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More Than Pushing Polys

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More Than Pushing Polys: How To Become A Better Artist And Videogame Professional

The IGDA Toronto chapter committee is excited to invite you to our next meeting featuring Adam Bromell, the Principal Editor of Polycount. Polycount is an online artist community created, maintained and contributed to by professional videogame artists and boasts over 4 million viewers per month. Having worked at companies such as Threewave, Relic, and currently at Ubisoft, Adam is an integral part of the Polycount Forum where 33,000+ contributing artists post their work to collaborate, critique, and help each other develop their craft.
Please join us on Thursday October 20 at 7:30pm where Adam will be giving a talk based on his adventures throughout his career, and what he has learned along the way. Some topics he will be presenting will include essential advice on how to make your work stand out, improving your value as a professional game developer, and how to stay passionate about your work. This talk is aimed at amateurs and veterans alike…and not just artists!

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More Than Pushing Polys

  1. 1. More Than Pushing Polys Hello
  2. 2. What are we talking about?• Videogame art• Becoming a game artist Hello• Polycount• A Common Trend• Maintaining your passion & creativity
  3. 3. What is this presentation not about? • Oddly enough… pushing polys. • Current project at Ubisoft Toronto Hello Anything else? • Talk is recorded, slides will be published • These are the ideas of one person!
  4. 4. Who the hell is this guy?• Adam Bromell (@adambromell)• Professional since 2004• id Tech, Unreal, Source, Lithtech, Oblivion, others. Hello• Lead/Supervisor, env. Artist, modeler, texturer, FX• Principal Editor & Head Admin for Polycount.com
  5. 5. The Videogame Artist Hello
  6. 6. The Videogame Artist THE ROLE• In a creative 3D and 2D medium• “3D Videogame Artist” too vague Hello• Texture artist, modeler, level artist, vehicle artist, weapon artist, character artist…• Creative within narrow or broad direction
  7. 7. The Videogame Artist RANDOM TIDBITS• I get PAID to do this?• Just as technical as it is creative Hello• Nothing is definitive• Everybody in videogames appreciates great visuals• Artist for a day
  8. 8. Becoming a videogame artist WHO CAN BE A VIDEOGAME ARTIST? Hello• Anyone can learn Max, Maya, etc.
  9. 9. Becoming a videogame artist WHO CAN BE A VIDEOGAME ARTIST? Hello• Interest in the visual arts & a knack for solving technical issues
  10. 10. Becoming a videogame artist School? Self Taught?School Hello• College drop-out & completely self-taught• More school graduates than self-taught• All artists will have learned techniques or styles on their own to varying degrees
  11. 11. Becoming a videogame artist School? Self Taught?Self-taught Hello• A necessity• Huge learning curve• Online Communities
  12. 12. Becoming a videogame artist HOW I GOT MY FIRST JOB• Map for friends, LAN parties• Joined a mod• Polycount• Sheridan College Hello• “Refocused”• First paid job: Daniel Negreanu‟s STACKED (2004)• First studio job: Threewave (2005)
  13. 13. Polycount Hello
  14. 14. Polycount WHAT IS POLYCOUNT?• Online news & resource, huge emphasis on community• Ran by pros Hello• Founded April 1st 1997, originally known as Q2PMP• As the industry grew, so did Polycount• 3.5-5mil views a month• +33,000 registered students, hobbyists and pros
  15. 15. PolycountWHO IS POLYCOUNT? Hello
  16. 16. Polycount WHY POLYCOUNT?• Main focus is our community and their involvement• Notoriously known for giving honest critiques Hello• Networking• Exposure• Constantly try new & fun things for community participation
  17. 17. Polycount THE TF2 „POLYCOUNT PACK‟• Create item set, winning sets are available in TF2• „Mann-conomy Update‟• Winners averaged $45,000 payout in first 2 weeks Hello
  18. 18. Learning from most common trendsTHINKING INSIDE THE BOX SUCKS Hello
  19. 19. Maintaining your Passion & Creativity Hello
  20. 20. Maintaining your Passion & Creativity I‟VE GOT THE JOB, WHY BOTHER?• Industry constantly evolving Hello• Stay on or ahead of the curve
  21. 21. Maintaining your Passion & CreativityHOW WILL OTHERS LEARN FROM YOU? Hello
  22. 22. Maintaining your Passion & Creativity HOW WILL OTHERS LEARN FROM YOU?• Tor Frick, „Snefer‟ on Polycount Hello• Constantly challenging himself• The results are techniques everyone can learn from
  23. 23. Maintaining your Passion & CreativityHOW WILL OTHERS LEARN FROM YOU? Hello
  24. 24. Maintaining your Passion & Creativity HOW WILL OTHERS LEARN FROM YOU? Hello• Multiple materials, unoptimized resolutions (~1024x1024 px)
  25. 25. Maintaining your Passion & CreativityHOW WILL OTHERS LEARN FROM YOU? Hello
  26. 26. Maintaining your Passion & Creativity HOW WILL OTHERS LEARN FROM YOU? Hello• 90% of the Datacore environment used a single 1024x512 texture
  27. 27. Maintaining your Passion & CreativityHOW WILL OTHERS LEARN FROM YOU? Hello
  28. 28. Maintaining your Passion & Creativity HOW WILL OTHERS LEARN FROM YOU? Hello• The entire scene built with a single 256x512 texture
  29. 29. Maintaining your Passion & Creativity GET UNCOMFORTABLE• Think outside the box, always• Explore other areas of art Hello• Create back stories and use those for your artwork
  30. 30. Maintaining your Passion & Creativity Hello
  31. 31. The Videogame Artist Hello
  32. 32. HelloChallenge yourself personally, apply it professionally
  33. 33. Questions? Hello

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