Beer lunches and gaming with beer after work on Fridays at my last studio. Rock Band happy hours at my current studio. The last day of work at my first game job. My job had gotten outsourced, so my AD took us all out to lunch and proceeded to order tray after tray of shots. That's where I learned that goldschlager not only…
How many smaller studios have a dedicated concept person? Doesn't seem particularly cost effective, thats why you can outsource those kinds of things. Btw, Silo is very affordable and feature comparable to Zbrush or Mudbox. Personally, I think its a good idea to have as few people as possible work on any specific piece of…
80 hours a week?!?! Maybe two weeks. Well...11.5 hours a day over a 7 day stretch isn't so bad...unless you already have a job. I figure, they expect you to work quickly complete the task at the expected quality within a shorter period of time. Which is better for you and the studio. I hear rumors. What are the chances of…
I don't believe that the US will have an issue hiring artists from outside the US. As the US does tons of outsourcing, and several people from outside the country come to work here all the time. But the degree helps grant you as an outsider to places like the UK the ability for work visa. Otherwise without a degree in most…
We're a pretty small art team but when we have more junior artists start we usually expect there to be a little while for them to get up to speed with our pipeline. We usually try to gear the first few assignments towards things that arent destructive to the project and involve tasks that get them familiar with the…
Its probably because they couldn't reach an agreement with the video game industry on the terms of payment (residual payment as oppose to pay upfront). Therefore, they've banned union members from working with any game studios as their diplomatic/negotiation muscle until the game industry agrees to their terms. If they…
I liked GA because they had a lot of comps, but these days all of their comps have these insanely high polycounts and texture maps, its no fun anymore :( Somehow the art other artists post there isnt as inspiring or interesting as the art that is posted on polycount(except for the stuff they showcase)... just look at these…
I've not got 2017 to try this out but... if you could use the DCmod to identify verts with > 5 attached edges, convert that selection to edges and add it to an edge selection based off smoothing group boundaries? you'd get the same basic algorithm I used in my own version of quick high poly to select edges for chamfering.…
of course a swede takes care of the motionbuilder tutorial.. are swedish companies the only ones using motionbuilder or what lol? :) I don't like the way the tutorial starts of having a pre-setup actor done and saying that's what you'd get from an outsourcing mocap studio as I've either gotten them already mapped to…
We use Hansoft at the studio I work at. As the Outsource Manager, I use it lots. I wouldn't say I love or hate it, but I do like and dislike it. It could be great IF the developers actually added features their users keep requesting. To me it seems like it's developed by a small team of people who must have full time jobs…