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Everything posted by ItamarReiner

  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

    China Game Developers Conference

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  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.
  16. ItamarReiner


    If you are paying for a home, it seems you would be unable or unwilling to relocate. which could be a big problem if you don't live in an area with a well established game development scene. Unless your skills are far above average, studios will not even bother replying to job applications if you live too far away and/or lack the proper work authorization. Holding a team of hobbyists together for long enough to publish a game is no easy feat. Freelancing isn't a cake walk either, whether it is finding clients, sticking to deadlines or dealing with the financial side of things. I'd love to tell you that it will all work out in the end if you just keep trying, but that hasn't been the case for me so far. I still refuse to give up, can't see myself being happy doing anything else.
  17. ItamarReiner

    Space ship (fighter) [looking for feedback]

    I agree with the above comments that it looks too smooth. Add hard creases where you want to draw attention and where it would make sense if this was a real vehicle (take a look at some reference, to see where that might be.) Not a huge fan of the bulging nosecone - too similar to a human nose, especially with the inlets acting as nostrils. I sense you don't want to make something comical, and this is heading in that direction (unless you did, in which case you need to push it further.)   Is this thing piloted or not? If it is, I'm not quite sure where he (or she) would sit, and what sort of visibility there might be, with a big nose in front and the big bulges in the fuselage in the back. I know this is fiction, and these considerations can be ignored - this ship is very similar to the Vipers from Starship Galactica - but I like to think it adds another layer of interest to the world building. If this thing is AI piloted? Some of the design choices make even less sense, if we look at the current developments in UCAV design.   Keep playing around with it, and good luck making something kick ass :D
  18. ItamarReiner

    GDC Europe is no more

    I don't have an official reason on the closure, but there's the following to consider:   GDC Europe seems to have been shrinking over the years, dropping Wednesday to go to a Mon-Tue show. Having to compete with Gamescom's preview day might have been the root cause. Over the past couple of years, there was also Respawn in direct competition with GDCE, even though there some cooperation between all these shows (GDCE, Respawn and Gamescom.)   This year, to solve the issue they had in 2015 when it was too close to E3, Gamescom announced the show will be on fixed dates: the third week of August, IIRC, along with the announcement that they are shifting days to Tues-Sat (From Wed-Sun) which changes the dynamics of the cooperating conferences. Respawn has announced they will be adjusting their dates, and now there's a rumor going that they will replace GDCE at Koelnmesse.   Some say that the sheer amount of events in the European continent throughout the year, and the size of GDC, kept GDCE from being the one event to go to in Europe, and that it made sense to kill it, but it doesn't make it easier.
  19. ItamarReiner

    GDC Europe is no more

    In a rather upsetting bit of news from earlier this week, it has been announced that GDCE is no more. I have been a conference associate at GDCE for the past 5 conferences in Cologne, Germany, flying in from Israel for the opportunities it and Gamescom provided.   While I would love to follow UBM Tech's suggestion to attend GDC in San Francisco, I'm not sure I could even manage to provide enough ties to my home country to secure the required tourist visa. While I'm not quite broke, I work for a minimum hourly wage, and such a trip is no small burden, even if I can get in as an International Ambassador (as a foreign national I can't CA) and take advantage of my family in Berkeley to save on accommodation.   Now I'm trying to think of my options. I would still like to attend Gamescom for the opportunity to meet devs, show off my portfolio and hope that maybe this time I'll finally get my big break and get a solid lead on a job. Hopefully I'll meet some of the friends I've made over the years volunteering. I guess I need to wait and see what happens with Respawn, maybe it will turn into a better alternative to GDCE than it has been in the past couple of years.   I've also volunteered at Casual Connect over the past 2 years when it was held in Tel-Aviv. They say they like to relocate every couple of years, I'll watch to see where they go, and decide what to do, even if the volunteer experience is somewhat inferior.   There are a few other conferences to look at which might be interesting: Reboot, Quo Vadis, Pocket Gamer Connects, CEGC and more. There is also the option to go further from Europe. I've attended Tokyo Game Show and G-Star before, maybe I'll add China Joy to the list. The language barrier proved to be a big issue in Asia, even if I am willing to learn, so it might not be as effective for the job searching efforts, and volunteering is unlikely, so it will also be a big financial burden, but it ought to be fun...
  20. ItamarReiner

    Not Sure Where To Start

    Reading the forum FAQ and the rest of the stickies would be a good place to start (basically go to Tom Sloper's website and take the time to go through everything.)   You aren't the first person to struggle with where to start. If you have more specific questions, feel free to come back and ask, we might all learn something new.
  21. ItamarReiner

