Saturday, 6 April 2013

body language

tips when entering a interview:


  1. 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.
  2. 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.  
  3. speak calmly and clearly 
  4. sit up straight facing the interviewer (don't slouch or appear lazy) 
  5. do not lie to the interviewer (don't appear like your miss leading him or her)
  6.  show confidence (don't appear narcissistic) 
  7. do your research so you don't get put of the spot 
  8. don't fig-it keep your hands still or use them to express what your trying to explain.
during this class we simulated a interview using these techniques, i expressed my love for the fantasy genre as it gives the modeler allot of freedom when it comes creation, when you are making realistic models you have to follow a set blue print.

Wednesday, 20 March 2013

questions you may be asked by a interviewer


  1. where do you see your self in five years time. 
  2. why do you think your qualified for this placement 
  3. tell us some of your past experiences you have had in the industry 
  4. what attracted you to this job 
  5. 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!

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/

Description: http://www.ironstarmedia.co.uk/wp-content/uploads/2011/01/xpaint1.png
Artwork / Game Asset Commissions
Description: http://www.ironstarmedia.co.uk/wp-content/uploads/2011/01/mymac1.png

Software Development

Description: http://www.ironstarmedia.co.uk/wp-content/uploads/2011/01/kspaceduel1.png

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 Titleexperienced environment modeller
Job CategoryArt / Animation
Skills RequiredArt / Animation
LocationSouth East
Job DescriptionLocation 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.
SalaryDOE
Date posted26/02/2013
RecruiterThis job is advertised on behalf of OPM using their internal reference 17082.

Friday, 8 March 2013

what i need to improve on and why

one of my greatest draw backs is writing, because of this i have problems producing long pieces of writing such as essays or long blog entries.
to over come this problem over the Easter holidays i will research more into the game industries allot more and boost my contextual studies as ill have more time to read up on theories with out having to worry about deadlines.

another one of my draw backs is timing however over the last week ive been setting my self deadlines so that i know what i have to produce and by when, i intend to keep this habit though out the second year so that i don't fall behind.

Monday, 28 January 2013

researching the sector


Researching the sector: how to become an informed applicant
Why research:
The games industry is a very competitive industry where allot of skilled people are aiming for the same position. The reason you need to research is to find a relevant job that you want or in the short term find a work placement.
What do you need to know?
·         How the games industry/ related industry’s look like (there company models)
·         What kind of organisation structure are there
·         What jobs and where
·         What jobs are you interested in
·         What are the requirements of these roles
·         How am I going to find all this out
(Magazines, xplay, networking) websites: dawn.com           games industry.biz         
Research:
Industry structure:

structures of companies


Structures with in the games industry:
The matrix structure is usually used by the games industry; this structure has many different departments all equal to each other and working on the same product, each department has a manager and above them is the manager of the company or section of the company.
Hierarchal:
In this structure each department is above another depending how important they are to the games design progress, at the top of this chain will be a board or managers or directors and above them the head of the company.
Independent:
The structure of this type of company is more of a tight nit group rather than a structure of authority, however there will be someone who is ether the team leader or manager of the current project.
What kind of companies are there within the games design industry:
Indie:  this kind of company are independent and generally without publishers financial support, companies consisting of one person or a group of people on short term projects are considered as indie developers, because of their small size the structure of the company is more close nit rather than the hierarchal style of the larger companies (example :team meat)
Corporate: also referred to as triple A games developers these companies take on both a hierarchal and matrix structure, the matrix side of the structure refers to the different departments working together to achieve the goal however as a large company a hierarchal chain of command is put in place to make sure the sectors of the company meet their deadlines.
Types of job I’m interested in:
The kind of job I’m looking for in the industry is 3D modeller and animator.
Types of jobs available:
Game Artist / Lead Environment Artist
I found this job on technojobs.co.uk
To be considered, you must have:
- At least five years' experience of developing games
- At least two years' experience as a senior technical artist
- A familiarity with a variety of rendering engines, such as CryEngine 3, Unreal Engine 3 and Unity 3D
- Expertise in a variety of industry standard software packages such as, Zbrush, 3DS Max, Maya and Photoshop
- A strong understanding of game pipelines, from initial design through to successful implementation
At the moment this job is far out of my league however I will work hard to one day get a similar job to this, I will achieve this by continuing to work on my 3D skills and try get my work out the one the internet. 

Thursday, 24 January 2013

skill gap lecture notes

skills/ experience/ knollage


  • teaching 
  • presentation 
  • developing skills in 3d software
  • programming 
  • management
  •  organisational skills
  • punctuality
  • translating skills into other areas 
  •  written skills 
  • marketing 
in this session we learned about different skills that we will need to get into the industry, after writing down a selection of skills and experiences we wish to improve on we then had to draw out how these goals would be accomplished.
for example i want to increase my level of teaching 3d software so that i understand the programs them self better by passing on basic knollage and in process discovering new things, i will achieve this goal by teaching lower education classes down in Cornwall, i have already started this process and arranged to teach some classes with my ex 3D tutor.

