what i aspire to do in the short term:
over Christmas i plan to get all of my college work done in both concept and theory so i can spend allot more time on my 3d and concept drawing work, the reason i want to spend more time in these two subject is because i want to become a 3d modeler once i leave college so im going to increase my knowledge in this field as much as possible.
the reason i want to add to and redo some of my art pieces is because when i started them i was not feeling a hundred percent so i feel that they are not a good as they could be.
to increase my skills in 3ds max i will watch as many tutorials as i can relating to the topic of advanced modelling and lighting, i can all ready use max at a basic level because i studied maya (maxs counterpart for the last 3 years)
what i aspire to do in the next 12 months:
in the next 12 months i plan to up load some of my 3d models online with the help of a fellow class mate. i hope with the right advertising i may even be able to sell some of my models to online buyers for their own environments or online areas.
i will achieve this by starting small after i learn to export and import objects and their textures into online 3d space, the first models i will make will be decorative only such as picture frames vases, plates and so on but as i gain more experience i plan to expand into different objects even into models with animations attached.
over this time i would also like to improve my drawing skill once again but only in the form of concept art and not fine art, the reason for this is i want to become a 3d modeler and even though being able to draw isnt really part of this field putting ideas down on paper is much easier than going straight into the 3d program and starting from scratch.
the last thing i want to improve over the next 12 months is my blog because at the moment i feel that it isnt filled out enough due to me feeling unwell during the last 2 months, the way i will improve this is over the holidays and during this time i will try to add something to my blog each day to add my thoughts.
what i aspire to do in the next 3 years:
the main goal i have over the next three years is to first get my 3d work out there on the internet and even sell a few models to get a known, my second goal is to find a job in the industry that i can see my self playing a huge role in then work towards it. my main goal at university though is to get a 1st in modeling and at least a 2,1 in all other subjects, i will achieve this by first sorting out what i need to get done for the work i have been set and then adding my own thoughts after , this shouldn't be to hard but i do have the habit of sometimes leaving work the the last minute but once i guest focused on a piece of work i tend to complete most of it all in once go.
something i was working on before i came to the college of art was my tutorial channel but at the time i was running it off my old laptop and cheap software so i am hoping if i have the time to update it and redo parts so that others who haven't used 3d before can learn in simple steps how to use 3d software such as maya or max.
Tuesday, 25 December 2012
Monday, 10 December 2012
leading questions
Leading question:
A leading question is a biased question that guilds the
person answering to answer a certain way, these kind of questions are not recommended because
they get misleading or untrue answers.
Leading questions:
- 1. Why did you not enjoy your last employment
(This question implies that you did not
enjoy your previous job this manipulates the answer the person being asked
gives).
- 2. Do you agree that work takes priority over family life
(this question is misleading as it gives
the desired answer at the start of the question forcing the person to answer in
a particular way).
- 3. How do feel about the well-designed structure of our company
(this answer is making a statement before
asking the question making the question one sided as they have answered for
you).
10. If
you had to be an animal in the zoo, which would it be and why?
11. If
you could do one nice thing for 20 strangers, what would it be?
12. If
forced to take a government job, what would it be and why?
13. How
could the postal office be improved?
14. Explain
the two things you like most about your spouse?
15. What
did you learn as a teenager that you'd like other kids to learn?
16. Tell
me the dishes you prepare best and your main cooking secret.
17. Why
do you keep returning to the restaurant you like the best?
18. Which
American politician have you respected most and why?
19. Tell
me about the two happiest days of your life.
20. Tell
me about another house you'd prefer to the one you have.
- what games inspire you
- what draw you to the games industry
- how do you feel about ethics in video games
- do you see video games as a way of portraying narrative
- how committed are you to your chosen field
Monday, 12 November 2012
smart targets
Threat
one of my main threats when going into the industry is getting stressed over the every increasing work load, when i become stressed i dont think as clearly and as a result the end product might not be as good as if i created it in a relaxed mood.
how will i achieve this:
i will achieve this firstly by getting started on a project as early as possible this way i wont have to rush in the final days and have enough time at the end to double check for mistakes.
the second way i will achieve this is plan ahead how much work i will do in a particular time scale.
some of the steps i will take to make sure i get there:
the first and main step i will take to make sure i dont get stressed is write a plan out about when the work is due and figure out how much i would have to do each day to finish before the deadline with enough time spare to look back on my work for mistakes.
the second step i will take to make sure i dont get stressed is dont assume there is more work than there really is, the way i will do this is look at the assignment as a whole and then break it down into key parts.
