They are:
Kristjan Zadziuk - Animation Director, Ubisoft Toronto
Ryan Duffin - Senior Animator, EA DICE
Simon Unger - Lead Animator, Robotoki
Tim Borrelli - Lead Animator, 5th Cell
Mike Jungbluth - Senior Animator, Zenimax Online
link: http://www.gamasutra.com/view/feature/212003/game_animation_bootcamp_an_expert_.php?page=1
link: http://www.gamasutra.com/view/feature/212003/game_animation_bootcamp_an_expert_.php?page=1
This article was an amazing read, they detail everything from what they would like to (or like not to see) on show reels aiming for game animation as well as how the role is shifting away from being just animating to needing to understand more of the technical side and actively help think of ways to improve how the aesthetic and the game play collide. It's made me realize that having scenes with two characters interacting and a dialogue section on my show reel is probably not necessary and would pale in comparison to showing a set of animations separately and then bringing them together preferably in engine showing that I not only understand weight and timing but also the technical needs when it comes to game play and state engines.
I need to work on some more interesting walk cycles and animation sets to show my worth rather than the cinematics style stuff I've been working on. Cut scenes aren't a fallback for storytelling in games anymore and demonstrating my skills at creating personality through animations that would be seen during game play will play much more to my advantage.
I need to work on some more interesting walk cycles and animation sets to show my worth rather than the cinematics style stuff I've been working on. Cut scenes aren't a fallback for storytelling in games anymore and demonstrating my skills at creating personality through animations that would be seen during game play will play much more to my advantage.
I think I'd like to do more with my fox animations actually.. have the jump, fix the run (which i know is terrible) create a walk but then also maybe sort out some state changes so have an injured walk, maybe a couple of idle animations that also show the shift from healthy to injured.
Another interesting point made is about being able to understand what other disciplines responsibilities and risks are and letting them know yours so instead of just complaining at design for throwing something at the art team resulting in throwing time away and not having enough time to get something done, everyone understands their place in the system. Particularly useful right now =]
"Taking the time to educate each other on what your work entails and the challenges you face can go a long way to fixing a lot of the issues that arise during production." - Simon Unger
Simon also plugs an article he wrote back in 2012 entitled "How to get a job as an animator in games"
link: http://gamasutra.com/view/news/176374/How_to_get_a_job_as_an_animator_in_games.php
"Taking the time to educate each other on what your work entails and the challenges you face can go a long way to fixing a lot of the issues that arise during production." - Simon Unger
Simon also plugs an article he wrote back in 2012 entitled "How to get a job as an animator in games"
link: http://gamasutra.com/view/news/176374/How_to_get_a_job_as_an_animator_in_games.php
I've actually already read this article before but reading it again with new information in mind will help me see how the industry is changing and what is still a consistent request. Also this article goes into a little more detail when it comes to interviews and resumes.
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