Hi, my name is Brian Choi, and Im a Junior at USCs Interactive Media Division.
Ive been "hired" onto one of the Advanced Final Games Projects @ USC (Essentially, Undergrad Thesis Game project, CTIN 491) as Art Director of a 3D arcade spaceship shooter, Core Overload.
I was wondering if there was anyone near USC or in the Los Angeles area that has Art Director experience / Art Lead Experience and would be happy to mentor our Art Team and/or me for the duration of the school year?
To be frank, after several game development projects and internships as an (art) team member, this is my first time being team lead on any game project of this size. I feel like I have a lot to learn, not only on the job but also from more experienced people. I dont know what I dont know, which concerns me, and art management is a fairly new field to me. I just understand some vague "to-dos" including finalizing a style guide, setting up clear lines of communication, work closely with your engineers/designers, and management > art (trust the artists to do their thing).
To quickly pitch the game, Core Overload is a UDK, Network Multiplayer, Arcade Spaceship shooter that revolves around quick paced competition and customizable ships based on modules.
As said above, we are working with the Unreal Development Kit and plan to implement online multiplayer in the final product. Total team size is around 20/30/40 people, and the art team is getting finalized as we speak.
Art team wise:
Im both dealing with on-site art members and off-site artists, experiences ranging from proficient students to working professionals willing to lend a hand. Im working with excellent tech artists to provide shader foundations for the assets and have some assistance in terms of communicating with off-site artists. To put it mildly, I feel overwhelmed, especially since I have people twice my age under my direction, essentially. Art Style hasn't been pinned down yet, but we are looking at a easily-readable, highly-stylized style like TF2/Borderlands. Shaders will push it more towards Borderland's work.
In terms of commitment, that can definitely be negotiated. I'm looking to learn from the best, and the fellow students on my art team would definitely love to learn from a professional as well. If we can meet physically in a group meeting and our work be judged as professionals would, that would be amazing. This would not have to go through the school, it'd be more informal and you'd definitely get credit on the game as one of our industry mentors.
If anyone might be interested and/or need more information, my email is
choib@usc.edu.
My credentials/resume are @ my
http://www.linkedin.com/pub/brian-choi/32/376/a52
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http://gamepipe.usc.edu/usc_gamepipe_laboratory/DemoDay.html
Some previous, and most decidedly the PREMIERE Advanced Game projects that were completed in years past (not all, but some of the best, I believe.)
BlinkParadox ShiftTales from the Minus LabCombiform (This is the kickstarter page, but combiform spent time incubating in Final Games as well)
Nevermind
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Thank you for your time!
Replies
not exactly the same thing, but maybe similar enough to offer some advice.
Talked to the Producer today about everything, and I'm dealing with at least 13 off-site artists, and a more Concept Artists > 3D people.
A lot of the students I know are too busy with Otis.
Do you know any 3D people? We're recruiting 3D artists.