how will i know ive achieved this:
i will know i have achieved this because i would have produced work to a high standard with out feeling stressed or rushed.
proof:
the proof of me over coming this is the finished piece of work to a high standard with time to spare.
when do i want to have the achieve by:
i will have achieved this before the end of the three years of university.
threat
i get paranoid that other members of the group are not doing there part to complete the task because of this sometimes i come across as being to overpowering. so my goal is to trust people more.
how will i achieve this:
i will achieve this by letting people get on with there individual tasks and only get involved if there is allot of evidence that they are not doing the work.
some of the steps i will take to make sure i get there:
the first step i will take is trusting people on smaller tasks, once i can see that they are able to complete the work with out me looking over there shoulder i will beable to relax more and consintrate on my part of the task.
how will i know ive achieved this:
i will know i have achieved this because i would not get any complaints from other members of the team.
when do i want to have the achieve by:
the start of the next assignment.
how will i achieve this:
i will achieve this by letting people get on with there individual tasks and only get involved if there is allot of evidence that they are not doing the work.
some of the steps i will take to make sure i get there:
the first step i will take is trusting people on smaller tasks, once i can see that they are able to complete the work with out me looking over there shoulder i will beable to relax more and consintrate on my part of the task.
how will i know ive achieved this:
i will know i have achieved this because i would not get any complaints from other members of the team.
when do i want to have the achieve by:
the start of the next assignment.
Monday, 22 October 2012
SWOT
Example of a Personal Leadership SWOT (Strengths, Weaknesses,
Opportunities, and Threats) Analysis
(rev 2008)
Strengths
• Compulsive
• Strong follow-through
• Articulate
• Writes well
• Balanced work-life perspective
• Multi-interested (e.g., work, recreational activities [e.g., curling, golf, etc.])
• Ambitious
Weaknesses
• Strong need to “get things done and off my list” with consequence of getting it done right
away, thereby undermining the benefits of more careful deliberation over time
• Compulsiveness sometimes causes me to begrudge being given tasks, i.e., stress of many
tasks and need to do each carefully can lead me to think unkindly about the people and/or
circumstance creating the task
• Can be impatient, i.e., not tolerate those who do not understand (“suffer fools poorly”)
• Time pressure causes stress and can lead to emotional “hijacking”
• Do not handle multiple immediately competing demands well
Opportunities
• To engage others in providing feedback about their experience of me
• To receive coaching in service of improving my leadership skills
• To learn from others in similar roles to mine
• To enhance my ability to manage the need to complete task quickly in order to be able to
deliberate more carefully
• To enhance my equanimity about work-related tasks
Threats
• Time pressure, which can derail my plan for self-improvement because it catapults me
back to my “usual” habits
• The multitude of everyday demands, which conspires against self-reflection
• Etc.
example 2
Weaknesses
- What tasks do you usually avoid because you don't feel confident doing them?
- What will the people around you see as your weaknesses?
- Are you completely confident in your education and skills training? If not, where are you weakest?
- What are your negative work habits (for example, are you often late, are you disorganized, do you have a short temper, or are you poor at handling stress)?
- Do you have personality traits that hold you back in your field? For instance, if you have to conduct meetings on a regular basis, a fear of public speaking would be a major weakness.
Again, consider this from a personal/internal perspective and an external perspective. Do other people see weaknesses that you don't see? Do co-workers consistently outperform you in key areas? Be realistic – it's best to face any unpleasant truths as soon as possible.
Opportunities
- What new technology can help you? Or can you get help from others or from people via the Internet?
- Is your industry growing? If so, how can you take advantage of the current market?
- Do you have a network of strategic contacts to help you, or offer good advice?
- What trends (management or otherwise) do you see in your company, and how can you take advantage of them?
- Are any of your competitors failing to do something important? If so, can you take advantage of their mistakes?
- Is there a need in your company or industry that no one is filling?
- Do your customers or vendors complain about something in your company? If so, could you create an opportunity by offering a solution?
You might find useful opportunities in the following:
- Networking events, educational classes, or conferences.
- A colleague going on an extended leave. Could you take on some of this person's projects to gain experience?
- A new role or project that forces you to learn new skills, like public speaking or international relations.
- A company expansion or acquisition. Do you have specific skills (like a second language) that could help with the process?
Also, importantly, look at your strengths, and ask yourself whether these open up any opportunities – and look at your weaknesses, and ask yourself whether you could open up opportunities by eliminating those weaknesses.
