Preparing For Progression
You will be introduced to a range of different job roles within the Games, Animation & VFX industries that will help you to understand your chosen vocational pathway. We will spend time as a group discussing different pathways and researching into these. We will be exploring a range of local, regional, national and internal companies; building a profile of influential and successful businesses.
These case studies will then lead you to develop self promotional material/s, which can be evidenced in several ways. Including a presentation, CV, personal statement, website, showreel, visual displayed and posters.
Task One - Pre-Production Planning
You will begin to research the essential skills, characteristics and behaviors required to work successfully within your chosen industry. Building on previously identified job roles, you will use trusted sources including your own interactions with employers, industry publications, online resources and job sites to identify the skills you should look to develop during your time on the course.
This section will allow you concentrate on the following criteria;
1.1 - Critically evaluate own strengths and ambitions to support own development and meet identified goals.
Analysis of Industry Skills,
3D Modelling: 5 / 10
UV Mapping: 3 / 10
Texturing: 4 / 10
Animation: 6 / 10
VFX: 4 / 10
Programming: 3.5 / 10
Illustration & Drawing: 7 / 10
I'd say with 3D modelling, I'm sort of in the middle. It's not a priority since my forte is 2D art, but I've definitely developed my skills in it a lot more over the course of my time at college, so I'm definitely not horrible at it.
UV mapping I find to be my lowest skill. Though we've gone over UV mapping plenty, I can't seem to get a hang of it, and I find it clunky and difficult to take on.
With texturing, I'm a little more confident than I am with UV mapping, but I suffer from a lot of similar reasons. I find it a little clunky to work with, and I feel I'm missing a lot of knowledge there.
I'm a little more confident with Animation. Especially pixel animation, with 2D animation not far behind. There's still a lot for me to learn with animation, and I'll continue to improve since I do feel it's in my best interests to.
For VFX, I think it depends. When it comes to the kind of VFX projects we've been assigned in college, I'm not horrible but it's not something I've explored or have much of an interest in exploring. For general video editing, though, I'm a lot more confident, and I'd likely be at around a 5.
For Programming, I'm not exactly a 3 but I'm not exactly a 4. I'm not confident with it, I often use training wheels and rely too much on tutorial code, but I'm trying to improve. I'd consider myself a beginner. I am definitely proud of where I am right now, though.
Illustration & Drawing is my forte. I'm not perfect, and there's a lot to learn there, but I'd consider myself the most confident in that department, and I'm constantly improving. I definitely need to take time and do proper pieces more.
Analysis of Personal Skills,
Confidence: 6.5 / 10
Motivation: 6 / 10
Communication: 4.5 / 10
Team-Work: 7 / 10
Stress Resistance: 5.5 / 10
Engagement: 6.5 / 10
For confidence, I'm definitely not perfect. I like to think that I'm confident. I've been described as charismatic and well spoken, and presenting in front of a crowd is no problem for me. But I do have some confidence issues in some places. Something I need to improve on for sure.
For me, motivation is a little bit of a coin flip. My motivation in my long term goals is very high, but my general motivation can fluctuate and I can end up feeling burnt out or tired easy. But when I'm motivated, I'm VERY motivated, and can take on something obsessively and stubbornly for a while.
My communication could be a lot better. It does fluctuate and often due to my issues with confidence. I feel like I'm lowest in confidence when it comes to communicating certain things, and especially when I'm in a leadership position and it comes to communicating difficult things..
I'm pretty good with team work. I've worked on side-projects very often with friends and I work well with them, and even with unfamiliar team members, once I get down to it, I think I can get a pretty good synergy going as long as there are no issues with the others.
With stress resistance, I'm a lot better than I was at a certain point. Stress used to make me lash out or lock up, but I think I've gotten a lot better with managing it. I'm not perfect, and enough stress can make me irritable and sometimes cause me to fall into a slump. With enough motivation, I can power through stress out of stubbornness.
I'm pretty good with engagement, but it does depend on my motivation. If I'm working in a team, things are running smoothly, and I'm plenty motivated, my engagement's pretty high and I'll take part often and work consistently. Though in certain situations, an issue can drive my engagement way down.
SWOT Analysis,
Strengths
Strengths are your skills, abilities and qualifications. You can also include work experience, education, additional training and certifications. Consider any additional strengths, such as the ability to relocate or your professional network connections. Listing your strengths can help you create a personal statement or cover letter that demonstrates your most relevant qualifications. You can also use an example of how you used a specific strength during a project.
Weaknesses
It is important to be honest when creating your list of weaknesses, so you can create an effective analysis. Any area in which you could improve would be a weaknesses, such as needing additional experience or upskilling. Other weaknesses could include requiring limited work hours, inability to relocate, or a lack of other characteristics / skills not directly related to Games Dev. Reviewing your weaknesses will help you understand where you can learn more, adjust your schedule or improve.
