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About ItamarReiner

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  1. ItamarReiner

    Good fonts to use for menus and HUD

    Here's a Twitter thread from a friend that might inspire you:
  2. ItamarReiner

    Several Questions About Portfolio

    Take anything I saw with a grain of salt. I've collected a lot of tips over the years of trying to find a job, and I'm still trying (I blame location and a niche position for it.) 1. Use your real name unless you are really committed or well known by an alias. It will make it much easier for other people to find you. 2. I believe a vertical slice is the best thing to show. Even if you published a game, you'd want to make a short gameplay video briefly showing everything it can do. 3. I believe subtitles are common practice for demo reels. You would need to verbally explain things if you land an interview, though. You don't need to be able to play yourself to put a demo reel together. A few more critiques of what I saw on your current portfolio, hopefully they are constructive: a. Only show your best work. Take our anything that is obviously school work, anything that doesn't show your current skill set, whatever else you think is unprofessional. b. Make a good first impression. Someone looking to hire might have just gone through a few dozen websites before yours, and won't click on any of your links if you don't have a visually powerful landing page. c. Make sure it is clear what you want to do and what exactly you did on team projects. That 'about me' page is a wall of text. Good luck.
  3. ItamarReiner


  4. ItamarReiner


  5. ItamarReiner

    China Game Developers Conference

  6. until
  7. ItamarReiner

    Relocating to start my career

    Europe is a diverse continent and not all countries are equal when it comes to game dev communities. I don't believe there are many AAA studios in Spain if that's what you are looking for, but indies shouldn't be too hard to find in any major city, if you are ok starting there. There are game development conferences all over Europe, and I would suggest looking into it, and I always recommend volunteering to really connect with like minded individuals. Don't forget business cards and a portfolio. Studios in Europe tend to have a very international staff from what I've experienced, with English as a working language, so that shouldn't be an issue (unlike east Asia.)
  8. ItamarReiner

    Landing a Game Dev Job thrgh portfolio NOT degree

    California (LA or SF), Texas (Austin or Dallas) or Washington State (Seattle/Bellevue.) Finding a job outside of these game hubs is going to be a whole lot tougher.
  9. ItamarReiner

    GDC from career perspective

    It's too late to apply for the GDC conference associate program, and its a tough one to get into, as they have far more applicants as they have positions for, including some who come in year after year (I've volunteered at their spinoff and successor shows, amongs other, and it really is fun.) You could try to enter the program next year, or even better, look for other shows to help out with. They'll be happy for the help, and you'll have the opportunity to cut costs and meet like minded individuals, whether they are general attendees, fellow volunteers, or the show staff. This will give you insight into what the industry is like, might spark some new ideas on directions you can take, and inspire you to keep working towards your goal. You can find events in the calendar or on Gameconfs.com. Smaller events on meetup, facebook and word of mouth. Good luck.
  10. ItamarReiner

    Is drawing ability required to 3D model?

    Technically, no, you don't have to be very good at drawing to be a good 3D artist, as the process is more akin to sculpting. However, the ability to look at the third dimensional world around you and translate that to create a believable image on a two dimensional surface (i.e. draw good) can really help out while doing 3D, from creating concept art for yourself and others, to learning about shape language, to hand painting textures, and more. Might be worth trying out on occasion, while working on 3D as your main skill set. I started out in kindergarten, coloring outside the lines with wax crayons. I doodled in all of my notebooks throughout my school years, and received a lot of positive feedback, so I stuck with it. I saw some real improvement when I started copying some of my favorite comic covers, found on an image repository, back when the internet was young. Then saw another jump in skill when I started drawing things around me, and studied perspective. There are tons of resources out there these days - from video tutorials on YouTube, Gnomon or Gumroad, to online articles, to forums with members willing to give critique, even books at the local library if you want to go old school. It's true that you have a lot of catching up to do if you want to master the skills, but people much older than you have done exactly that, it's all about dedication.
  11. ItamarReiner

    Best Online Unversity for Foreign Student

    Ronny, what are your goals? It may be far easier to go the Israel route - get a degree at the Technion or at another local university, start working at one of the local social casino game developers or a start-up, gain the experience that could open up positions abroad if that's what you are aiming at. An online university is a big risk, will not likely be recognized in Israel at all, and may be seen as unfavorable in a job interview when you are compared with someone with a local degree, if your portfolio is on equal footing with them. If you are looking at more game centric programs, there are local programs on that as well, like at Tiltan and Beit Berl. Getting into AAA, if that's what your ultimate goal is, won't be easy as an Israeli. Limiting yourself to an online university isn't a surefire way to avoid it.
  12. ItamarReiner

    what should i do in order to be a concept artist?