Threats
- What obstacles do you currently face at work?
- Are any of your colleagues competing with you for projects or roles?
- Is your job (or the demand for the things you do) changing?
- Does changing technology threaten your position?
- Could any of your weaknesses lead to threats?
Performing this analysis will often provide key information – it can point out what needs to be done and put problems into perspective.
A Personal SWOT Example
What would a personal SWOT assessment look like? Review this SWOT analysis for Carol, an advertising manager.
Strengths
- I'm very creative. I often impressing clients with a new perspective on their brands.
- I communicate well with my clients and team.
- I have the ability to ask key questions to find just the right marketing angle.
- I'm completely committed to the success of a client's brand.
Weaknesses
- I have a strong, compulsive need to do things quickly and remove them from my "to do" list, and sometimes the quality of my work suffers as a result.
- This same need to get things done also causes me stress when I have too many tasks.
- I get nervous when presenting ideas to clients, and this fear of public speaking often takes the passion out of my presentations.
Opportunities
- One of our major competitors has developed a reputation for treating their smaller clients poorly.
- I'm attending a major marketing conference next month. This will allow for strategic networking, and also offer some great training seminars.
- Our art director will go on maternity leave soon. Covering her duties while she's away would be a great career development opportunity for me.
Threats
- Simon, one of my colleagues, is a much stronger speaker than I am, and he's competing with me for the art director position.
- Due to recent staff shortages, I'm often overworked, and this negatively impacts my creativity.
- The current economic climate has resulted in slow growth for the marketing industry. Many firms have laid off staff members, and our company is considering further cutbacks.
As a result of performing this analysis, Carol takes the bold step of approaching her colleague Simon about the art director's maternity leave. Carol proposes that both she and Simon cover the job's duties, working together and each using his or her strengths. To her surprise, Simon likes the idea. He knows he presents very well, but he admits that he's usually impressed by Carol's creative ideas, which he feels are far better than most of his.
By working as a team, they have a chance to make their smaller clients feel even better about the service they're getting. This takes advantage of their competitor's weakness in this area.
Strengths:
·
I am a very confident person.
·
I work hard to compete the task set
·
Being patient.
·
Always willing to help someone learn.
·
Good attendance
·
Great at putting out my ideas
·
I do not avoid problems that I am nervous about
doing because I have a “I’ll give it a go” attitude.
·
Good sence of humour.
·
Will not complain is the going gets tough
·
Spotting things that others don’t.
·
I am creative
Weaknesses:
·
Can be an over powering personality that makes
people nervous around me or makes the uncomfortable.
·
I am forgetful at times which puts me behind on
work, this can also lead to me getting a little wound up which gives a distant attitude.
·
Misunderstand people.
·
Can hold a grudge for a long time.
·
Not very good with time management
·
Can be lazy
·
I am unable to write to the level of detail my
pers show
·
I can get stuck on a single topic and not able
to move on.
·
I am sometimes straight with people without
thinking if it will affect the negatively.
·
Not willing to admits faults strength off
·
Trying to put my input in when it is not needed
·
Repeats myself to much
·
Jealousy
·
Overly trusting when I know I shouldn’t be
Opportunities:
Opportunities:
·
Interacting with others in an environment that are
interested in the same kind of things.
·
To create work to a high standard
Threats:
·
One of the biggest threats I have is if somebody
adds to my work load that I have not accounted for, because of this I become
stressed and begin to worry that I won’t get the first piece of work done in
time as I believe I’ve got more to do than is actually there.
·
Thinking that other people are talking about me
behind my back or that people are being two faced and they don’t actually like
me.
·
Memes are a threat to my concentration as they
make me lose track of time
chris rose CV
Christopher David Rose
Address: 59, Alexandra Road, Mutley, Plymouth, Devon PL4 7EF
Mobile Phone Number: 07989451507
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: 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
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, my other hobbies include martial
arts which I have worked hard to gain my black belt in taekwondo-do and my red
stripe in kickboxing.
reference
name: Tony Hyom
what they
are to me: ex modelling and animating tutor
Wednesday, 17 October 2012
board game 2
board game 2
the brief was in a group of three or four create a game of your own design based on the platformer style of games, this game had to playable however we are not expected to create a perfect board game( the definition of a platformer is a game which is built heavly around jumping from platform to platform, platform to ledge, stairs to ledge and so on usally taking place on a single contained or scrolling screen however in modern times the platformer genre has also made it into the full 3d, this genre of games first started in the 1980s with such classics such as donkey kong and the super mario series) the time given to design
and produce our board games was again one week including the class time we had left.