Strengths
In terms of skills , my strengths lay in stylized 2D art. Illustration, pixel art, character design and concept art. Basic 2D animation and Basic 3D isn't far behind. I have been a creative since I was very young. I tend to be very passionate, stubborn and driven, especially when motivated, and always strive to be better. Thus, I also know when to acknowledge my flaws and I can be critical of myself. I have a lot of experience working with teams, big and small, familiar and unfamiliar. I have plenty of personal connections thanks to my habit of taking on small side-projects, and enjoy meeting new people and networking. I've known what I've wanted to do for a while, and I've never wavered and I'm set on it. I've been described as charismatic and well-spoken, and have no problem presenting and pitching. Even though humour is a big part of my character, I know when to take things seriously.
Weaknesses
In terms of skills, my weaknesses lay in more complex 3D and animation, UV mapping, realism in 2D and complex programming. Though I try to adapt to change as best as I can, certain changes can really knock me off my rhythm and make it difficult to engage like previously. I do have issues with confidence in some places. My motivation can fluctuate heavily, and I'm prone to procrastination, even if I have been trying to fix it for a while. My communication isn't perfect, and even though I have some experience in leadership roles, my confidence in communication tends to falter in those situations. Deadlines can be a problem for me due to my issue with procrastination and difficulty in properly organizing priorities and time.
Opportunities
Opportunities are external factors that can improve your situation. When creating your list of opportunities, consider resources, market trends and anything else that could help you. Want to be a Programmer? Programmers are some of the most in demand practitioners in the industry. What does the job market look like locally and nationally? What other opportunities are there to help you achieve your goal? Further study? Placements? Extra-curricular activities and enrichment?
Threats
When making your list of threats, consider external factors that put you at a disadvantage. Threats can include a small job market, potential competitors or new industry restrictions. Understanding potential threats can help you form plans to minimize the risk or turn it into an opportunity. For example, your current career goal is to be a Game Artist? Analysts predict that the Game Artists roles are higher to move into than any other industry role. How do you stand out from the crowd? What other threats could hinder your route into the Games industry?
Opportunities
I don't have much interest in going into the industry, preferring to work and develop independently. In terms of potential job opportunities in the industry, though, considering my skillset, I'd be more likely to land a job as a Concept Artist and/or a Character Designer, and potentially as a 2D Game Artist in general. My absolute strongest skill is probably pixel art, but in the modern day games industry, AAA developers aren't likely to look for pixel artists unless it's for a specific gimmick, like the Super Mario Odyssey 8-Bit warp segments, or in the very rare scenario where they may decide to develop a fully 2D pixel art game for one reason or another, like Sonic Mania, which was developed as an anniversary game with nostalgia in mind.
Threats
Like the text above states, Game Artists roles are higher to move into than any other role. Industries have also been known to show a certain disregard and often blatant disrespect towards artists, especially in recent times and at any opportunity. For example, the rise of AI generative content has revealed many major players in many different industries quickly looking for any way or excuse to discard of human artists. A more personal threat, though, would likely be my lack of experience. While I could have a chance of landing a job as a Concept Artist and/or Character Designer, my general lack of experience and yet undeveloped skillset could hinder my route into the Games industry.
Task Two - Job Role Analysis
You will be introduced to the industry aligned with the your chosen vocational pathway. Following initial group discussions and lectures you will be encouraged to research and explore local, regional, national and international companies; building a profile of influential and successful businesses. These case studies could be evidenced in several ways, including a presentation, visual displays & posters, written reports or blogs.
This section will allow you concentrate on the following criteria;
1.2 - Use knowledge and understanding of progression routes to make applications within creative media production, higher education or related employment.
2.1 - Critically evaluate a range of communication skills and knowledge required to make application to progression routes within creative media solutions.
LIGHT & WONDER - GAMES ARTIST
Skills/Qualifications They're Looking For
Skills I Believe I Meet
Somewhat knowledgeable with Adobe Photoshop, less with Adobe After Effects.
Somewhat knowledgeable with Autodesk Maya and 3D modelling.
Beginner animation skills.
Some experience with communication and working in teams.
Skills I Need To/Could Improve On
Develop a greater understanding of Adobe Photoshop, Adobe After Effects, Adobe Illustrator, Autodesk Maya and Unity.
Develop my 3D modelling skills.
Develop my animation skills.
Develop my communication and team skills.
Work on how I manage pressure and meet deadlines.
INGAME RECRUITMENT - 2D ARTIST
Skills/Qualifications They're Looking For
Skills I Believe I Meet
Some experience with communication and working in teams.
Some experience with producing concept art and character design, less with mood boards.
Some experience with producing game assets.
Some experience in game design art.
Somewhat knowledgeable with Adobe Photoshop.
Basic knowledge of colour theory.
