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Member Since 02 Jul 2011
Offline Last Active Yesterday, 01:34 AM

Posts I've Made

In Topic: Career path advice?

18 May 2015 - 08:06 AM

Consider attending conferences as well, especially as a volunteer. Aside from getting access without paying the costs (which can be pretty steep for something like GDC) it is great for networking.

The volunteer application for GDC Eu in August is open for another week, and while it is smaller than the show in San Francisco, it has it's benefits. Ask me if you'd like me details on that (just don't take my spot as a CA ;) )


There are other conferences going on all the time all over the world, including New Zealand to check out.


I'm not a pro by any means, but I've learned a lot trying to break in (as a concept artist coming from Israel, I knew the odds were stacked against me.)

For instance, Europe has a good number of game studios, a lot of whom speak English, since employing people from all over the world is common practice.

Japan and South Korea on the other hand have much bigger language barriers (but in Korea studios list addresses, and a lot are super nice when you give them a surprise visit, toting your portfolio. The locals don't do that kind of thing :D )


You shouldn't limit yourself to AAA studios. It would be the way to go if you wanted to move to the US, as they would be better prepared for immigration issues, but you can get just as much valuable experience at an indie, mobile or outsourcing studio.

In Topic: Handpainted graphics for multiplayer racing game,need feedback

17 May 2015 - 11:11 AM

Enjoying the style. Characters might be a little small for all the detail they are packing and hard to read when they are crammed one on top of another and with entrails flying around.

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.