Succeding in Game Development

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A presentation I gave at the New England Institute of Art on what an artist straight out of school needs to be successful in the game development industry.

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Succeding in Game Development

  1. 1. Succeeding in Game Development<br />Tools for Success<br />
  2. 2. Who Am I?<br />Born and raised in The Bronx, NY<br />CMU SCS 2008<br />Interned at EALA on Medal on Honor Airborne<br />Worked at Demiurge Studios for 2 years<br />Started Ananse Productions in November 2010<br />No Art background!<br />
  3. 3. Today’s Talk<br />Not how to get a games job<br />Things you should know to be successful<br />Ask questions!<br />
  4. 4. Three Models - Large<br />Given very specific jobs<br />Can deeply specialize<br />Managed by another Artist<br />
  5. 5. Three Models – Medium<br />Less specialization<br />More cross-pollination amongst other disciplines<br />
  6. 6. Three Models - Small<br />Jack of all trades<br />Talking directly to other disciplines<br />Probably working remotely<br />
  7. 7. Focusing on Small<br />Most of my experience<br />Prepares for all other levels<br />Feel free to ask about other models!<br />
  8. 8. Source Control<br />Stores different version of files<br />Makes it easy to share files with rest of team<br />
  9. 9. File Layouts<br />Relative Pathing<br />Learn where files should go<br />Be able to easily find artwork<br />
  10. 10. Test In Game<br />Catch a lotof feedback yourself<br />Flag down things that slows down your process<br />
  11. 11. Moving Target<br />Requirements change all the time<br />Try to shield yourself from wasted work<br />Understand sketch vs. final product<br />
  12. 12. Task Management<br />Keep track of what to work on when<br />Double check (at least daily!)<br />Much more important in Small model<br />
  13. 13. Working Remotely<br />Face time in the start is important<br />Co-working became our most productive days<br />Emails can hurt more than help<br />
  14. 14. Working Remotely<br />Reference photos, image sizes, formats and filenames<br />Waiting for email wastes time<br />
  15. 15. Feedback from Non-Artists<br /><ul><li>You see a masterpiece
  16. 16. I see a pretty lady</li></li></ul><li>Feedback from Non-Artist<br />Get used to feedback from non-artists<br />Drill pass the suggestion and get to the reasoning<br />Bad feedback: “Use a circle instead of a square”<br />Good feedback: “That should be a circle instead of a square because I think it offers more variation”<br />
  17. 17. Feedback from Non-Artists<br />Feedback isn’t questioning your skill<br />Things are never right the first time<br />Make sure you have a clear idea of what needs to be fixed<br />
  18. 18. Team Communication<br />Engineer: if( hungry ){ eatDonut(); }<br />Producer: We need to eat to stay on schedule. There’s no external dependencies on donuts since they’re already here.<br />Artists:<br />
  19. 19. Team Communication<br />Everyone communicates differently<br />Picking up a little of others lingo really helpful<br />
  20. 20. Summary<br />If anything’s unclear ask questions!<br />Manager’s can’t read minds. Keep a two way dialogue<br />
  21. 21. Jen’s Corner<br />Jennifer Kanis, Stem Stumper’s Artiste Extraordinaire and NEIA alum<br />
  22. 22. Q&A<br />Question time!<br />

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