Showing posts with label Planning. Show all posts
Showing posts with label Planning. Show all posts

Wednesday, January 30, 2013

On schedule!

I have successfully met the requirements imposed in my business plan. I am happy to be on track and have learnt quite a bit throughout these last two months.


I've found that creating a schedule and adhering to it is beneficial is several ways:
  1. You become organized and know exactly which direction you are heading in. I've found myself often times that, even though I was working quite a lot and have been watching tutorials, that I was a bit lost as I wasn't sure what my final goal was. This feeling of stray unbalances your focus and has a negative impact on your progress. 
  2. It's all about schedules and deadlines in a professional environment. By organizing myself via a schedule I am, in a way, mimicking an environment which I am going to be faced with at a proper workplace.
I have learned a great deal about different workflows and now understand much better how I need to plan my workflow for specific assets.

The upcoming month will see me continue down this path. Also, there are some good networking possibilities, which I will surely attend:

Study-wise, I will focus on improving my texturing skills, because at the moment I feel that is the area I am lacking in a bit. I will take a look at the very popular painting program, MARI to see whether it can be of use to me. Meanwhile, I will continue with the UDK training as well. I need to improve FAST with UDK as by the end of this month I hope to have started importing assets for my final, SS2 project.

Work-wise I will import the two weapon models I have created into UDK and create convincing material for them. I aim to enter at least 2 Polycount challenges, competitions and/or art jams. 

Online networking is going to be as crucial as ever as by the end of February, I hope to have added a few more artists to my contact list.
I will attend Google+ Hangout sessions, which I have done so on several occasions by now. They are a very interactive and fun way of working and networking at the same time. You talk to fellow artists via a microphone and share each other's screen so everyone can see what the others are working on.


Again, here is February's business plan:


Wednesday, January 16, 2013

A bit of a disappointment - Part 2

Having looked at Sekler and Romanian architecture, I did not come up with anything that would be unique enough for the environment. I've decided to do an extensive search on the internet on whatever I can find from the medieval ages.

Looking for reference is not just about finding something that perfectly suits your expectations and then "just" copying it. As you look through hundreds and hundreds of images your image library starts to build up. By this I don't just mean a library on the computer, but inside your mind as well. Your imagination starts to widen and quite often I've found myself coming up with new things by looking at something that already exists. Reference images can ignite one's imagination to think of something new and that is an important trait to have.

I have found a vast number of images.. literally. I've gathered about 600 in total, which I will not put up here. I've also checked some concept art websites as well and in the end came up with a smaller library composed of the images that I can inspire something new from:







I really got hooked on the bat theme and the idea of actually making a structure look like a dragon is imbedded into it inspired me even more. I also like these impossibly narrow cliff formations, which then widen out, offering a planar type of surface. Of course, this is all impossible in real life, but the beauty of CGI has always been the possibility to make the impossible look actually believable.

I began drawing a basic concept of the building I was after:





Concept of the environment:


A bit of a disappointment - Part 1

Throughout the Christmas break I have been quite busy preparing myself to enter the Blizzard Student Environment Art Contest.
I have taken this very seriously and once my SS1 module finished I began brainstorming about what I wanted to create exactly.

The requirements were pretty clear: I need to create a somewhat small environmental scene that features a small structure, rocks, grass, trees and props. All of these have to match the polygon count of the models found within World of Warcraft.... which is very low.

Another important element was to present something that has not been witnessed in the game before. Basically, design something new, something refreshing to the game.

My initial idea was to inspire something based on the Sekler culture, which I am part of myself. Sekler people are a group within the Hungarian culture. Seklers used to be the guards of the Kingdom of Hungary. In 1920, however Hungary shrank to a third of its size and a lot of Hungarians found themselves in foreign countries. The Sekler population ended up in Romania.
The Sekler culture has its own unique architectural style and I was aiming to create something based on this.
Older Romanian architecture has crossed my mind as well, due to their mystical nature. I decided to explore some old churches in Moldova, bordering Transilvania.





The pictures above showcase Romanian churches. Sadly, I did not find them unique enough in order to be very different in comparison to what a player can find in World of Warcraft. I haven't seen churches EXACTLY like these ones, but there some which look pretty similar.
I did note one or two small details that I might use later on when I concept my structure, though, so the trip was not a failure my any means.
I also liked the ruined wooden planks on the church to the left. It is good reference for texture painting.. I took some close up shots.






