Post date: Mar 14, 2015 2:52:48 AM
Observations/Lessons from the GDC Trip:
In some ways, GDC this year was disappointing. I felt that less AAA companies were represented there then in last year's GDC. Companies that I had seen last year, such as Cloud Imperium, Riot, and WB, no longer had booths at GDC. As a senior, it was frustrating to see that few big companies were hiring and there were less companies there then expected.
Nevertheless, I do think GDC was very helpful in terms of getting feedback on my work. The feedback came in two varieties—tips to make my portfolio stronger as a whole, and tips to improve specific pieces within my portfolio. Overall, I got the impression that people were impressed with my work and thought it was strong. Over the course of the next few months I am planning on acting on the feedback I received to further enhance my portfolio.
Portfolio Overall:
There was a lot of confusion regarding if my portfolio was an environment or character portfolio. The takeaway from this seems to be to sort my works into two portfolios, one for environment and one for character. As I expressed more interest in environment portfolio the additional notes are on how to improve my environment portfolio...
People wanted to see more variety in my environment portfolio. The note was that the environments were all currently interior and seemed to be from the same time period (currently unavoidable as they all are from my thesis...) but this is a good note for any future environment I may create. Ideas for more environments:
have both interior/exterior space
different time periods: the guy I talked to suggested having past, present day, and future (sci-fi)
Stylized v. Realistic: All of my work is currently realistic. I have never made anything stylized with hand-painted textures. A few people were interested in seeing that I could do both stylized and realistic and suggested that I make either an environment or prop to demonstrate ability with stylized assets (Thinking this will be a second project after thesis)
If showing high poly asset (zbrush sculpt or maya render) also show wireframe of its low version and finished in game model.
Individual Pieces:
Zbrush Sculpts:
People liked my zbrush work so generally I did not receive much feedback regarding any of these sculpts. As a result I decided it would be more convenient to compile any feedback I received for my sculpts under one category:
Nicholson sculpt: cloth needs more attention, spend more time on wrinkles. Cloth is too thick/mushy. Pay more attention to folds.
Siren Character: the note was regarding the folds on the cape, but I no longer have the cape in the current version of the design so I guess I just need to update my model of her.
Siren Sculpture: Some of the cloth detail should be polished more—less lumpy more stone like.
Antelope Man: Weakest sculpt. Detail around hooves very mushy/soft.
Bathhouse Room:
The room came off as a bit too orderly and “CG” . To that end, these are critiques I received:
Plants need more TLC, do not appear realistic. Study how plants actually formed in real world.
Take some of modular pieces and apply subtle damage. Some of the lines are too straight—possibly add bevels as well in certain areas.
Add more texture variation/dirt.
Add dirt/variation to central statue in crevices to pop out 3d form more.
Skull Hallway:
The overall comments on this piece were to make the textures/materials more cohesive, and to add more elements of decay and dirt.
Make the lighting more source-based to the torches
Do not use tiling dirt, rather paint in dirt based on environment logic
Fix stretched UV on one of the arch pieces
Add damage to some of my modular kit pieces
More consideration for material logic—consider what is shiny and what isn't and the logic behind this.
Break up repeating textures.
Depth/dirt to door tile cutaway.
Circular Bath (purple room):
Impression seemed to be that though this is unfinished not that many things need to be done to bring it to a level of polish. These were the big notes.
Fix the texture/shape of the drapery around the room and add variation
Pay more attention to the tile in the foreground.
Specular on the benches too shiny
Add some set-dress details around the fountain area.
I don't know how many of these notes I will be able to tackle before end of thesis, but it was good to get some fresh eyes on my work at a point where I can still hopefully enact some changes.