willing to work for Twofour on an ad hoc basis.
If you are experienced in any of these roles and would be interested in working
for us, please send your CV, covering letter and portfolio to pamella.pritchard@twofour.co.uk.
http://www.denhams.tv/digital/
Our digital teams help you speak
clearly to your audience. We bring your ideas, products and campaigns to
life with content that excites and inspires. We create and script,
shoot and edit, for internal comms, PR, sales & marketing, events and
training. Our films are seen on screens of all sizes around the world - from
smartphones to video walls, TV to online.
We take time to understand your
needs and work hard to arrive, within budget, at the most creative and engaging
solutions.
We love our work. Your audience
should too.
Working
at Remode
We're
expanding and are always on the lookout for talented people, from graduates to
veterans. We’re particularly interested in artists who have a broad set of skills from concept art to 3D modelling, and programmers who have experience in online or mobile technologies. Read more about the jobs we have available and email us your CV with a portfolio to:
jobs@remodestudios.com
GitHub Game
Jam (Online) - Not really for Networking, but you
can get some exposure this way and win cool prizes!
Judging
We have a
number of awesome judges who graciously volunteered to take a look at all the
entries!- David Czarnecki,
Lead Engineer at Agora Games
- Eric Preisz,
CEO of GarageGames
- Matt Hackett,
Co-founder of Lost Decade Games
- Lee Reilly,
Gamer Dad and Software Developer at GitHub
- Romana Ramzan,
Denki's Player Champion. PhD Researcher. Organiser of Scottish Game Jam.
Rules
- To qualify for
entry as an individual
you must fork the github/game-off-2012
repository to your individual account
- To qualify for
entry as a team
you must fork the github/game-off-2012
to a free organization account
- All entries must
be web-based, i.e. playable in a browser. HTML5, WebGL, Unity, Torque 3D,
Node JS, Flash are all possible - just be sure the source is made
available on your fork.
- You must be over
the age of 13
About
Ludum Dare
Ludum Dare 21 - August 2011 - 599 Games
Ludum
Dare is a regular accelerated game development Event. Participants
develop games from scratch in a weekend, based on a theme suggested by
community.
Ludum
Dare was founded by Geoff Howland, and held it’s first competition in April of
2002. Since then the community has run more than 22 regular Events, several
dozens of practice competitions, collectively creating many thousands of games
in just a weekend each.The event attracts developers from all sides of the industry. Students, hobbyists, industry professionals from many well respected game studios, as well as many independent game developers.
For many people, it can be difficult to find or make the time create a game or prototype for yourself. We’re here to be your excuse.
http://www.ludumdare.com/compo/about-ludum-dare/
We
believe in delivering robust tablet PC and mobile apps with great user
experience no matter what smartphone or tablet you're holding.
You'd
be mistaken if you thought that apps were all about games. The real business
applications of mobile apps for business are only beginning to be tapped for
their full potential. http://www.reactor15.com/mobile-app-development.html
http://www.ironstarmedia.co.uk/

