Hello lovely video game peoples!
I'm an indie dev out in Seattle, and I'm looking to take the next step into the game industry. I've worked for indie games like Read Only Memories from Midboss and What Pumpkin's HiveSwap, but I'm trying to either get more steady freelance work, or just get into studio work.
Some VFX examplesI originally started out in TV production for cartoons out in Burbank and have been doing animation and art for indie devs. I've done a little bit of everything, but I'm looking to focus in on Visual Effects and UI design since it's it is more in demand and I feel within my range.
What are the Engines, processes I should know, and is there good resources to learn them from?
-I searched thru the forums for resources and found some good stuff on the 3D VFX side, but I could use some more!
From my research it seems like Cascade is a terrific source to learn, as well as unity particles, but past those generalities, I dunno what.
-UI is very new to me, and beyond the principles of design I don't know specifics of what makes a good portfolio, and what I should study.
-I saw almost no love for 2D VFX here on polycount, which is weird because I know there's work for it on the smaller scales! Does anyone else know how to build a strong portfolio for this?
Thanks so much for everyone's help, I hope to hear from you!
Replies
UI work: Adobe photoshop and illustrator. ActionScript used to be a big thing, but that may be on the way out. The tools may be less important for this specialty. If you can deliver cool stuff using whatever you like, you might be fine. Track down good UI creator portfolios and do stuff in your own portfolio that is as good. Learn how to implement UI graphics! If you don't want to code UI stuff, consider becoming a UI artist somewhat unrealistic. Studios need people to design AND IMPLEMENT UI stuff. Sometimes they just need someone to create a bunch of icons, but that is not super common. This is all just a hunch, by the way. I'm more familiar with particle needs compared to UI needs at studios.
That said though, knowing UE4 is a must anyway. Learn Unity too, its by far the most popular engine in terms of number of projects so good work to be had there. Don't bother with Cry or Lumber imo.
As for UI, learn Scaleform.
I've heard about scaleform before, do you have experience in it? I'm curious how user-friendly it is, I like autodesk and they bought it so it gives me hope it'll be easy on a newbie like me
I think some UI stuff is prototyped as web stuff, so learning html 5 might be good as well. And of course there is work out there doing UI stuff for web sites (for now. this is eventually going to be automated, so the job market may shrink pretty soon).
What I like about film and pre-rendered work is the linear pipeline and total control you have over how the story and shots play out. You aren't tossing your animations into a blender with a few gallons of random player input and hope it all works out ok. You also aren't giving control of your camera to a monkey who spends 40 of his 45 hrs of game time, tea bagging potted plants. You know your motion, you have complete control and you can make it look great.
With that said, I really like how far the industry has come in the last decade and how much freedom game developers have to focus on important things that really make games great.
Anyway, good suggestions in this thread. There was also a killer 2D VFX reel posted here recently in case you missed it.
http://polycount.com/discussion/186273/2d-fx-reel
http://wiki.polycount.com/wiki/Special_Effects
http://wiki.polycount.com/wiki/User_Interface
I took your advice and ran with it without thanking everyone for their input!