Imagine if Berkeley decided to give completely free access to their online certified Foundations of Computer Graphics course…
About the course 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.
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.
The 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 here. Go Aggies!
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 →
The incredible maker 3D printers in The Studio, along with several hundred PC’s running Cry Engine, Photoshop and all kinda of other goodies. I bumped into ex-ILM’er Chris Evans from Crytek who was instructing for the week; what a decent … Continue reading →
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 →