    a. Do your research: Find out what studios list as requirements when they list openings for concept artists. Look for where concept artists hang out and show their work (hint: Artstation is much better than gamedev.net for such a purpose.) Find stories of how concept artists broke in to the industry and figure out how it can apply to you. b. Directed practice: Figure out where your weak areas are and work hard to squash them. Recognize your mistakes so that you don't repeat them, learn how to separate your ego from your work when taking constructive critique, but don't trivialize your talent either. c. Be lucky: Being proactive isn't always enough to land you that dream job, unfortunately. Competition is fierce and being in the right place at the right time can make all the difference on whether you ever get to make a living making concept art - whether it is full time or as a freelancer.
  13. ItamarReiner

    I'm Very Confused About Career Directions...

    Have you gone through Tom Sloper's faq? (It's in the stickies) Have you built a decision grid as he suggests? It doesn't always help, but it's worth a shot. Being a jack of all trades, master of none is better suited towards working in small indie teams, if there are any nearby you might want to look into what they are doing. AAA will require specialized skills and proximity to studios, so you would have to decide on a discipline and be prepared to relocate (unless you are lucky enough to live in an area known for having studios.) Working in CS outside of games, and writing / 3D graphics as a hobby is going to be a much safer route if money is your biggest motivation.
  14. Gamescom is a massive event, bringing a lot of game developers, of every level and skill set. Unless something drastic happens to change my plans, 2017 will be my 6th year in Cologne. I have a few more pieces of advice for you that I've learned over the years: 1. Look into Respawn and Devcom, the conferences that proceed and accompany Gamescom on the developer's side (bonus tip: volunteers are still needed, save some money on registration and be part of a community of like minded individuals.) 2. Tickets to the business area of Gamescom cost more, and you'll have to show you are connected to the industry (which isn't hard) but it would bring you access to people you would never see at the consumer area, such as sound engineering middleware companies. 3. That said, developer teams can be found at the consumer area, manning the booths on the games they worked on, whether it's from a small studio like Amplitude, to a giant like Ubisoft, so don't be afraid to go around and ask if there's someone to give you critique. 4. Don't go look for devs on the last day, though. The dates have been moved this year, but I suspect this will still remain true, as the show draws to an end, people will start packing up and returning to their day jobs, with only the community managers left behind to man the fort. 5. Act like you belong. They may be ladies, but trying to get past the women who sit at the entrances of the booths can be intimidating. Sometimes waltzing in like you belong is all you need to meeting some amazing people. Sometimes they will kick you out irately, but it doesn't hurt to try. Sometimes just looking interested in a booth will be enough to be invited in, usually with the smaller studios. Never know where that might lead. At the least to some cool swag. Back to your original question, I think you GDC is still the one show you MUST attend, even if it is harder to get to, whether it's because of travel and living expenses to and at San Francisco, or because of visa issues (which as a Spaniard might not be as difficult for you as for others?) GDC is massive, whereas the European conferences are smaller and split amongst the many countries with an established or emerging development community, and the ones in Asia are much more focused on the local market and without knowing the language, it will be much harder to communicate. I think I prattled on long enough, but if I think of anything else, I'll write it down
  15. I guess there wasn't enough discussion going on in the game events sub forum to keep it around. I'll be honest, I didn't really check it very often myself, only when I was gearing up to head to one, or when I wanted to talk about how great it was to volunteer Speaking of heading over to a game conference to volunteer, I recently applied as a volunteer at Devcom/Respawn, the development conferences preceding the insanity that is Gamescom. This might be the first Devcom, be it was born out of a need to fill in the void left when UBM Tech decided to pull the plug on GDC Europe. Somewhat similar to what Austin experienced when GDC Online was turned into GDC Next and moved to LA, only to be killed off as well. Is the same true for China? Seeing how this new con unfolds, as well as the changes that are bound to happen to Respawn is going to be interesting. Seeing how the new dates for Gamescom might change things, and how much of it I will be able to enjoy with my volunteer duties spilling into is also something I'll need to see. Every year (this will be number 6 if it all goes smoothly) I learn new things on making the most out of my week in Cologne.
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