us vs. them education vs. industry by adam rudd. executive summary education vs. industry processes...
Post on 25-Dec-2015
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Executive Summary
• Education vs. Industry
• Processes & skills within the industry
• How to prepare students today
• This is a Discussion, not a lecture
About Me
Adam Rudd• B. Interactive Ent.• Midlevel Artist• ~3 years industry• 7 titles• Mobile > Next Gen• Multiple Genres
Overview
• Art Pipelines– 2 Example Projects
• Software– Maya, zBrush, focussed development
• Skills– Skills to develop in this climate– Developing a marketable graduate
Pipelines The Importance
• Pipelines are core to a project
• Pipelines are constantly evolving
• Students with experience in pipelines will be more flexible within the industry
Pipelines What is a pipeline?
• Series of processes to get a feature from paper to game
• Eg. streetlamp
Pipelines In class
• Giving students pipeline responsibility – Less overhead/planning for Lecturers– Less risk of outdating subjects– More onus on individuals– Encouraged Team interaction
• The Obj/Dae– Open file format– Supported by multiple software packages
Pipeline Example Project 01
• Assets and Levels built within Maya– Locator based placement for instanced files– Eg.V_appletree
• Renderware exports for each file
• Very Centralised
• Very Volatile
Pipeline Example Project 02
• Assets: – Maya <500vert assets – Collada Shader setup– Melscript export system generates Database
entry, DAE composite file for the level editor, and builds chunk files for the game engine
– Assets are now ‘available’– OBJ files placed in level editor– Export form editor for placement information.
Pipeline Example Project 02
• Terrain: – Middleware Sculpting package– Tile based, utilizing DEM data Hightmaps for
basemesh. Additional Sculpting for landmarks– ~8 world textures to be masked in per tile– 12,000 pieces of imposter vegetation painted
on via middleware per tile– Building sets & landmarks imported via
custom asset set plugins as per design aesthetics
SoftwareModeling Packages
• Autodesk Maya– Industry Standard– Melscripting
• Autodesk 3d Studio Max– Strong Polygon Modeling interface
• Luxology Modo– Strong Polygon Modeling interface– Pricepoint
SoftwareSculpting Packages
• Pixologic zBrush– Industry Standard– scripting
• Autodesk Mudbox– Obvious pricepoint advantage with bundles
Software2D Packages
• Adobe Photoshop– Industry Standard
• Corel Painter– Traditional 2D focus
• GIMP– Free (limited) toolset
SoftwareEncouraging Mastery
• Most programs are interchangeable
• Community and friendly competition encourages software mastery
• Discipline mastery only – Animators should know how to animate– Prop artists should know prop workflow– Character artists should know character
workflow
Community
• Online Forums– GameArtisans, Polycount
• Integrating curriculum into becoming active members of communities– Personal investment with structure
• Criterion for community activity & achievements
SkillsOverview
• The current situation
• Important skills for a graduate to have
• Not so..important skills
• Creating a marketable graduate
SkillsThe current situation
• Difficulties entering the industry– Aversion to juniors– Salaries
• Globally occurring
• There are still jobs out there!
• On the plus side: the bar is being raised
SkillsImportant skills for a graduate to have
• Industry standard tool mastery
• Very high quality work in their chosen discipline– Environment– Characters– Animation– Web Design
• Communication skills
SkillsNot so important skills to have
• Jack of all trades artist
• The ability to do what they don’t want to do
• Obsolete Engine knowledge
• Video Editing skills
SkillsCreating a Marketable Graduate
• Communication!– Linkedin – forums – industry contacts
• Portfolio – Demo reel optional for those who aren’t
animating
Understanding hiring criteria
Questions!
• This presentation is available on my blog
• http://www.AdamRudd.net
• Adam@adamrudd.net
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