    Salary Research

    Does this help? http://www.gameindustrycareerguide.com/video-game-programmer-salary/ Game Developer magazine ran a yearly salary survey, Gamasutra has one for 2014, not sure about anything newer: http://www.gamasutra.com/view/news/221533/Game_Developer_Salary_Survey_2014_The_results_are_in.php
  22. ItamarReiner

    How terrible is my art

    Do not say that your art is terrible. Do not ask how bad it is. When you do, you are already forming opinions in others that are not to your best interests, they will then confirm what you told them.   When you remain neutral, asking for constructive critique, you may be surprised at what people do enjoy and appreciate in your art, such a morale boost will keep you motivated to get even better, and as you improve you will get even more praise, from just a little switch in attitude.   You will still struggle with artist blocks and feelings of incompetence, but such is the nature of any creative pursuit.
  23. What I've learned during all the conferences and trade shows I've attended all over the world, searching to break into the game industry, is that you would be sorely disappointed if you think that attending one developer's conference (even if it is the biggest) is going to immediately result in gainful employment.   The reason I do keep going to these events, aside from the fun I have playing games and collecting swag, is that it is an excellent opportunity to make new contacts and stay in touch with the friends you make during these events, who all share a similar passion to be a part of this industry in one way or the other. I know that others broke using such connections, and I hope it works out for me someday too.    Don't forget business cards, portfolio, and the right attitude. Good luck.
  24. ItamarReiner

    Art Portfolio

    I have been trying to find full time employment as a concept artist for a few years now myself. Not much success so far, but I think my biggest problem is location. My portfolio and I have been to a fair number of game developer conferences and trade shows around the world, and I've had professional game developers comment on it, so maybe I do know a thing or 2 about it.   Aside from what was already written, I would suggest you do work on making 3D your friend. Not only will it help you understand the process needed to turn 2D concept art to 3D, it can help you create better work, from figuring out perspective and lighting, to kitbashing models together, to doing concepts completely in 3D.   Don't put anything in your portfolio that looks unprofessional. You may think an anatomy study or a school assignment is some of your best work, but it makes you look like a student and an art director might question how ready you are for work and if you can provide consistent work.   They do like to see work in progress and your thought process.   Resolution doesn't really matter - it depends on what you are comfortable with, and gives you the detail you need. I personally still print out my portfolio on A3 paper because the large size makes a good impression and is a good ice breaker, even though it is heavy and hard to see in low light (when you take it to networking parties ;) )   Finally, make sure to pay attention to how your portfolio is viewed: start with something impressive to grab attention, end with something equally impressive so that people will remember your portfolio by.
  25. Trying to make an informed decision on whether pursuing a Master's degree in South Korea would yield a good return on the investment is proving to be somewhat challenging. If anyone has good information, I'd love to hear it.   Searching online I found that schools in South Korea do offer such degrees, no real surprise there. I have also found some promising info on scholarships, especially the one where you get a full ride.   One of the biggest questions I have is how these programs rank. Which has close ties with the industry, highly rated professors, best facilities, etc.? I hear the competition is fierce, I graduated Cum Laude from Columbus College of Art & Design, with a GPA of about 3.4 IIRC, is that good enough? I've read they offer only a couple of scholarships for my country (Israel) and I have no idea how many of my peers might apply (but I'm guessing no many, we mostly flock to Europe or the US.)   A little background information: As mentioned, I live in Israel. I don't have any sort of foreign passport, which is a problem for an aspiring full time in house concept artist, as the industry in Israel is focused on social casino and facebook games. I have a BFA majoring in illustration from Columbus College of Art & Design. I stayed in the US for a year after completing my degree (as allowed in my visa) in the hopes that I would find employment. When that fell through I flew to Germany to volunteer at GDC Eu before I came back home, hoping that by showing my portfolio and networking I could find a job in Europe. This past August was my 4th time volunteering at GDC Eu (+Gamescom) and it doesn't appear as though anything will change soon. Last year I also visited Tokyo Game show with a business pass, trying to assess my chances (I'd need to learn Japanese) before heading to Seoul for the next two months to try my luck there. I gave Korean game studios surprise visits. Sometimes I was politely kicked out, sometimes I couldn't pass the language barrier but sometimes I was invited in for a job interview, and I learned that I would need to learn the language to fit in, as they don't have as many international workers as an American or European studio might. With mounting pressure from my parents (I still live with them, I'm ashamed to say) to change careers and start earning a living, I'm thinking outside the box in an attempt to keep my dream alive.
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