•Processional practice
• Overview
The Professional Practice is the term used for the conduct and professionalism that you have while in work with a profession. This can include training and education, witch is usually overseen by a professional to make sure its carried out correctly. This can alter slightly based on what profession your in, couple examples as follows:
• Games development companies
Games development companies tend to work in groups each working on different sections of the games including graphics, models and or sound effects. Good professional practice would involve making sure targets are met and to a specific quality.
• Movie development companies
Movie companies also work in groups, but tend to rely on the raw film being shot first, this is usually done multiple times before any finalisation is done. Unlike game development, movies tend to not like to reshoot film as it costs extra. They usually use post processing to hide any mistakes as they would rather do this before having to reshoot.
• Colleges
Colleges are places where people learn to work in a professional manner, it aim is to make students have qualifications and knowledge to be able to go into a professional postition after gaining the qualification.
•Industry
• Overview
Most industries follow a similar layout of work this being pre-production, production and post-production. Each of these contains several specific and important requirements for a project to be successful.
• Pre-Production
Pre-production is usually defined as any work that is preformed before full scale work is carried out, this usually contains the following:
Brainstorming sessions.
Sketches/blueprinting.
Audience research.
• Production
Once Pre-Production is completed production starts, production is the main part of creating a project. This section usually involves the following:
Creation of assets required in the project.
Making sounds
Designing worlds for games.
• Post-Production
Post-Production is the term used for all work carried our after the creation of a project this is usually relating to things that would take place once the project is already released. This is usually after care related in such relating to the following things:
Creating patches for errors
additional content (DLC)
Marketing
• Iterative design
• Overview
Iterative design is the idea that creating a project happens in cycles, this can usually involves research, concepts blackout detail textures animations/effects testing.
• Gant chart
A gant chart is a timeline created to keep track of the projects creation timeline. This allows for people to keep track of how much time is allocated for each specific part of a project and how long is left for each section.
• Overview
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• GDD (Game Development Document)
• Overview
Game design document is the "blueprint" that is created to make a game, it contains most of the information created during post production. This is to make sure that there is some level of cohesion between working people and teams, it it can also be updated as the project progresses with additional information as necessary.
• Art bible
• Overview
An art bible is a document that keeps all the projects designs in such as "sketch's", "character reference sheets" and other ideas. These are usually created so that multiple people/teams can work on a given character/scene and keep to a similar art style and characters look uniform when seen.
•My idea career path
• Overview
My idea career path would probably be "game art", that consists of "concept art", "3D modelling", "Environment, Foliage and Prop Art", "Texturing" "Effects(FX) and "Animation". I Will breakdown what each part of the pipeline involved with game art as follows:
• Concept art
Concept art is typically either a digital or hand drawn initial design of any given design, this can go through several iterations before a "final concept" is created. The idea created by the concept team/person are then passed down the pipeline as as "blueprint" for each section to know what the end product should look like.
• 3D Modelling
The 3D modelling person/teams job is to take the Concept art and create the base 3D model, which can be anything from a building to an item such as a sword. This 3d model would then be passed on down the pipeline for further work to be carried out.
• Texturing
Texturing a model can sometimes be carried out by the same team that does the 3D Modelling, if not then they would have to wait until they have the model. Texturing is adding colour, additional finer detail to the model to give a better look without making the model to complex. This section also cover lighting, this is to make sure the item doesn't look out of place in the final project.
• Effects (FX)
The person/team that do the FX are responsible for adding particles and "simulations" to the model, this can be anything like explosions, dust, moving water ext.
• Animation
The animators take the model(s) created from the previous sections of the pipeline and creating animations loops for use in the project, couple examples being "A walking cycle", "Gun reloading" and a "car driving"
• Personal thoughts
Personally I prefer to do 3D Modelling, as don't really fully understand how to do the other sections but i am attempting to learn them. The reason for this choice is I like creating items and buildings but am not all that good at characters.
•Job roles and industries (art station)
Following are a couple screenshots of peoples art station sites with reasons to why I choose them, which can range from there art style to their job role.
• Industry
I don't know what industry this artist is with, looking at their site I'm guessing its freelance.
•Job role
Their role is 3d artist, their art seems mostly low-poly cel-shaded.
• Reason
I chose this artist because I would like to be proficient in "low -poly" art that is also "cel-shaded". I also like the "studio ghibli" like art they created.
• Favourite art from this artist
The following link shows my favourite piece of art from Trung:
https://www.artstation.com/artwork/1xwrlX
The reason I like this is that its seemingly cel-shaded and low-poly, it is also made in the "studio ghibli" style. I would like to have this style of art in my games and other projects that I have planned.
• Industry
This page is for a games development company that also outsources work.
•Job role
The company role seems to be environmental art and 3D assets, it also does character development and VR related tasks
• Reason
The reason I chose this company is because they do a lot of low-poly designs along with nice looking environmental art.
• Favourite art from this artist
The following link shows my favourite piece of art from YuzuGames:
https://www.artstation.com/artwork/XgeJll
The reason I like these pieces, is that they have some nice environments alongside some really nice structural models. The assets also seem to fit well together, they also give a nice natural feel to the worlds they convey while the "man made" parts feel like they belong in the world.
•Art Station
• Overview
Art station is a website that has portfolios of many artists/companies with varying levels of professionalism, from novice to experts. The site allows for you to make your own portfolio that will appear alongside the other artists if looked for. The site has four main areas explore, learn, shop and jobs.
• Explore
Explore allows you to find other artists portfolios, this can be used as either inspiration or to help find someone to create something your not able to. this option also contains blogs and magazines that can be read or watched, this can give valuable insight into the creators process and can be3 followed to improve your own.
• Learn
Learn unlike the blog section of "Explore" has a dedicated section for "learning" that contains many tutorials for various software's that are available, it also had a section for challenges that are design to test your skills.
• Shop
The shop contains assets that can be purchased although some are free, these can then be used in your projects provided that you purchase the proper licences.
• Jobs
This section allows for you to find and post work, as well as finding studios/artists.
•Job types
• Freelance
To be freelance in a job means to be self employed but to create a product for another party, for example in game making you would be creating a game for another person/company. The main benefit of being freelance is getting to choose what projects you take part in, although you will still need to meat certain goals you still get to choose how to go around doing them.
• Pros
• Freedom to choose what work to take on.
• Set hours that you wish to work.
• Making connections
• Choice of who to work with.
• Cons
• Pay inconsistency's
• Reliability
• Own equipment
• Security of of job/work.
• Art station example
Following is an image of a job description for a freelance job listing for a company requiring a hard surface modeller. This would be ideal for me if I could find a similar placing with less requirements.
•My art station account
Following is a link to my attestation account along with a screenshot of the main page. (https://www.artstation.com/james_bennett)