The next day, I went to several small Transilvanian villages which have a lot of Sekler decoration themed structures, especially gates. I've found that World of Warcraft designers do like their gates and a Sekler gate would be an awesome idea as it is quite different and detailed. That detail though is surface detail, which would allow the possibility to really push my texturing skills. WoW is a completely hand painted textured game.












This detail was really inspiring to see and I already knew that I somehow want to incorporate a gate for my architectural piece. The gate would serve as a tool that sets the initial mood of the building. I wanted to take some of the details from these Sekler gates, but improve the silhouette quite a bit as this are to square to suit WoW's style.

To be continued...

Tuesday, December 18, 2012

Developing a business plan (long term)


4 year business plan: 2014 – 2017

The period starting from 2014 could lead to several possibilities when it comes to working in the CG industry. At the moment, my plan is to kick start my career in game development art after I graduate.
The only factor that influences how the upcoming four years shape is whether I will be good enough to succeed in the mentioned sector.

Plan A: if I manage to achieve my initial goal, I will focus on becoming better as quickly as possible to ensure I could fit in to a large variety of companies. Goal is to build up experience and reputation as an Environment Artist. Widening my network of professional contacts will play a huge part during this period as well.
By researching artists like David Lesperance, it becomes obvious that building up a solid reputation in your field is key. Mr. Lesperance, besides being a dedicated Environment Artist on the Halo 4 game at 343 Industries, he constantly creates personal 3D art material, varying from high-poly cinematic work to low-poly game assets (www.davidlesperance.blogspot.com) . He worked at Blizzard Entertainment’s Cinematic team, involved in projects like the opening introduction video for World of Warcraft: Mists of Pandaria. He easily made the transition to low-poly work thanks to his reputation and contacts.
I am aiming for a similar approach, one that focuses on all of the key elements that make me a valued person within the industry.
My aim is to eventually work in the U.S.A as this has been a great desire for a long time. There are a lot of personal reasons behind a move to America, but it would be amazing professionally as well. It’s good to travel and work at several companies to widen your experience. I plan to make this move no later than 2015 and will keep honing my skills and acquiring experience until then.


2014
Concentrate on acquiring as much experience as possible and building up a good reputation via the quality of my work and through an ever expanding professional contact network. Jobs would be accepted anywhere in Europe or abroad.

2015
By this time I hope to have made a move to the U.S.A. to further expand my arsenal of experience and skill set. It is also important for an artist to have a fresh mind and keep the ambition/motivation at a high level. Undertaking new challenges is important.

2016 - 2017
I am to have worked on two triple A titles for one or maybe two high-profile game development companies. By the end of 2017 I should have earned a Senior title in Environment Art.

Plan B:

There is always the possibility to approach the cinematic part of Computer Graphics. The assets which I create for games all have high poly versions with textures applied to them. If I end up with too many failed attempts in the gaming industry, I will take these high-res meshes and prepare a portfolio comprising of pre-rendered, cinematic-quality work.
At the moment, I have a few contacts at Digic Pictures in Budapest, Hungary (www.digicpictures.com). Digic is a high-end animation studio, specializing in cinematic/realistic work. They are involved with projects like Assasin’s Creed, Halo, Castlevania etc. Their work is recognized throughout the CG industry and they are considered to be one of the best alongside the likes of Blur Studios.
A friend named, Miklos Gabor has been working at Digic for three years and has been giving me advice on how to approach the company if I intend to apply for a position.
Digic tends to hire Hungarian artists mostly and Hungary hasn’t got the competition that Western Europe/America/Canada ha to offer. Earning a job at Digic would not be impossible at all with a properly tailored portfolio.
Professionally, Digic would be an amazing place to work at as the experience to be gained is excellent. I would grow as an Environment Artist and my CV would be enriched with an absolutely prestigious workplace. This could result in an eventual possibility on making a move to a company abroad after my contract ends. There is one setback with Digic, though: the wages they offer pale in comparison to those offered in the UK/U.S. etc. This would be one setback, but as mentioned earlier, I could easily find a job abroad after my contract ends.
Despite Digic being my biggest chance on entering the cinematic industry, I would still aim to apply to companies that have cinematic departments, like Blizzard Entertainment, Blur Studios, Electronic Arts etc.



