Tuesday, 2 November 2010

Chris Goodswen lecture

3D character artist 8/10/10

-Took inspiration from Syd Mead, Feng Zhu, Aaron Symms
-Benifitted heavily from research “90% research, 10% work”
-Had limited freedom
-Make sure to show a variety of work, Traditional in particular as it’s pretty much the base for it all.
-He chose to go with 3D character art but he didn’t know anything about it – broadening his horizon from sticking to 2D. Focused on that one specialism.
-His game Idea, Horror on the 80’s- Fantasy like horror
-Anatomy= IMPORTANT. Referenced a lot of poses and photos.
-For 3D, used Mud box
-In business, Didn’t matter how you did your work so long as it was finished
-Loads of thumbnails- moved onto speed paints from there.
- Character artists, make sure to know your animation. <for movement
-Was tough for him after finishing, keep on job hunting don’t just give up after a few tries

- Went to Abertay for his Masters
- Lots of papers to write in the last year
-Involved a lot of working in teams
-Was a tough learning curve
-Harsh crits
-Very limited control on work
-In last semester, just had to make a game in a team of 15 people. He was given the role of 3D character artist and lead artist
-Was to be a racing game for a children’s audience.
- With concept designs for characters make them look more ‘alive’ in the final deisgns. (No plain standing poses?)
-made 6 animations a day
- Next to no freedom with this project
- Polished game result was for the Edinburgh festival

-Make sure to email people in the Game industry, networking=very good
- Tough to get a job in industry
- NETWORKING
-He is currently doing freelance work

Overall I did find his lecture useful, it put a good perspective of how much work I would need to put into finding a job in the games area

No comments:

Post a Comment