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Showing posts from October, 2022

Guest Lecture #4 - 19/10/2022 - 10:10 Games

  1st Guest Bio - Bart Kosciolek, Junior Animator @ 10:10 Games Jfjdiejdjd 2nd Guest Bio - Reece Hewitson, Junior Games Developer @ 10:10 Games skdjalskjdlkasjd Takeaway #1 - Determination As an applicant trying to get into the industry I will be rejected many times due not being the correct fit for studios I am applying for, be it not enough experience or not the correct style of work for how the studio does things. I need to not let this deter me.  Takeaway #2 - Networking The video games industry is still very young (in business terms/years) and still very small (in one sense), while a single title is a product of many peoples work all put together those people often split after projects have been finished and they will end up working on other projects at other studios and this results in "everyone knows everybody" where you can say a name in conversation with a new co-worker and they'll reply with "oh yeah I know (name) I've worked with them on this project. ...

Guest Lecture #3 - 12/10/2022 - Cloud Imperium + Media Tonic

  Double Guest 1st Guest Bio Jake spends his working day taking concepts from other concept artists and figuring out how to make them real in 3D space with minimal to no errors. All the work that Jake submits to his Lead must be engine ready assets that are clean and usable by other staff. Takeaway #1 - Modelling Tips      When 3D modelling you need to use as few vertices as possible to establish the general shape of                   whatever object/creature you are trying to bring to life. Once the general shape is established you can         begin adding edge loops and extrusions to create details that define the object/creature. Takeaway #2 - Personal Projects are really helpful      Doing your own projects in your spare time can not only teach you new skills and help you practice old      skills but it can also boost your portfolio greatly and if well do...

Guest Lecture #2 - 05/10/2022 - Rebellion Games

  Guest - Peter Dimitrov, Environment Artist @ Rebellion Games Guest Bio Peter enlightened us and told us his day-to-day while he worked on the 1st DLC project for Sniper Elite 5, as a environment artist Peter worked with another level designer to develop and refine the flooded map level that the 2 of them had been assigned to.  Takeaway #1 - Working with limitations      Both Peter and his co-worker had to stick to a schedule where sections of the map needed to be                   done to a specific deadline, the white box version needed to be done within a certain time limit,                   changes could not be made once the art pass had started, the map needed to include certain features like      ditches and a spot for a supply train to run through. The map itself went under many changes before         ...