group:
.zoe
.james
.rhy
once i had found which group i was in we started coming up with some basic ideas about how the game should look and the basics rules of gameplay, at first it was quite hard coming up with ideas due to the fact the only platforming games we had ever player were on the computer and consoles with the exception snakes and ladders which is a game that soully relies on luck so the gameplay is to easy.
the first idea we came up with was climbing up a pyramid from a side view however this ended up looking like every other platformer so we changed the perspective to a top view this gave the game a nice spiral like effect however this produced the problem of having to make the drops appear like drops and not just a background texture.
we all desided that we should all make are own designs for the game and then meet up and mix the final designs together.
my design:
i started my design in the library i wanted it to look as real as a i could but at the same time be clear about where the spaces are so the players dont become lost, to achive this i took a photograph of a limestone brick and duplicated it in photo shop until it made a 10 by 10 grid, after i had made the grid i added markings to show the payers where to go and a few graphics to add appeal.
once we had all of the designs we made a choice on which one was best this turned out to be zoes.
rules:
Number of players:
2-4
Start Point:
All players must start on the ‘Start’ square
Deciding who goes first:
To determine which player moves first, everyone must roll the dice once and the highest number gets to start, with the next highest going second and so on. If players roll the same number then they must roll again until one of them gets a higher number.
How to move:
Players move depending on the number which the dice shows (e.g. If you roll a 5 then you move 5 places on the board)
The Objective:
All players start with a brick which they must have to complete the game, the objective is to complete the pyramid by carrying the brick to the top.
Gaps/Jumps:
Players have to roll an even number to jump over it, dependent on the number which the player has rolled, the gap itself doesn’t count as a move (e.g. roll a 4, and your directly in front of a gap then you jump over and move 4 places, not 3)
If you roll an even number and are several spaces before the gap then you can jump over it when you get to it and continue
If you are directly in front of the gap after your last turn then roll again to determine whether you can jump over it
If the number rolled is odd when a player is either several spaces in front of a gap or directly in front of it then they fall down the gap. If you are on the 1st level then go back to the ‘Start’ square, on any other level you fall down to the previous level (On level 3 you fall down to level 2, if you’re on F3 go down to F2, if you find that when you move down you’re on a gap then move back however many spaces until you reach the platform/bricks)
If you fall down a gap then you lose your brick
Double gaps work exactly the same as single gaps
How to find your brick:
The brick is placed on a different square on the board, to determine where it’s been placed pick up a card and read the co-ordinates
If your brick has been placed on one of the previous levels then travel backwards (e.g. when you roll a number on the dice go back that number of spaces), once you have collected it you can then travel forwards again
Tunnels:
If you land on a tunnel then move to the other end of the tunnel which is further up the board, the colour of the bricks surrounding the tunnel decides which one you come out of
You can’t use the tunnels to travel backwards (down the board)
Winner:
The player which reaches the finish square with their brick first wins; you have to have your brick in order to win
good, bad and improvements:
the main good point about this game is its look, you can clearly see where each square is and where the boundary are however the one thing that makes this game almost unplayable as allot of our fellow class mates pointed out is there are to many pit falls that keep forcing the player to return to the start of the game, on top of this the rules about the pits are not clear enough so there were many different interpretation of the same rules.
a few improvements that would make this game great are as follows
- make the rules more clear so the player knows where he or she can land
- less pitfalls
- make it clear if a player can pick up another player brick
the mario based game was one of the better made games in the class because of its clear rules and simple gameplay on the other hand the reason the game was so simple in the first place is because it soully relied on luck. something that would improve this game is if there was a way to screw over the other players progress maybe in the form of cards you can collect by landing on certain spots.
review of the climbing game:
i personally found the rules of the climbing very confusing in fact after playing we found out that we had been playing it completely wrong the entire time but other than that the graphics were well done and the layout was well though out. the only improvement i would do to this game is make it simplular so that the rules are not miss read and acted on differently to the designers idea.
board game squares
board game 1
we as a group were set the brief of creating a board game and rules based on the game of squares in the time scale of
one week. the rules of making the game were very simple all it had to do was be easy to play and understand but also
resemble the game of squares, which we found out in a earlier lesson was easier said than done as when you write
rules for a board game you bring your own understanding into play however if some one has never played that game
before they wont have this knollege and will have to follow the rules to the letter.
