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Top 5 Reasons to Intern at Electronic Arts Reason #1: Quality of Work Interns are hired to perform significant work, not to pour coffee, answer the phone, and surf the net! Each department considers its interns a valuable asset, and expects them to deliver! Examples:

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Reason #1: Quality of Work

  • Interns are hired to perform significant work, not to pour coffee, answer the phone, and surf the net!

  • Each department considers its interns a valuable asset, and expects them to deliver!

  • Examples:

    • Marketing: Web development, production and execution of marketing plans for current and future products.

    • Creative services: Packaging for The Sims, technical writing for various game manuals.

    • Engineering: A.I. programming for Bond 3.

    • Animation: Background crowds for Tiger Woods 2004.

    • Lighting/Rendering: Lighting for Lord of the Rings ROTK.

    • IT: Programming for Oracle ERP database.


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Reason #2: EA Academy Organization

  • EA’s internship program is carefully organized and executed to maximize the work experience!

  • List of objectives/expectations prepared upon arrival; detailed feedback on your work throughout the work period.

  • Weekly lunch seminars with key EA leaders from various areas within the organization.

    • -Bing Gordon: One of EA’s original founders

    • -Tom Frisina: VP - Worldwide Distribution

    • -Nancy Smith: EVP – North America Marketing

    • -Rusty Rueff: SVP - Human Resources

    • -Will Wright: Creator of The Sims, et al


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Reason #3: Other Interns & Employees

  • Large internship program features interaction with students from other schools across the country:

    • -U. of Oregon Sports Marketing

    • -Carnegie Mellon Engineering

    • -Ringling School of Animation

  • Work with the “best of the best.” Gain insight from the knowledge of your peers!


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Reason #4: EA Culture

State-of-the-art fitness center


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Reason #4: EA Culture

Two modern, full-service cafeterias


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Reason #4: EA Culture

Lunchtime soccer, sand volleyball, etc.



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Reason #4: EA Culture

  • Any company can provide great amenities. What truly sets EA apart is the environment in general:

  • EVERYONE TRULY ENJOYS THEIR JOB!!!


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Reason #5: Location, Location, Location

  • EAHQ: Redwood City, California

  • 20-30 minutes south of San Francisco

  • Home of soon-to-be world series champions!

  • Weekend activities galore…


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Where do I sign up??????

  • The best way to apply for an internship is to use EA's online recruiting system, EA Recruiter.

  • Register with EA Recruiter and establish a search agent that will automatically notify you when EA Academy positions become available.

  • Potential interns must be currently enrolled in school. We also will make exceptions for new college grads that have not been out of school longer than 6 months


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Resume/Portfolio Submissions: What we want to see

  • Reel Format:Where at all possible, please use a VHS tape that is clearly labeled with your name and the position for which you are applying.

  • If using CDs or web sites to convey your skill, the contents should be easily accessible - Adobe® PhotoShop® or JPEG files for textures and other images, Microsoft® Word documents for resumes, etc.

  • If movies or videos are included, please be sure to encode it in a self-executable file or include a shareware / freeware copy of any programs required to open your files.

  • Portfolios will not be returned. Please be sure not to include original artwork. As with the demo reel, it should include a good cross-section of your skills and abilities.


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Resume/Portfolio Submissions: What we want to see

  • The following are suggestions for work you may want to include in your reel:

  • It's important to have an understanding of at least one 3D package (Maya or 3D Studio Max)

  • If possible, include a 2D portfolio with still renders (wire frame / shaded / then textured).

  • Indicate poly counts.

  • Include time estimates of how long it took to make something.

  • Display level of detail (LOD) experience.

    • Include work that displays or includes:

      • Excellent understanding of form, proportion and composition

      • Drawing skills

      • Concept sketches (preferably with a follow-up of the execution of the concept)

      • Model sheets

      • Life drawing, including still life

      • Color marker comps, etc


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Resume/Portfolio Submissions: What we want to see

  • Animator

  • Include animations that demonstrate weight, good timing and fluid, overlapping motion.

  • Try to convey emotion with your character's movements.

  • Include a human walk cycle (avoid using only robots in your animations).

  • If possible, include samples of traditional animation, which will display your knowledge of animation fundamentals.

  • Object/World Builder

  • Reels should show diversity and flexibility. Include a variety of model types such as animals, machines, cars, environments, etc. Avoid using spaceships and robots.

  • Try to include both realistic and fanciful worlds and objects.

  • Show a textured and an untextured version of the same model in a well-lit environment.

  • If possible show a pencil sketch and a 3D model built from the sketch.

  • Turnarounds: 360 views of models. Original models are best - it's far easier to copy an existing model than to create your own.


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Resume/Portfolio Submissions: What we want to see

  • Character Modeler

  • Experience with skeleton creation. (Shown in wireframe on model, will demonstrate joint placement.) Also include facial models and rigs.

  • Experience with models that match production sketches.

  • Models should be properly weighted and proportioned.

  • Include samples of figure drawing, maquettes or sculptures.

  • Show an understanding of more than just low poly modeling - hi res, spline, etc.

  • Turnarounds: 360 views of models.

  • Please include wireframe models on a turntable being sure to include the software used and polygon count in the attached reel breakdown.

  • Texture Artists

  • Include samples of drawings and/or paintings, which display an understanding of value and colour.

  • Display a familiarity with Adobe PhotoShop, Painter™ and/or other 2 and 3D painting tools.

  • Show samples of work from photographic reference.

  • Try to include samples of seamless, tiled textures.


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Resume/Portfolio Submissions: What we want to see

  • Concept artists

  • 2D portfolio is the most important.

  • Effective storyboards that convey the action and cameras of a scene.

  • Ideally would show concept art before and after use eg: drawing - model sheets - models.

  • A wide variety of subject matters and styles is very important.

  • The ability to mimic styles is important.

  • Display that you know how to do model sheets.

  • Show lighting experience and the ability to communicate that visually.

  • Display an understanding of how art translates to NTSC.

  • It may be beneficial to show some experience with textures (smaller sizes, etc.).


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Next Gen Game Makers

  • Pattern of achievement

  • Love of media and gaming

  • Experience or education

    • Computer science

    • Visual engineering and art

    • Design


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Join Us. We See Farther!

Phillip Gee

[email protected]

Lisa Dennis

[email protected]


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