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About me…. Trained Artist and Computer Animator Online Gaming and Mod Community Birth Founder Member of Torc Interactive 1999, now Instinct Technology since 2004 Dark Water Studios break Away Company Academic Fellow Digital Human Visualisation, University of Ulster

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About me

About me…

  • Trained Artist and Computer Animator

  • Online Gaming and Mod Community Birth

  • Founder Member of Torc Interactive 1999, now Instinct Technology since 2004

  • Dark Water Studios break Away Company

  • Academic Fellow Digital Human Visualisation, University of Ulster

  • Non Executive Director of Instinct Technology


About instinct technology

About Instinct Technology

  • Creators of Instinct Studio

    • Game Development Platform

    • Middleware Company

  • Available free for non-commercial use in coming weeks. www.instinct-tech.com


Overview

Overview

  • iD Software- Game Dev Overview

  • Roles in Companies

    • Programmers

    • Artists

    • Games Designers

  • Opportunities for Development- XBLA

  • They need you- State of Industry.

  • Make yourself known!


Id software game case study

Id Software – Game Case Study

Castle Wolfenstein

* First FPS. * 3d Enviroment, everything else 2d. * Low Quality Textures but Huge Development. * changed gaming forever! 64x64

Doom

*Textures become more real. *More 3d Geometry on Screen. Some 3d Elements. Low Quality Anims and Textures (128X128)


Id software game case study1

Id Software – Game Case Study

Doom2

Dev of Doom1. Higher quality textures. More details in the enviroment model. Better Effects and Animations

Quake

First full 3d game. Textures low quality. Some Effects. Characters 3d. Baked in Lighting. 256x256


Id software game case study2

Id Software – Game Case Study

Quake2

Dev of Quake1. Better Texture size- (512X512) Better Lighting Algorithms. 1000 polys. Effects and Animations much improved.

Return to Castle Wolfenstein

Dev of Quake2. Better Effects. Baked in Lighting. 1024x1024. 1400 Polys and Animation System – First Bone Attempts.


Id software game case study3

Id Software – Game Case Study

Quake3

Better Lighting Again. Polys 1400 polys. 1024x1024 textures. First Shaders in Effect. Simple Bone System in place. Geometry much higher.

Doom3

Huge Step in lightning- Real Time per pixel Lighting via Normal Maps. Full Bone Structure. New depths of cinematographic game. Simple Physics available (bespoke)


Id software game case study4

Id Software – Game Case Study

Quake4

Much Better lighting and texturing. Larger renderable area. Characters 3000 polys. Textures up to 2048x2048. Full Animation System and Physics Improvements.

Qauke Wars Enemy Territory

iD go outside! First megatextures in use. More effects, polys, texture quality and vehicles. Huge step for iD (and gaming engines).


Roles in companies programmers

Roles in Companies - Programmers

  • Game Programmers - Specialisation

    • Tools Programmers

    • Gameplay Programmers

    • AI Programmers

    • Music Programmers

    • Physics, graphics etc etc

  • Middleware or Games

  • Typically C++ and Scripting Languages (XML, LUA, Python etc) for PC and Console

  • J2ME, Action Script, Java .NET - depends on platform

  • Strong Mathematics a great draw for employers

  • Salaries – circa $57,913 (entry) $80,806 (All) – Source- The Game Industry Salary Guide 2007


Roles in companies programmers1

Roles in Companies - Programmers

  • Desirable Qualities in Market Presently

    • Experience…

    • Portfolio showing examples of development- Don’t have to be pretty but better in an existing engine environment

    • DirectX

    • High Maths (Linear Algebra) and Physics Proficiency

    • Object Orientated Design

    • Understanding of Coding Standards

    • Project Management Skills

    • Scripting Language Abilities

    • Good Communication Skills

    • Solid Understanding of Game Mechanics and Engine Capabilities

    • 3d Studio Max, Maya- Understand Artists needs and Art


Engine overviews

Engine Overviews

Engine Comparison Overview.xls


Roles in companies artists

Roles in Companies - Artists

  • Game Artists - Specialisation

    • Concept Artist

    • Texture Artist

    • Modeller

    • Animator, Rigger

    • Level Designer

    • GUI Designer

  • The more of these disciplines you know the better

  • Different Companies use Different tools- Make sure you are constantly up to speed

  • Traditional Art Skills Desirable

  • Cinematography and Lighting – Hollywood style

  • Salaries – circa $42,672 (entry) $65,107 (All) – Source- The Game Industry Salary Guide 2007


Roles in companies artists1

Roles in Companies - Artists

  • Desireable Qualities at Present

    • Experience…

    • A Top Portfolio !!!

    • Traditional Art Skills- Colour Theory, Art History etc

    • Photoshop and Painter

    • 2 of the top 3d packages- 3d Studio Max, Maya, Softimage

    • Scripting, MEL, MaxScript- Photoshop recording

    • Shader Authoring Skills

    • Solid knowledge of Various Engine Limitations and Engine Workflow

    • Good Communication Skills

    • Solid Understanding ot all aspects of Content Creation

    • Good Project Management


Roles in companies artists2

Roles in Companies - Artists

Work Flow Overview.xls


Roles in companies game designers

Roles in Companies – Game Designers

  • Games Designers

    • Game Designer

    • Writers

    • Lead Designer

  • Rarely at Entry Level

  • Project Management

  • Playtesting, Tweaking

  • Becoming more important at present as gameplay is becoming top selling point (wii)

  • Communication Essential

  • Salaries – circa $43,486 (entry) $63,986 (All) – Source- The Game Industry Salary Guide 2007


Roles in companies game designers1

Roles in Companies – Game Designers

  • Desireable Qualities at Present

    • Experience

    • Good Portfolio of work

    • Team and Project Management

    • Communication!!! Pitching, Leading, Steering, Enthusing.

    • Know Game Design Documents

    • Solid knowledge of game engines and restrictions

    • Scripting an Advantage

    • 3d Studio Max or Similar (layout and Visualisation)

    • Be obsessively critical of games

    • Be lateral and original thinking


Opportunities for development xbla

Opportunities for Development XBLA

  • Xbox Live Arcade

    • Goes through a submission Process

    • Most Under 50Mbs (150Mb Limit)

    • Free Trial with opportunity for Full Purchase

    • Must Plug-in into Live Arcade System (outside game leader boards, Game Invites etc)

    • Key Points to bear in mind:

      • Innovative

      • Gameplay Based

      • Visually XBox360 Standard

      • Multiplayer

      • Marketplace- Sell weapons, Levels, Abilities and Features etc

      • Worldwide Appeal.

    • Arcade Portfolio Planning Team

    • Developer Portal for Casual Game Developers


They need you

They Need You!

  • Development Teams are Increasing in Size- 50+ per game

  • Programmers Specalising

  • Artist’s Increased Work Remit

  • Turnaround times

  • Outsourcing

  • New Oppurtunities for Film Trained people

    • Lighting

    • Cinematography

    • Acting

  • Music and Sound Effects

  • They Need You!


Make yourself known

Make Yourself Known

  • Go to Developer and Games Events (GDC, Game Connection)

  • Join Societies– IGDA, Gamedevelopers.ie, CG Society.

  • Discussion Forums- Gamedevelopers.ie, 3dTotal, CGTalk.com, Conceptart.com, Gamedev.net. Devmaster.com

  • Create Mods and Join Mod Communities

  • Read Industry and Development News sites- Gamasutra, Gamesindustry.biz, Gamedev.net

  • Stay ahead of the game

  • Know your area


  • Login