As some of you know Ive wanted to get into film for some time. I interviewed at several places, some in person, some on the phone. I got one rejection, three false promises, several offers, but none of it really what I wanted at all.
Without even working in film, I think I realized that the grass isnt greener. From what I saw, working on cg films or fx is exceptionally time demanding work, (its a myth that theyre all unionized) often pays much less than an equivalent game job in CA and almost never comes with extra financial potential such as stock options or bonuses. To be fair, most places pay O/T, but I realized that Id *have* to do the OT to make it up to anywhere near the salary I was making before, hah! Also, generally speaking there is no such thing as character modeling teams, so I was statistically far more likely to be modeling a table than the next digital double in a major Hollywood movie. I await the cries of I could have told you all that before you went to the trouble!
So, with that in mind, maybe it wasn't meant to be. Ive joined a brand spanking new videogame startup here in the bay and I am having a blast so far. I have a stake in the company, and I completely own the look of the characters and more, and am in fact also the sole character artist in a company of about 12 people. Its actually extremely fascinating and exciting being at the start of something so new. The founders of this thing actually have faith in me that I know what Im doing (thats their first mistake) and boy, is that a refreshing feeling. Im not micro managed by 7 different people. Its just a very small dedicated team of talent making a game, and it feels totally bizarre.
I cant say what were making yet. Maybe in a few months. Well be growing in numbers, but not too much.
Sorry for the long post. I wanted to share my experiences of interviewing in cg outside of games.
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Having full artistic control of your characters must be awesome, I can't wait for the day when I have that kind of control. IMO that would seem like a much "better" position to be in than being a peon working on someone else's character in a film.
nah, not really but i was in a similar situation. got a nice sounding offer to participate in a vfx-heavy movie project taking place in europe that's still in the early stages. tempting, because something that big is normally kept within the usual suspect fx-companies on hollywood, maybe london and nz.
i didn't even have to apply the normal way since i was referred. so far, so good but boy, that was the most boring idiotic job in cg i ever dealt with. my condolences to those who work in film, especially in the shading/look development stuff. i get tired even thinking about it now.
congrats for staying in the way more interesting field! and yes, cool character work in film seems few and far between... modeling screws on boxes for a set extension, or something equally challenging.
- BoBo
congrats!
I bet it's a night-and-day difference to working for EA. :P
wtg!
woo! Romero found his supercore artist! congrats!
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You mirrored my reaction perfectly!
Good stuff Daz! You deserve it.
And besides which, games roxor! Who needs movies!
And er, logical guess, but it aint the Romero gig
That sounds like a great place to work.
Congrats Daz! I look forward to seeing what you and your cohorts come up with!
I need to get out to Cali again and share a beer with yah!
I thought it was the Romero thing at first too.
r.
You guys hiring environment artists?
i was just thinking of you this week too, my new office mate is an ex bullfrog coder
hope it works out for ya, make something i wanna play
Good to hear you stayed in the industry, we'd hate to loose someone with your level of talent.
I think you quite likely dodged a bullet by not going into the film industry. Having lots of creative control designing and building characters should be Big Fun compared to spending weeks modelling a characters foot that someone else designed.