Post date: Mar 26, 2019 12:55:41 AM
My experience at GDC by Edward Tejeiro
Well let’s start by day 1 I got to GDC to early I recommend going before traffic which around 8 don’t go to early that you got to sit around. But this lead to my first interactions in terms of giving someone my business card. I made an internal rule. I wouldn’t show my portfolio unless asked or if that conversation is about future work to begin with. With this in mind I met two gentlemen from Australia working on a mobile casino game. Mind you I had zero interest in their company. But I saw this as practice for the rest of the day. I noticed that the insight I had from Ringling College really showed, and when it finally came to the point where I could hand them my business card. Their first response was wow you’re very professional. I guess Ringling rubbed off in a good way.
The next couple of days I knew it would be purely talks. I saw this is an opportunity to understand industry positions. That I want to do in the future. So my first talks were about animations. Since I have a strong interest in ether rigging or animation. Or so I thought. The talks were extensive. Some were about the animations of motion capture mixed with key frame animations. And others were about how to make custom rigs for the new Spider-man game main villain. After a good day of these kind of animations talks. I quickly realized I don’t think I am as prepared to do this professionally as I am other things. Like materials or textures even modeling. So I made up my mind and I would go to as many Substance , shader talks that I could go to. My experience with these was on Substance day, and o boy did I learn a lot.
I was pleasantly surprise that I could follow what industry professionals were mentioning in their talks. For example The Assassin Creeds Odyssey, and their flexible work flows towards texture and material making. Or shading in Anthem and having a first look at what Frostbytes material engine looks like. I overall enjoyed these talks and took as many relevant notes that I could take. Usually at the end of the day there were after parties, but I saw those more as social experiences to make new friends.
Day 3 of GDC was expo day. Not many talks going those days. But I did get to see the Expo floor. Which was interesting. There was a mix of passive mingling and standing in lines for portfolio review. But I found these less useful. Since the person you’re talking to 9/10 are ether just recruiters. And if they are an artist it will most likely not be in what you’re trying to specialize in. Having a chance meeting from friends that help you make a direct connection. Was a lot more fruitful than anything else. At this point I was seeing a lot of benefit from having 18 Ringling seniors here since we were are interested in looking out for each other’s best interest. And would make an attempt to direct any future relevant connections.
The Ringling alumni party. I was surprised how many connections I made during that night. To my very own Zbrush hero (Michael Pavlovich). To naughty dog recruits that were not alumni. But we as Ringling grads maid such an impression in the industry that went to us to find more. Which was a pretty cool feeling. A feeling of pride that made you want to make your school and professors proud. Meetings more Ringling Alumni in the same nights in after parties. Only strengthen that Ringling has a lot of connections, and that It is being actively maintained. The last two day of GDC were filed with a couple of talks here and there. For me personally any shader talk that was available. Or walking around the expo floor. Talking to people and making connections. My GDC experience overall was fun,stressful,scary,life changing, but overall totally worth it.