Hi all. A certain studio's art director wants to give me an art test to fill for a "special effects artist" position. They contacted me first and their publisher is fairly well known so I'm somewhat flattered I suppose.
I'm not sure what it was in my portfolio that they liked to trigger this interest in me...(maybe the lighting screens?)...but I'm not sure and I haven't updated it in a while because of some other work I've had going on at the moment.
Anywho, I haven't been given the test yet. I was just wondering what do all of you fine folks here think I can expect? Anything I should have that prepares me? An animating alpha collection of some sort? heh Fire back up my "Guild Wars" and study?
yeah, I'm screwed...but I'll give it a shot...lol
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As far as explosions and all that sort of special effects, I havent done anything like that since I was doing the Max4 tutorials lol.
I sort of migrated from environment art to purely visual effects after working at my studio for a bit, so maybe someone who was hired directly for that position has some more information!
You're probably the perfect person to talk to about this. Are there tutorials on the web showing sort of what you do day to day?
The game is 3rd person-action fantasy that they are working on.
Making of Shadow of the Colossus
Onimusha 3 lighting system (pardon the google translation)
Lost Planet graphics system
You should also spend some time with particle systems. For example...
http://developer.valvesoftware.com/wiki/Particle_System_Overview
http://www.binarysun.co.uk/free-games/exgen/
His DVD's are great and so is the free stuff on his site. Most of the free stuff covers using the particle system inside of 3dsmax. He also is a FumeFX wizard. Seriously check out FumeFX its a really amazing plugin used all over the place. As well as give particle flow a good once over, together they unite to make an ungodly pair. You'll be blowing stuff up, setting it on fire, turning solid objects into piles of ash, and making spells dance around as soon as you get those basics under your belt. Most particle systems work the same way, stuff is born, events change it, stuff dies. The particle system in 3dsmax is kind of what UE3 is shooting for as far as feature set, but of course being for real time it falls a little short, still totall amazing for realtime.
Checking out the UE3 technology would be a good idea. Mostly Cascade but might be wise to check out Manitee and Kismet also. Eat3D has some good video tutorials on FX in UE3.
After some research the developer is licensing UE3 so it sounds like Cascade is also the ticket. Me thinks I'll be picking that Eat3D disc up. I guess now it sort of makes sense why I was contacted because my lighting shots were displayed in UE3 and I had some additional little "effects" things in there. Although I don't know if they were really all that hot, heh. I do know UE3 quite well.
Haven't received the test yet. I'm even more curious than ever now since reading about the game they are working on.