i was in a group with:
. Jim
. Robin
Robin, jim and I got to work straight away on are board game during class ad quickly came up with some ideas which
influenced are final design. while in class we build a small prototype using a badly drawn grid and several colors
of dice, this first play through was fun however it came up with some pretty minor bugs in the design of the game such
as if a player roles 6 twice they automaticly win, we fixed this problem by letting the players decide where they start
on the board. during this play through we added new features such as the wall jump if you get a one and the portal
gates that teleport you pac man stile across the board.
goals of the game:
the goal of the game was to trap the other player or players in one by one square cubes on the board by drawing lines
(one line per turn)
my role:
i had two major roles in this projects the first was helping design the workings of the game and the second was to
collect the necessary textured required to build the board, as im a 3d modeller i has a texture folder already so
i didnt have to look far.
review of our board game/feed back:
most people within the group agreed that the board game robin, Jim and i built was fun however slow at first due to
the small size of the board but other than that it was playable, one of the comments that kept coming up was allot of
them didnt understand the rule that said you may not block off the portal/ doors as it was unclear how close a line
had to be drawn to count as blocking.
squares monopoly reveiw:
as a concept squares monopoly is a good idea however due to the games over reliance on luck the gameplay quickly
became repetitive with the person rolling the highest rolls getting a huge lead while everyone else who could get
good enough roles got left behind.
mr squares review:
the good point about the mr squares game is the fact it is very easy to understand due to its simple yet clever
design however one thing that lets this game down the most is the fact there is really only one correct path
so everyone does the same thing ending in the person who went first always winning.
Wednesday, 10 October 2012
creative assembly job in animating
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Job Title
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Animator
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Job Category
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Skills Required
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Animator
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Location
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Job Description
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Position Overview:
The animator will need to create and deliver top-quality animation from in-game content to in-game cinematics. With the focus on quality, the candidate will need to use various techniques from hand-keyed animation to motion capture to deliver the desired results as set by the animation and project leads. The right candidate will need to be exceptionally skilled and it’s important that they are a motivated team player. Key responsibilities:
Knowledge, Skills and Experience:
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Salary
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Date posted
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09/10/2012
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Recruiter
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Monday, 8 October 2012
Game mechanics
Game mechanics are a set of rules that make the game more
enjoyable for the player and differ from game to game and from genre to genre,
they also are the foundation of how the game is played due to their effects on
the environment and the player’s character.
There is a divided opinion of the difference between game
mechanics and game play, some believe that game play is only the incorporation
of well-placed game mechanics however on the other hand others believe that
gameplay is influenced by story and the overall feel of the game. One fact that
is in the people that think game mechanics make a game is the integration of
objects and goals which force the player to perform certain tasks.
Game dynamics
Game dynamics is a feedback system of events for example if a
player interacts with the environment or npc in the game the environment or
non-player able character reacts to them in the form of advancing through the
story or a negative reaction such as killing or hurting your character.
The platform game I
played
In the plat former I played called this is the only level
the game mechanics changed each time you beat the level previously, the
mechanics varied from standard plat forming rules where all you had to do was
jump from block to block to avoid spikes to complex puzzle and mind tricking
games where you had to use your brain to complete the task. By changing the game mechanics even though it
was the same level it gave the impression of a completely different game.
job i aim for reseach
3d modeller and
texture artist:
Description:
As the name suggests, the 3D artist's working day consists
of creating objects, characters and scenery in three dimensions. Most of this
work will usually be achieved in one of the major 3D software packages, such as
Maya, 3D Studio Max, Softimage XSI or Lightwave among others.
The artist usually works from a piece of concept art and
creates the model (otherwise known as an art asset) from start to finish. This
includes building the initial model, the creation and subsequent application of
texture maps, the addition of project-specific blind data, and in some cases
visual effects nodes, and even hardware graphics shaders. Though this all
sounds rather daunting, the ability to model and texture well will get you
through the door - after that the rest will come as you learn on the job.
Some companies make a job role separation between 3D Artist
and 2D Texture Artist; however, most expect the 3D artists to complete the
texturing phase as well as the modelling.
Skills required: you need to be able to use 3d packages such
as maya and 3ds max if you want to go into this line of work.
My opinion: this
is the kind of job that I have been studying for over the past 3 years, the
reason I have chosen this job in particular is because I love creating object
in 3d form and seeing them come to life. It is like im designing a world to my
own design where I can make changes at will to improve real world objects or
ones that I have perceived in my own mind.
