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Member Since 02 Jul 2011
Offline Last Active Yesterday, 07:44 AM

Posts I've Made

In Topic: getting the job done

02 February 2015 - 09:12 AM

Feng Zhu uses and talks about the technique in his video.


When he uses larger pieces that could be recognizable in the final concept handed off to a client, such as a specific background a character needs to fit in, he will either use a photograph he took himself or given to him by his client to avoid any copyright issues.

When used to create small details or textures these photos are generally layered, manipulated and painted over to such an extent that they are no longer recognizable by the original photographer and pose little problem.

In Topic: Do I need a 3D model artist and illustrator / artist?

17 January 2015 - 09:57 AM

I believe you should be able to find someone who can model and draw.

In fact, I think that may be even more prevalent than people who insist on doing only one aspect, from what I've seen at art school and through my friends who work in the industry as these skills support each other.


On a budget such as yours you can't afford a big promotion campaign, so you don't need an illustrator for promotional material.

You don't need a storyboard artist since you probably won't do mo-cap and have big elaborate cut scenes.

Your style might not be as fleshed out and cohesive as a AAA title, but that's to be expected, and it doesn't necessarily mean your game won't have a certain appeal.


If you can do a sketch, even a rough one, to give an idea of what your vision looks like, it could only help. A decent artist could then refine the idea for your approval, and move on from there.


Once the drawing is done, you don't need to manipulate it any further. Some modelers could work from a single illustration, filling in unseen details using their imagination.

Others might prefer orthographic (side, top, front) views of their subject, which they will set up in the 3D space to work on. These can be scanned in from paper.

In Topic: Need advice for a road ahead

08 July 2014 - 05:07 AM

I'll save Mr. Sloper some problems, and tell you the first thing you need to do is hit the back button and read the Stickies - particularly the FAQ and Breaking in parts.

There are some excellent written guides that will answer where (or if) you should go to college, what to study, what to do if you live in an area with 0% industry, whether math is important, and so much more.


Second, naming a studio is not a job idea. Do your research: Go to the websites of these studios, find their career page, look at the titles and requirements and figure out what you enjoy doing.


Practically speaking, chances are you won't be working for the huge studios right out of college, but the skills you learn trying will help you land the first job.

In Topic: Where do I go from here?

21 September 2013 - 02:43 AM

I live in Las Vegas, so that kills one problem. Their are over 50 gaming companies where I live.


Where did you get this number from? Does it include gaming in the gambling sense? That might be a viable way to get some experience, but it isn't direct industry experience.

Does it include 1 man indies such as yourself? 


Not to offend anyone working out of Las Vegas, but I think Petroglyph is the only major studio in the area.

In Topic: Advice for pro composer moving into games

11 September 2013 - 07:49 AM

Audio isn't my field, but I met a good deal of game audio professionals and hobbyists when I attended San Francisco Bay area game developer meet ups. Seems like there's a lot of competition and not a lot of jobs in an industry that isn't easy to get in at any positions.