s2013 Pre-Conference Round-Up.

There’s a lot out there now to give a good indication of what you can expect to see at this years conference, and it’s looking like a pretty awesome 40th Anniversary.

Schedule at a glance.

Advanced program pdf.

The Computer Animation Festival Trailer

Dailies Preview

Art Gallery Preview

Real-Time Live! Teaser

Emerging Technologies Trailer

Technical Papers Trailer

For more info on what’s coming, check out these links:
Media Blog
European Directors Win Majority of SIGGRAPH 2013 Computer Animation Festival Honors
SIGGRAPH Business Symposium to Focus on Key Issues Facing Film and Game Industries
SIGGRAPH 2013 Highlights Accomplishments in Computer Graphics

And while you’re here, check out the 40th Anniversary SIGGRAPH People website.

Hopefully see you in 19 days!

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Berkeley: Foundations of CG, for free.

Imagine if Berkeley decided to give completely free access to their online certified Foundations of Computer Graphics course…

About the courseBerkeley
CS184.1x teaches the Foundations of Computer Graphics. Students will make images of 3D scenes in real-time, and with offline raytracing. The course runs for 6 weeks and consists of four segments; each segment includes an individual programming assignment.

Prerequisites
Solid C/C++ programming background (Java is ok too; you will pick up C++).
Access to a relatively up-to-date computer (Windows, Mac OSX or Linux)
Solid high school mathematics; a review of the relevant linear algebra is included in the first segment.
To read more and register, see here.

Breaking into Games

Develop, Breaking Into GamesMy blog article Breaking into the games industry is in Develop Magazine!  Check it out.

(ps. They used a stock image for this article; I do not recommend wearing a suit to an interview for an art or animation job unless you’re applying to work for Disney in 1930).

Why wait for Siggraph 2013?

Siggraph Asia 2012If you have a CAF submission pending, are considering a poster, or want to share your latest app – there’s still time to submit to Siggraph Asia.

Celebrating it’s 5th Anniversary, Siggraph Asia returns to Singapore this year for what’s likely to be the biggest show yet.

Why not be a part of it?

Deadlines:

The Toughest Job Interview Questions

“Every day in January we’re helping job-hunters and employers with advice and tips from the industry’s finest developers, experts, HR specialists and recruitment execs on a range of topics.

Today we bring you essential advice on tackling the all-important interview, with tips from a range of industry experts.”   Develop Magazine Online.

Texas A&M want you!

TexasA&MThe incredibly talented guys at Texas A&M Previsualization are looking for a tenure-track Assistant Professor in Interactive Media.  Not only do they produce awesomely talented graduates for games and movie studios, they work on amazing internal research projects, are ridiculously attractive and know all the best places for BBQ.

If you are interested (or know someone who might be) there is more information about the position hereGo Aggies!

Breaking into Games

This may have been one my most enjoyable years in the industry, largely in part having had the opportunity to speak at a dozen schools specializing in preparing graduates for various artistic jobs in games.  This is hugely important to me, I feel energized and inspired after spending time with the future of the industry and I wish I had the opportunity of some honest insight before starting on my own career.

This post summarizes my key pointers for pre-interview preparation, I hope it’s useful.

  • Keep your showreel concise and focused.  Choose only your best work, keep traditional portfolios to less than sixteen pieces and showreels to less than three minutes.  If you are completing a course which has provided you with a varied reel consider each job a completely separate application (- this will take longer, but you will be competing with other applicants who have come from specialized courses, often with deeper portfolios).  Your best opportunity is to customize your reel and resume to the specific discipline and role you’re applying for – and ensure your passion for this field is apparent.  On-top of this, you have the option to present your knowledge and skills in the related surrounding areas as a bonus, but keep this brief.
  • Traditional art skills are important for any art role.  Whatever you may have heard all studios use pencils and pens for visual communication many, many times a day.  If you want to model or rig characters, understanding anatomy either through drawing or sculpture is a huge positive for anyone reviewing your portfolio.  (If your school doesn’t offer life drawing find some local classes).  If you are interested in environment modeling, consider supporting your folio with your own inspirational photographic lighting studies (- these areas are interwoven very deeply in games development).  Traditional skills are the foundation of what we do; draw on as much reference as possible before starting to work in CG and be confident in presenting out background research and goals as part of your portfolio.
  • Don’t be afraid to be honest.  One of the most noticeable portfolios I’ve seen recently included a short dissection under each visual; on a number of pieces the author was critiquing their own work.  It’s a great approach but needs to be  Continue reading

Siggraph 2011 – Sunday pt1.

Gallery

This gallery contains 4 photos.

Final Real-Time Live! setup and technical rehearsals with the presenters.  These guys rocked; seriously.  This was the first time anyone had seen the presentations one after another.  I was pleased with the running order although it would have been hard … Continue reading