2014
First three months of this year would be focused on creating a portfolio comprised of high-resolution, cinematic quality work. Hard surface assets, alongside architectural pieces should showcase in my show reel.
Starting from March – April, I would start sending out my applications to the likes of Digic Pictures, Blizzard Entertainment, Blur Studios etc.


2015
This year depends heavily on where I acquire a job. Digic tends to offer artists long-term contracts. If I manage to get into the studio, I will probably spend my next five years there. During that period, focus will purely be on becoming the best I can be and ever expanding my professional contacts.
If I acquire a position at any other company I would keep my options a bit more open and not exclude possible moves to different countries.


2016 - 2017
I aim to have built up a respectable reputation by this time as an Environment Artist. My work should reflect an expertise level that would even allow me to possibly make a transition to the game development industry.
By the end of 2017 I hope to have earned a Senior level in environment art.

Plan C:

If my attempts to enter the CG industry become a complete failure and I end up not being able to make a proper living out of producing 3D art, I will open up my own business.
Having lived the majority of my life in Romania with frequent visits to Hungary, it is clear that the CGI education is lacking immensely (especially in Romania). This is based on personal experience, as the early years of my journey in Computer Graphics composed of self-taught sessions only. 
Later, after carefully studying a large range of video-tutorials from prestigious companies, such as Digital Tutors, Gnomon Workshop, 3DMotive, Eat3D, Lynda.com, Escape Studios etc. I feel I understand what separates mediocre tutoring from a highly effective one.
I also had the opportunity to teach 3D Studio Max to two groups in the past. These groups, each comprised of 15 people provided me with a good insight into the world of tutoring. After the end of the program people expressed their satisfaction and I feel confident that I can succeed in the tutoring industry as well.
People in Romania and Hungary can hardly afford the prices Digital Tutors and similar companies are asking. Also, the tutorials provided are strictly in English, which is not the most suitable language in these regions.
My plan is to offer online and in-class tutoring possibilities regarding the most popular CG software of today. With proper research, planning, advertising, some professional CG experience under my belt, a degree and low tutorial prices, I feel there is a possibility to start up such a business.
Plan C could come to life even if I do succeed in the gaming or cinematic industry. I would have the budget to open up the business and hire people to maintain it. It can be a plan for the far future, but could act as a backup plan, should I need it.




2014
Involve myself in as many freelance projects as possible and shift my studies to a more Generalist approach. A Generalist approach would be crucial in order to teach a bigger variety of programs and topics to the students.
During the third part of this year, I hope to have started up the business in the city, Cluj Napoca, in Romania. Patience will be required to achieve profit and most likely the first few months would require re-investing the profit into the company in order to stabilize it.



2015
As proper profit starts to come in, I will be able to hire several local people with proper skills with relevant software. I plan to offer courses relating to a wider range of software. Courses should multiply and occur more often.
I would use the income to make a proper advertising campaign for my company, including TV ads, radio station ads, presentations at universities and schools etc.

2016 - 2017
During this period, the company should be completely on solid ground and have earned a decent reputation. I hope to achieve a monopoly position in Romania.



2018 – 2022:

According to Plan A:

By this time, I have achieved a Senior level in Environment Art and have worked on several triple A titles.
Eventually I want to obtain the experience necessary to earn a Lead role. A Lead Environment Artist is faced with decisions that affect the game on a bigger scale. I actually would be involved on planning the environments and assets. 
By looking at Lead Environment Artist job postings it becomes clear that such a position would involve significantly more responsibility, but would provide a more engaging experience for me as an artist. This would be a leap forward financially as well and would cement my reputation even further.


According to Plan B:

Having worked four years in the cinematic industry, I expect to have gained the experience required to obtain a position at any of the leading companies.
From Digic, I would expect a switch to Blizzard Entertainment’s cinematic department as their visual style has always inspired me. This switch would be a huge leap forward financially as well, which will allow me to start up my own business back home as a back-up financial source.
I expect to have gained the Senior, and eventually a Leading role in Environment and prop art. I wish to represent my companies for which I am working for at major events such as conventions, conferences etc.