Artwork / Game Asset Commissions

Software
Development

Game
Development
iPhone
& Mobile Development
We’ve set up a group
and a forum for people looking for
and offering work experience. And it could be in any discipline or aspect of the
industry, production, running, make-up, and so on.
It would be great if you could connect over there, and
keep us up-to-date with what’s on offer and what you’re learning (it would be
good if a provision of work experience was writing up a work-experience blog
for D+CFilm…).
Let us know how you get on.
(image: Behind the scenes of Writing for Film &
Television Port Short, “7 Day Work Week” by vancouverfilmschool used under Creative Commons licence)
Internships and Co-Ops
What better way to get into the game industry than by working as
an EA intern or co-op? EA offers paid internships or co-op positions (pay
ranges vary depending on experience and skills), so you can actually get paid
for working on games. We will also include your name in the game credits - how
cool is that? We'll even throw in some free EA games, too. Better yet, an EA
internship or co-op just might lead to a career in games after your graduation.
An EA internship/co-op is a great way to get real-world experience in the games industry. You get hands-on experience working on actual projects, and the EA team you're working with benefits from your fresh perspective. We are confident that once you've sampled life at EA you'll want to come back after graduation
Sunday, 10 March 2013
covering letter
Mrs C. Ramshaw
Senior Art Consultant
OPM Response Ltd
Ground Floor Anderson House 228, Old,
Colchester, Essex
CO6 1HD
Dear Mrs Ramshaw
Experienced Environment Modeller
I am writing to you in response to a job advertisement posted on Gamesindustry International for the job of Experienced Environment Modeller (26/02/2013), enclosed with this covering letter is my CV which I’ve made sure meets all requirements stated in your advertisement.
I first encountered OPM and your creative opportunities while looking for a job in 3D modelling for games or architecture and was pleasantly surprised by the amount of contracts you offer plus the range of different sections within modelling and animation such as rigging and character design, the reason I have been attracted to this role in particular is because of my experience producing environments to a high standard in both working for Criterion Games, Polyphony Digital and my own company poly.inc, also your phrase “give your prospects a power up” shows me that your company has a strong dedication to hiring artists with a strong passion for their field of expertise.
Working for my own company has given me a great sense of time keeping and punctuality due to the array of deadlines, even though I’ve had allot of hands on experience in the modelling/animating industries my base skills and disciplines I learned in college and university still play a strong part when it comes to the professionalism of my work such as when I’m putting game file packages together I make sure they are all clearly named so that the buyer doesn’t have to look for any of the content, though being a teacher I’ve learned how to be patient and cool headed even if the task before me seems impossible.
On my CV I have made sure that all the hard skill requirements have been met, I’ve been using Autodesk Maya at an advanced level for the last five years now however through working for two games companies and running my own asset business I have become familiar with a wide range of different software including 3DS Max, Blender and even Realflow5 to create realistic water effects. Also during this time I improved my skills in high to low poly modelling which I am happy to send examples of to prove the level I am at.
Your advertisement states that someone applying for this position must have artistic skill and be able to use programmes such as Photoshop to create textures, while running the company I had to design all of the products that the company sold to online clients and because of this I learned many artist styles and techniques firstly to design the products themselves and secondly to create the textures that gives the models there realism, in some cases due to low poly restrictions I had to create textures and normal maps that gave the models more of a detailed look than they actually had and other times the level of detail demanded by the client made the models UV Maps very complex and difficult to unwrap giving me a knack for puzzle solving.
I hope that you will take my CV and skill set into consideration when selecting for this placement.
Yours sincerely
Christopher David Rose
Saturday, 9 March 2013
My remodeled CV for covering letter
Christopher
David Rose
Address:
12, Pengover Heights, Liskeard, Cornwall PL14 3UA
Mobile Phone Number:
07989451507
Email: chrisroseimback@hotmail.co.uk
3D Modeller and Animator
I am a hardworking and
dedicated character that has a passion for 3d modelling and animating. Giving
one hundred and ten per cent is something that makes me the person that I am,
but the main point that makes me stand out is the fact that I’m very patient and
cool headed in stressful situations.
Education
Qualification received: BA
design for games
Years studied: 1 year from
2014 – 2015
Name of institute:
Plymouth College of art
Qualification received:
FD design for games
Years studied: 2 years
from 2012 – 2014
Name of institute:
Plymouth College of art
Qualification received:
BTEC national diploma in animation for games and film
Years studied: 2 years
from 2009 – 2011
Name of institute:
Cornwall College St Austell
Grade received: over all
distinction DDD
Key skills
during my time training
to be a 3d modeller I’ve become good working in a group with other but I can
also work on my own to get the work done and to a high standard, however the
main skill that I have learned is to keep trying until I have complete the task
I have been set or I have set myself just for the challenge.
Interests
Being a modeller my main
interests is 3d modelling and trying out the newest video games to check out
the graphics and game play, racing games is my favourite genre of games due to
their competitiveness and multiplayer capability.
Hard skills
- Maya
- 3ds Max
- Photoshop
- UDK
- Zbrush
- Real Flow5
- Blender
Transferable
skills
Discipline, punctual,
management, puzzle solving
Work experiences
I worked with Polyphony
Digital on Gran Turismo 5
Year: 2010
Role: Modeller
I have worked for Criterion Games on need for speed most
wanted
Year: 2012
Role: Modeller
I am part of a small independent
company named POLYGON.INC which produces
3D assets for games and other 3D services including Second Life and IMVU
Year: 2013 – present
Role: lead modeller,
teacher, designer
Reference
Name: Tony Hyom
What they are to me: ex
modelling and animating tutor
job that i will be creating a CV and covering letter for
as it stands i do not have the experience required to apply for this job even though i have been modeling realistic 3D models for the last two years, to get around this i will remodel my CV to include experience that i don't have yet.
site where i found this job advertisement: http://www.gamesindustry.biz/jobs/opm/south-east/england/uk-and-europe/experienced-environment-modeller-id60652
experienced environment modeler
| Job Title | experienced environment modeller |
|---|---|
| Job Category | Art / Animation |
| Skills Required | Art / Animation |
| Location | South East |
| Job Description | Location Guildford Job Type: Contract 10 months Salary between £150 - £200 per day OPM Client is a multi-award winning developer and is amongst the best game studios in the world with a world class team of game makers at its heart. To be a part of this talented team you need to be passionate about games and committed to being the best in the world at what you do. ROLE OVERVIEW My client requires an experienced environment modeller with at least one shipped title preferably in the racing genre. You will be responsible for building the geometry of 3D spaces and components specifically natural and urban environments. The successful candidate will have excellent artistic ability and a strong creative vision for scene composition together with good understanding of optimization techniques. You will have a passion for gaming and an understanding of what makes a good game environment. You should have proven experience creating real-world/photorealistic contemporary urban environments and buildings. You will be doing a lot of work in a 3D art package (Maya) custom level layout tools and in texture artwork packages (Photoshop). Managing priorities and pro-actively high-lighting and solving problems is an important aspect of the role. You should also have a good understanding of working closely with designers to build exciting environments for players to have fun in. Experience of working with external partners in different countries/time-zones is an advantage. SKILLS AND EXPERIENCE REQUIRED Ability to learn quickly and comprehend custom in-house tools Strong modelling skills - experience with major 3D package preferably Maya. Good understanding of optimization techniques and managing in game budgets for geometry textures and materials. Experience of normal map specular map AO map creation and related rendering techniques. If this sounds like your next role please email your up to date CV in MS WORD FORMAT and Portfolio link to officemanager@opmjobs.com Claire Ramshaw | Senior Art Consultant OPM Response Ltd Direct Line: + 44 (0) 1206 214413 | Email: Claire@opmjobs.com | Skype: claire.ramshaw.opm LinkedIn: http://uk.linkedin.com/in/claireramshawopm Twitter: OPMCreative The salary bracket shown is approximate and is no guarantee of the income on offer. Salary and benefits will be discussed with candidates at interview with the company and are individually negotiated by OPM. |
| Salary | DOE |
| Date posted | 26/02/2013 |
| Recruiter | This job is advertised on behalf of OPM using their internal reference 17082. |
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