SO, a week ago I went to Norwich University of The Arts and did a guest lecture for some first years. I spoke to them about what job I have, what it involves, how I got my job and my experience so far, along with some advice on stuff like portfolios and skills.
As is my wont, I rambled a bit. However, I really enjoyed it and I hope I said stuff that they found relevant and helpful.
I remember 2 game devs coming to give talks while I was at Uni - one a general talk to everyone from some at Ninja Theory and another for the MA group (cohort?) from someone at TT Games. Both talks were really interesting - like a chance to peek in the window at how people work and what they do. Along with some bits of advice.
I find most of the advice I can offer people has come from a mashing up of my experience and the various bits of advice I've collected from here and there - from people at conventions, people at talks, my tutors at Uni, books, magazines, online article and YouTube, tutorials etc etc - all those tiny bits that I've consciously (or unconsciously) collected over time are what come out now, as I attempt to sound like I know what I'm talking about and offer advice.
All in all, very cool and topped off a week that included a visit to another studio in London to meet the Art Lead and see what they're up to, how they work, what their team like.
I love my job :)
Thursday, 22 January 2015
Saturday, 17 January 2015
Long time in the making.....
It's a bit like how waiting for a NIN album used to be. Sure it will be worth it though..... I hope....
I have been away in the real world getting a job as a Junior 3D Artist - which has taken up my time. Shortly before that, I started on a new project to create a Lego Fire Car brick-by-brick, to scale, and without worrying about polycounts (and it turned out, with no use of textures!) So here are some pics:
I have been away in the real world getting a job as a Junior 3D Artist - which has taken up my time. Shortly before that, I started on a new project to create a Lego Fire Car brick-by-brick, to scale, and without worrying about polycounts (and it turned out, with no use of textures!) So here are some pics:
I started this project in Maya: I've always used Maya as it's what I learned at Uni, however at work they use 3Ds Max, so I have converted over and I finished off this project (or, did the final rendering and positioned) in Max. I imagine I'll use Max from now on. Although I worry that I will forget how to use Maya entirely, so maybe it would be best to open it up and do something every now and then?
Tuesday, 15 October 2013
Environment as Character?
So, here's my thought for the day:
Are game environments characters? Are they as much of a character in a game as any other character? A lot of thought, research preparation etc goes in to the design of characters - their appearance, their abilities, their history and their future. How the player will control them, how the player will interact with them. Are environments essentially the same? Can they be?
Great environments might be stunning landscapes, interesting places, light, dark, inside outside, urban, natural.... and if all you do is look at the environment then all it has to be is an interesting or beautiful landscape.
In games, however, we interact with the environment and sometimes it interacts with us. The content of the environment adds 'character'; adds atmosphere – sometimes the obstacle to overcome isn’t another character, but the environment itself.
Can the each environment have a ‘personality’? Can great character design concepts and techniques be applied to designing an environment? Affecting how level designers plan the level, how concept artists envisage the level and how environment artists create the level be creating the ‘character’?
I’ve so far been unable to find and literature on this. My thinking is that there must be something in the theory of film sets/environments as having character if there isn’t any specifically about games.
Are game environments characters? Are they as much of a character in a game as any other character? A lot of thought, research preparation etc goes in to the design of characters - their appearance, their abilities, their history and their future. How the player will control them, how the player will interact with them. Are environments essentially the same? Can they be?
Great environments might be stunning landscapes, interesting places, light, dark, inside outside, urban, natural.... and if all you do is look at the environment then all it has to be is an interesting or beautiful landscape.
In games, however, we interact with the environment and sometimes it interacts with us. The content of the environment adds 'character'; adds atmosphere – sometimes the obstacle to overcome isn’t another character, but the environment itself.
Can the each environment have a ‘personality’? Can great character design concepts and techniques be applied to designing an environment? Affecting how level designers plan the level, how concept artists envisage the level and how environment artists create the level be creating the ‘character’?
I’ve so far been unable to find and literature on this. My thinking is that there must be something in the theory of film sets/environments as having character if there isn’t any specifically about games.
Saturday, 12 October 2013
Resurection:
res·ur·rec·tion
/ˌrezəˈrekSHən/
Noun
| |
Synonyms
|
.... or something like that. I need to resurrect this blog so I can share ramblings, game related or otherwise (otherwise probably being environment/3D modelling relates ;) ) Rather than focusing on my ongoing work, it will probably be more 'musing' or thoughts... However, to see my work go to www.stefbow.com - it's all kinds of tasty!
Saturday, 24 December 2011
Sunday, 6 November 2011
Friday, 28 October 2011
Monday, 10 October 2011
Sunday, 18 September 2011
1972
Tuesday, 9 August 2011
Wasps eat wood
Or, rather they use wood to make their nests. True fact. Only discovered after watching a wasp munch away on the fence in my garden. Makes a fantastic noise. Anyway! Pictures:


The bottom pic is DS-screen size. Aim being for this little project to make the room low-poly so it could be displayed/rendered on a DS. Currently, as is in the pics above, there are 373 Tris and 3 x 128x128 Textures


The bottom pic is DS-screen size. Aim being for this little project to make the room low-poly so it could be displayed/rendered on a DS. Currently, as is in the pics above, there are 373 Tris and 3 x 128x128 Textures
Subscribe to:
Comments (Atom)