According to Plan C:

By 2008, the tutoring company should have grown immensely compared to when it started out.
I hope to have secured a studio flat big enough to allow for a fully professional mentoring environment. The company might start up a side business focusing on creating 3D art (adverts, banners, logos, animations etc.) for a wide range of clients. This new service could even be run by the successful students who finished a course or more at the company, hence raising more interest.

Conclusion:

My professional future is completely linked with Computer Graphics. The next 4 months will be essential on how the near future shapes out, but I will constantly examine the possibilities this industry offers and aim to be successful.

Monday, December 17, 2012

Developing a business plan (short term)

One of the big requests of Professional Practice was to plan out a business plan leading up to graduation and beyond.

The aim was to develop a schedule and an organized approach to reach our goals. The purpose of this to better prepare myself to enter the professional industry after graduation.
Developing an organized schedule in order to reach my goal can be really beneficial on many ways. Often times I've found myself working and working, but I did not know what I was aiming for on the end. I did not have an end goal. This affects your focus and you are constantly thinking about your final desination. Having an organized schedule makes you more aware of what you are doing. This way you maintain focus and you can also keep track of your progress.
Having a schedule with deadlines is also a good practice to mimic an actual professional situation. When working in the industry you always work for deadlines. You have to be swift and produce good work at the same time. By developing a business plan I can practice and earn experience regarding deadlines.

6 month business plan:







8 month business plan: 

June – September 

This period will consist mostly of job hunting and working actively to always better my portfolio and skills. Attending networking events will be at least as crucial as before.

Networking:

Polycount.com meet-up (June or July – date undecided yet)
GDC Europe (13th – 14th August, Cologne, Germany)
Eurogamer Expo (26th – 29th September, London)
and others as they are announced.

Applications will be sent out to the following companies:

Blizzard Entertainment
Bethesda Softworks/ZeniMax
Blitz Game Studios
Bioware
Electronic Arts
Turbine Games
Codemasters
Guerilla Games
etc.

Main priority will be on companies that work on RPG/fantasy themed games as my portfolio mostly will be tailored to that genre. Along the way, I will have created hard surface models as well so I can apply to a bigger variety of game studios.
All of this will highly depend on the contacts I make throughout the February – May period as well. Throughout my networking I may find work opportunities that could change my plans. The goal is to immediately find a job after the SS2 hand in to start acquiring professional experience.

June – July:

This period will mainly focus on getting a job. I will approach my main targets (Blizzard, Bethesda, Bioware etc.). If no appropriate response comes, I will attempt to get into somewhat smaller companies (Turbine, Guerilla Games etc.).
I plan on entering a bigger competition on Polycount to get more exposure. If my initial applications don’t get me a job, a good performance at such a competition could do the trick. It will be good practice as well and I will constantly work and improve myself.

August – September: 

Plans vary in terms of results achieved throughout June-July.

Plan A: if I manage to obtain a job I will focus on fitting in as quickly as possible. Focus will be on performance to stabilize my position. New recruits can easily find themselves out the door. This is especially true for internships as it is very hard to obtain a full-time offer after it finishes.
Building a good relationship with my colleagues would be a top priority as it is important to keep in mind that I’m not just an employee, who keeps creating assets, but I am also a team player and need to blend in to my work environment. Good contacts might lead to my recommendation as a permanent Environment Artist.

Plan B: If I won’t be able to obtain a full-time position or internship, I will undertake freelance projects. I will possibly turn to my new contacts, which I made throughout the networking events attended. Also, there are numerous websites offering freelance work (e.g. Polycount, Freelancer.com etc.).
I will also examine my failed attempts on acquiring a full-time position/internship. Based on the results, I will set up new study and working sessions to amend the issues.
I will consult my industry contacts on advice on how to improve my portfolio.
The main goal is to, eventually acquire a full-time position, but if that does not happen until August, I will undertake freelance projects. At the same time I will focus to fill in the missing gaps to achieve my initial purpose. Freelancing would be a good way to obtain experience and of course to manage living costs, but the plan to get into the gaming industry will stay intact the entire time, no matter the outcome.