Task Three - CV / Personal Statement
As an essential element of your study programme, you will need to use your industry research to help prepare yourself for future work placement opportunities. Following an initial discussion with your tutors and tutor mentors, you will benign to develop either a CV or Personal Statement that is relevant to your chosen progression.
This section will allow you concentrate on the following criteria;
2.2 - Use a range of communication skills and knowledge to support your own progression goals.
3.1 - Use knowledge and understanding of promotion and presentation skills to support your own development and meet identified goals.
Positive Points: Goes over positive aspects of character and how they could apply in a workplace. Creative-leaning layout fitting of the profession which would stand out. Well organized.
Negative Points: There could have been more a push towards professionalism in many aspects. Skills are ranked not quite accurately. Not enough space to include much experience. Font might make it harder to read.
I have always been a creative. Art has been a huge part of my life since a young age, and so were video games. Some of the first games I played were Sonic Rush and Pokémon Black 2 for the Nintendo DS, back when I still lived in my home country. My fondness for these games persisted years after I had moved to England, and with the internet, I discovered fan-works such as fan animations, mods, and ROM-hacks of these franchises. Inspired, I took to creating my own, similar fan-works to express my appreciation for the franchises, planting the seed for my passion for development. This only thrived when I discovered UNDERTALE, a game created by an indie developer with similar beginnings, Toby Fox, and a game with a very prominent creative-based fanbase. UNDERTALE, Toby Fox's humble story, and my recurring interest in fan-projects that only grew stronger with UNDERTALE and his later game DELTARUNE, drove me to find a passion and interest for game development and indie game development, awakening a drive to share my own stories in similar ways. Going into Barnsley College, I started off with a year of a lower-level game design course, at the time lacking the grades for the higher-level equivalent and wanting to start off small. At the time, I had a fair amount of experience in working on my own, small-scale projects, mostly fan-projects based on my interests. Experience with areas like working with teams, creating game assets, using certain software, going further back, experience with certain engines such as RPG Maker, etc. Our first assigned project was a game jam. For the first time in my years in education, I felt an overwhelming sense of familiarity, motivation, and enthusiasm with my work. Working alongside that team, meeting, and connecting with like-minded people, conceptualising this hypothetical game, creating hypothetical assets for demonstration. As the course went on, and my knowledge and skills grew, even if I occasionally ran into some trouble with work, I knew with certainty this was the path for me. Through my three years of college, I was allowed to develop many existing skills, as well as open myself up to new, industry-standard software. Maya in particular I found was used a lot through my second year, allowing me to develop somewhat existing, yet very unexplored 3D skills. I learnt my way around 3D modelling. Things like asset design and creation, UVing, texturing, animation, and generally the intricacies of modelling. 2D art has always been my forte, but I navigated through 3D modelling confidently, with ease. As mentioned, 2D art has always been my forte, and college allowed me to develop greatly in that area. I developed my own skills in pixel art and asset creation using a personal program, Aseprite, and 2D animation using Adobe Animate. I developed my general digital art and conceptualising skills using Adobe Photoshop and Krita, as well as touching on intricacies such as silhouettes, character design, colour theory and perspective. Right now, the area I have my scope on developing the most is programming, the use of game engines. In college, we briefly touched on software like Unreal Engine and Unity, but in particular, this course gave me the opportunity to work with a personal, 2D engine, GameMaker Studio, learning my way around its coding language in strides and learning to develop games using it. During college, I have had the opportunity to meet with industry professionals, participate in game jams to build teamworking skills and work experience, alongside working on my own personal projects at home to build those areas. I've built confidence with working in teams, alongside other people remotely or otherwise, as well as taking on leadership roles. Outside of any assigned work, though similar, my hobbies include art, primarily 2D and pixel art, character design, brainstorming and conceptualising and playing and analysing video games. My aim is to pursue indie game development as a career.
Positive Points: Detailed and goes over my passion and reason for pursuing game design. Shows I'm not just in it for no reason, and that it's what I want to do.
Negative Points: Maybe goes on for a little too long on backstory and not enough on character and skills.
CV / Personal Statement,
Insert your CV or Personal Statement Here ...
Task Four - Promotional Materials
You will now need to spend some time developing your website / blog, these are key to quickly showcasing your work and development. This will be useful for when either progressing into Higher Education or employment.
This section will allow you concentrate on the following criteria;
2.2 - Use a range of communication skills and knowledge to support your own progression goals.
3.1 - Use knowledge and understanding of promotion and presentation skills to support your own development and meet identified goals.
Positive Points:
Negative Points
Positive Points:
Negative Points
Positive Points:
Negative Points
Positive Points: Eye-catching. Tries to give each entry a fair chance to breathe. Been described as professional-looking. Detailed for where it's at.
Negative Points: I've been told the timing in some places could use some work. In need of extra work and polish, generally unfinished.