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Hamsta

Member Since 02 Jul 2011
Offline Last Active Yesterday, 08:47 AM
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#5165513 Need advice for a road ahead

Posted by Hamsta on 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.




#5095693 Where do I go from here?

Posted by Hamsta on 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.




#5073269 Entry-level Jobs

Posted by Hamsta on 27 June 2013 - 11:18 AM

Volunteering at a game industry event, with GDC being the most obvious choice, can go a long way.

Even if you aren't selected as a volunteer at these events (I have volunteered at GDC Online and GDC Europe, and there are a lot of people applying) you should still go.

You don't need an all-access pass: student sessions are open to all attendees, the expo will have studios looking to hire, and most importantly - you will be able to go to the parties, where are the real networking happens.




#5045621 Creating 2d chars with photoshop vs illustrator

Posted by Hamsta on 22 March 2013 - 09:04 AM

Unless you have an old school vector display, all vectors are eventually going to be rendered as raster.




#5044952 Creating 2d chars with photoshop vs illustrator

Posted by Hamsta on 20 March 2013 - 11:44 AM

Vector based graphics are infinitely scalable, so even though the final output will be rendered as raster, it will be easier maintaining the same crisp look independent of resolution. They tend to be smaller files when compared to raster graphics.

On the other hand, vector graphics have a certain look to them, which may not be appropriate for all applications.




#5039738 dilema about education abrod

Posted by Hamsta on 05 March 2013 - 04:21 PM

Community Colleges are usually cheaper than private art schools or public universities, even when looking at the higher international student fees.

Where you choose to go makes a big difference too. Everything will be more expensive in California or New York, but you will have a harder time networking with professionals in the field which can hurt you when you are job hunting (which I assume is one of the reasons you want to study in North America.)




#5038479 Clay Animation Video Game

Posted by Hamsta on 02 March 2013 - 12:38 PM

The Neverhood is probably the most famous example.

Platypus is a claymation SHMUP, indie developed IIRC.

I've also seen someone doing it locally (Israel) her name is Hadas Noam. You can check out her work at http://craftyarcade.com/




#5034191 new to graphics surely this isnt pixel art?

Posted by Hamsta on 19 February 2013 - 09:51 AM

I have a Wacom Intuos 3, and I love it when I do my digital paintings. I rarely touch it when I'm doing vector artwork.

I find the mouse to be much better for adjusting Bezier curves and the pencil tool, in which you can draw free form lines, to be rather clunky.

Having a sketch to work with is good, but that can just as easily be made by scanning an image as creating one from scratch digitally.




#4999970 Breaking into... another country. Advice needed.

Posted by Hamsta on 11 November 2012 - 12:26 PM

As far as the American system is considered, you will need 3 years of specialized experience in lieu of a degree, so your 5 in the game industry may qualify you for that. Other countries are likely to have similar conditions, so I wouldn't write it off.
If a company is willing to sponsor you, let them worry about putting the right spin on your resume to bring you over.

You would need to look very carefully at whether you can even work as a student - using my American experience again, I can tell you I was only allowed to work on-campus, for a max of 20 hours a week (15 at my particular college.) This included freelance work and summer internships (though I know some who considered the benefits of a paid internship to offset the risk) and even after graduation I had my share of obstacles in my job search.


#4995522 confused beginner artist

Posted by Hamsta on 30 October 2012 - 01:03 PM

Considering your questions, I think you would do better with traditional media right now (pen/pencil and paper)
You would need a tablet to paint on a PC, and that would take some practice.
I'm not really familiar with the limitations of the iPad - I know Robh Ruppel uses it to great effect for his concept art, but to go from there to creating assets for games?

Illustrator is a vector based program, while Photoshop and Painter and Raster.
In a raster program each pixel stores color information which is why it is better suited for photo editing.
Vector programs use math to describe shape and color. (i.e. a square is made of four points, each connected at 90 degrees) this makes for a certain "clean" look which may not always be appropriate, but offers smaller files in general, and infinite scalability. (A 4 inch square uses the same 4 points and angles as a 40 foot square.)


#4979683 Drawing Hardware for 2D and 3D

Posted by Hamsta on 13 September 2012 - 06:34 AM

What Ashaman73 said is correct: Most tablets, especially at the price range you are looking at, do not have built in displays.
The tablet will have drives to interface with your machines and make use of the full functionality - not just moving a cursor like a mouse, but also have pressure sensetivity, and in higher-end models - tilt.
You will need to practice, it is not as easy as it looks. Like Ashaman said, you are drawing on the tablet while looking at the screen. Even with a Cintiq, a tablet with a built in screen, there's some getting used to due to the distance between the nib of your stylus, and the display itself which is behind glass.
New Wacoms come with bundled software, but I never found it to be very good for my purposes.


#4972556 Titlescreen Art ( want opinions )

Posted by Hamsta on 23 August 2012 - 06:33 AM

I think the white V doesn't have enough contrast with the background.
Displays are all calibrated differently, and you'd want it to appear as close to what you wanted on all of them, so I would address that.
Making the background clouds a darker grey is probably how I would go, would make the character pop out more too, and maybe add a lighting effect to the V, i.e. god rays. That might not actually work, but gotta try it out to really say.


#4962465 Inspire me with spaceships!

Posted by Hamsta on 23 July 2012 - 09:21 PM

http://conceptships.blogspot.com/
http://www.johnberkey.com/gallery/space/
http://sparthconstruct.blogspot.com/


#4951926 What should I use to Draw this?

Posted by Hamsta on 22 June 2012 - 11:17 PM

What is your skill level right now? If you don't have a solid foundation, I would suggest you start studying things like color theory, composition, light and shadow and all of the basic skills that will help you do art in any medium.
3D modeling is more like sculpture, and trying your hand at that could help.
Now for your specific questions:
1. At first glance, these ships look like they are pixel art and while you can certainly go that way, I then remembered the guy who made that game used the 3D in-game ship model to create a physical sculpture using a 3D printer. There are pluses and minuses to either, and experimentation would be the best way to find what works for you. http://www.positech.co.uk/gratuitousspacebattles/model/model.html

In theory you could do pixel art in something as readily available as the MS Paint program that comes with window, but you'll want to use something that has better layer managment, saving options, etc. like Photoshop or GIMP.
Stay away from vector based programs like Illustrator or Inkscape.

2. You can certainly sketch, scan and use that as a base for your final sprite, but you can't really just use a few filters or play with some textures and expect good results.

3. There are a ton of pixel art tutorials out there. Here's a good one: http://www.derekyu.com/?page_id=218
I'm not sure about making 3D models look like pixel art.


#4947784 Just got my 1st tablet! What should I do now? (Concept Artist)

Posted by Hamsta on 09 June 2012 - 05:27 PM

Practice, practice, practice.

The difficulty when using a tablet is hand eye coordination: The lines you see appear on the screen are actually being drawn on your lap or desk, on a surface and stylus combination that aren't what you are used to.

Otherwise, you would use the same process you do with graphite or acrylic.




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