Junior animator:
At entry level you will be expected to follow detailed
instructions to work as part of a team to create in-game character content. You
may be asked to create character animations, cut scenes or even background
scenery. Wherever you begin you'll need to already have a good command of the
traditional principles of animation and a keen eye for detail.
As well as being responsible for bringing your characters to
life, you will also be expected to solve any skinning (and in some cases
rigging) issues that arise. You will also have to solve any issues that may be
holding up the development. Each project requires a different approach and
you'll be expected to respect the requirements of each particular production.
As a junior, your hunger to learn combined with your adaptability and the
aptitude to take direction will be your greatest assets.
Skills required:
To get this job I will need to learn more animating skills
other than the basic keyframing and rigging that I already know. I will also
need to research fluid movement of both objects and people to make the
animation as realistic as possible.
My opinion:
Even though this is not the preferred job that I am looking
for I still love animating models however at the moment I am not that good at
it. The reason I may change my mind and chose this job in the future
level designer :
Depending on the software packages used to create the game, there may be a need for an artist skilled in one of the common 3D packages, such as 3DSMax, to lay out the levels that have been designed by the designers. This position generally entails less responsibility than either the 3D artist or the world designer, but combines aspects of both. On big teams, you'll work closely with the level designer to place structures, objects, and characters into the actual game levels. You'll also handle technical details like fixing seams if things don't join up properly, setting triggers for doors/characters and testing to make sure the level plays the way it's supposed to. For someone with basic training in the appropriate 3D packages, this can be a great way to get into either the design or art teams. However, many companies use proprietary world building tools rather than high-end 3D packages to create their basic game architecture, so it's not as widespread as most other art roles.
Depending on the software packages used to create the game, there may be a need for an artist skilled in one of the common 3D packages, such as 3DSMax, to lay out the levels that have been designed by the designers. This position generally entails less responsibility than either the 3D artist or the world designer, but combines aspects of both. On big teams, you'll work closely with the level designer to place structures, objects, and characters into the actual game levels. You'll also handle technical details like fixing seams if things don't join up properly, setting triggers for doors/characters and testing to make sure the level plays the way it's supposed to. For someone with basic training in the appropriate 3D packages, this can be a great way to get into either the design or art teams. However, many companies use proprietary world building tools rather than high-end 3D packages to create their basic game architecture, so it's not as widespread as most other art roles.
Skills required:
My opinion:
3D Model Builder (Objects):
Like an industrial designer, the 3D object specialist designs physical objects, like vehicles, furniture, weapons, and the like. To be a 3D model builder you should be very organized and be able to build models quicker and quicker over time as you generate a good library of basic pieces. You also need to know "when to say when" - the amount of detail appropriate for a feature film and visible in the software is not necessarily going to be visible in the game. So you have to develop a sense of what's possible, and stop yourself before you waste time on unnoticeable details. The best object builders have some training in industrial or mechanical design, and therefore understand machinery, balance, gearing, materials science, and other elements of physical engineering. If you have the knack and the training, model building is a rewarding, focused job with a major impact on the game.
Like an industrial designer, the 3D object specialist designs physical objects, like vehicles, furniture, weapons, and the like. To be a 3D model builder you should be very organized and be able to build models quicker and quicker over time as you generate a good library of basic pieces. You also need to know "when to say when" - the amount of detail appropriate for a feature film and visible in the software is not necessarily going to be visible in the game. So you have to develop a sense of what's possible, and stop yourself before you waste time on unnoticeable details. The best object builders have some training in industrial or mechanical design, and therefore understand machinery, balance, gearing, materials science, and other elements of physical engineering. If you have the knack and the training, model building is a rewarding, focused job with a major impact on the game.
Skills required:
My opinion:
senior environment designer:
• Collaborate
within a team of artist and designers to create 3D assets that are awesome
gameplay spaces as well as visually stunning works of art.
• Create
structures and props to express the underlying concept of the environment,
including determining placement, proportion, shape, prop type and details.
• Model
asset geometry from simple mass-out to finished states based on inspirational
concept art or general direction.
• Consistently
meet high standard of quality while sticking to production deadlines.
• Contribute
in developing or improving the production pipeline, tools, and visual quality
of environments
• Maintain
a good knowledge of the projects game design to ensure unity between art and
gameplay.
• Seek
feedback from peers and leads.
Wednesday, 3 October 2012
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DH1 7UY
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01234 987654 • E-mail mark@mc.com
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template2
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