Wednesday, 23 January 2013

cv for the future.




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.

hard skills
  • Maya 
  • 3ds Max
  • Photoshop
  • UDK
  • Zbrush 
  • Real Flow5
transferable skills 
discipline, punctual, managment, puzzle solving
work experiences 
over the last two years i have taken up a job teaching 3D modelling in  foundation education, during this time i have expanded my knollage of 3d software( maya, max and zbrush) i have done this by passing on what i have learned on to my students and in doing so refreshing it in my mind.
when i am not teaching i make 3d models for sale as base mesh however i prefer taking on projects for individual clients as it gives me an idea for the models specifications.
reference
name: Tony Hyom
what they are to me: ex modelling and animating tutor 

Sunday, 20 January 2013

going back to first lesson (rules)

making a cups of tea:
you would think the easy task of making a cup of tea would be easy to list instructions for however during this class we found out other wise.


  1. turn on kettle
  2. get cup
  3. get teabag
  4. put water in kettle
  5. boil kettle
  6. put teabag in cup
  7. pour hot water from kettle into cup 
  8. add milk 
this seems like a pretty solid list  however after reviewing the list it becomes clear that there is allot missing for example turning the tap on, opening cupboards and measurements  the same rules can be applied to videos games as if the player does not know the basic rules of the game he or she will not be able to complete any of the challenges.

adding to my game ideas

i have decided that im going to base the layout of my level on a maze format with a old haunted cellar type style with touches of creepy fantasy to make the environment more horrifying.
the reason i have chosen a maze as a base is because mazes on there own by nature are confusing and claustrophobic, added to this low lighting, disturbing sound effects and false scares which will play with the players mind as he/ she makes there way throw the maze.

story:
you play as Ashley (double gendered name)  Eracs (scare backwards) a newly hired assistant at a soon to be opening Victorian hotel, after a long day unpacking all of the hotels assets such as plates and furniture you head up to bed to get a well deserved rest completely unaware of the horrors that are going to befall you this night.
in the middle of the night you awake after hearing strange chain like noises coming from down stairs, after getting dress and heading down to the first floor you discover that the chain like scraping sounds are coming from the cellar which is off limits however your curiosity is to strong to ignore and so you descend into the dark depths of the cellar.
while walking around the cellar your torch dies leaving you lost and confused now your only goal is to get out before you find out what was making the chain like noises.

Friday, 18 January 2013

game level first idea


Original game idea:
Genre:  physiological
First concept:
Your looking through the eyes of a lone protagonist you are in a place you don’t recognises, its dark, wet and full of creepy unsettling sounds, the only thing you know is that you have to get out and fast as you have the feeling you won’t be able to keep your head together in these conditions.
The first ideas for the level:
(Possible environments)   
Sewer: the reasons a sewer level would be appropriate for this style of gameplay is the tight claustrophobic environment, the way sound echos around the pipes, the fact that you are stuck underground, the rotten conditions.
Basement:  the reason a basement would be good for this kind of game is the dark damp conditions, also being a basement there are allot of old objects laying around behind which monsters in the dark could hide.
A abandoned hospital:  hospitals at night are scary places due to all of the medical equipment which induce scenes of torture on the mind, the reason ive chosen abandoned is there should be no one around but the character will hear people.

Friday, 11 January 2013

Chris Rose CV with skill changes



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.

hard skills
  • Maya 
  • 3ds Max
  • Photoshop
  • UDK
  • Zbrush 
  • Real Flow5
transferable skills 
discipline, punctual, managment, puzzle solving
reference
name: Tony Hyom
what they are to me: ex modelling and animating tutor 



Wednesday, 9 January 2013

pitch DOG BASKET

game type: puzzle game

tag line: will the dog know

your children have dismantled the dogs basket and hidden the parts around the house, your mission as the dogs owner is to find all the parts and reassemble the dogs bed before the dog comes home from his walk, if you fail the dog will not be pleased and show his appesate by relieving him self on the carpet.

three fails and its game over

as the levels go on the were abouts of the parts becomes less and less obvious to the point where the player has to think like a child and out side the box.





game type: puzzle

love is isnt blind its round

you are a square who is having a love affair with a circle however you wife who is a triangle has found out and has sent a electric sander to turn you into sawdust, the game is in a side scrolling fast play style with dark over tone however has comic relief as well (similar to how earth bound pro trade it) every time you complete a level one of your edges becomes slightly more chamfered slowly turning you into what youve always dreamed of a circle.
every time the sander catchs up with you it sands off a bit of your body (this will be a gore filled game with blood and graphic detail. if you get caught 5 times its game over, there are 5 different endings one for the level of number of times you've been deformed.

no deform: live happy ever after with circle
1 deform: live happy ever after but you have less trust in ur new found love
2 deform: you new love barley talks to you and acts like looks meen more than feeling
3 deform: you find your girlfriend circle cheating on you with a cylinder
4 deform: you laughed at in the street as a freak of nature
5 deform: you commit suicide