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:
·         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

  1. make the rules more clear so the player knows where he or she can land 
  2. less pitfalls 
  3. make it clear if a player can pick up another player brick 
review of mario based game:
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

Job Title
Animator
Job Category
Skills Required
Animator
Location
Job Description
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:
  • Full responsibility of producing high quality animation for in-game animations and cinematics as set by the animation lead.
  • Deliver work in the required time.
  • Make sure all work is implemented correctly, providing feedback to other members of the production team so all issues are driven to closure.
  • Reports to the Lead Animator


Knowledge, Skills and Experience:
  • Have an excellent understanding of animation principles – timing, weight and staging
  • Must be self-motivated, enthusiastic and a team player
  • Good knowledge of a 3D package (Motionbuilder, Maya, Max, XSI)
  • Good knowledge of human and animal anatomy
  • A strong passion and enthusiasm for animation and video games
  • Critical analysis and problem solving
Salary
Date posted
09/10/2012
Recruiter
Description: Creative AssemblyThis job is advertised on behalf of Creative Assembly using their internal reference Animator (PC).


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.
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.
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

template 3


My name
15 CHURCH DRIVE, DURHAM, COUNTY DURHAM , DH1 7UY
Phone 01234 987654 • E-mail mark@mc.com

Add profile here

2000 - 2003       School/Institution Name, Town                                  
n  Add details
1998 - 2000       School/Institution Name, Town                                  
n  Add details




2005 - 2007       Company , Location                                                    
Add title
n  Add role
2004 - 2005       Company , Location                                                    
Add title
n  Add role
2001 - 2004       Company , Location                                                    
Add title
n  Add role



Add skills here



References and letters of recommendation available on request.


template2


My Name
· 1 Address Street, City, Country, Post Code · 01234 987654 · myemail@address.com

EDUCATION

University                                                                                                                     Location
Degree                                                                                                                       Date -Date
· Modules
·  Extra curricular Activities
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University                                                                                                                      Location
Degree                                                                                                                       Date- Date
·
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Second Company                                                                                                      Location
Position                                                                                                                    2002.2003

· List job responsibilities and achievements
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LOCAL AFFILIATIONS

· Football Club……
· Rotary Club
· Association……….

template1


My Name
Put your Address here · 15, Church drive, Durham, County Durham DH1 7UY
01234 987654 · Mobile · mark@mc.com
Married· British

 

YOUR JOB TITLE

 


PROFILE

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EDUCATION                                     Qualification Gained                                                                                                       Years Studied
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Qualification Gained                                                                   Years Studied
Name of College

Qualification Gained                                                                   Years Studied
Name of School

 


PROFESSIONAL QUALIFICATIONS   
Add technical courses e.g.
  • NVQ                            Mechanics
  • NVQ                            Mechanics
  • NVQ                            Mechanics

 


WORK EXPERIENCE                Company                                                       Job Title                                                            Dates Worked                                         
Outline a description of your duties and responsibilities
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Company                                                       Job Title            Dates Worked                                         
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REFERENCES                      Referees available on request.