Most threads and wiki posts focus on game industry side of things. The scary bits , the struggles people had to go through and the challenges they faced along the way in order to get that 'first job' or breaking in. From my ( perhaps biased and naive - Having not worked in a studio yet ) perspective there are far less…
Cameron used Lightwave and Motionbuilder and an Innersense suite for previz on Avatar. Game engines at that point (bear in mind previz started in 2007) didn't have quite the same breadth of tools for that kind of work. Arguably we're only just reaching that point now. And you'd certainly need at least 6 hours of serious…
Part of it is shorter project lengths. A studio will generally work on a game for a couple years. A vfx or add house will normally only work on a project for anywhere from a few weeks to a year or so. And of course, at the end of any project there's the potential for layoffs. The other part is that what skills are needed…
You'll get a lot more talk about animation studios on CGTalk or the like. Polycount is about games by design. That being said, there are a lot more jobs for modelers in games than in film. Pixar, for example, has something like 25 modelers out of 1200 employees. Generally speaking, film/advertising jobs pay better but…
I will throw my two cents here. Have you guys thought about working in CG company doing realtime stuff? I'm asking because there may be new trend on the horizont where CG companies that till now produced cinematics for games with a help of Vray, Arnold etc. may start to switch their workflow to realtime engines. Crytek did…
Which is sad. Seems like the area to save time is going to be the creative part, with Photoscanning stuff. Leaves you just with the awful cleanup and processing work...
We had strong interest from our clients (we do outsourcing) - they were all "Houdini will be THE big thing!", but I think the initial enthusiasm disappeared, even though we invested time in training and all. That was around the same time Substance got some traction, the PS4/XBox One were launched and everyone was looking…
Well I know that of directors like to use Unreal for previsualization (as cameron did for avatar). But yeh, game engines are prgressively becoming solid enough to attract the interest of CG companies. Seriously, who likes to brag about their scene or commerical taking 6 hours/frame to render?
no patching of the film for months after release? ;) But I think a lot of VFX houses are just smaller than giants like EA or Ubi, and ads might not keep a whole feature film crew afloat inbetween projects. Also movies have different FX requirements and amount. Now if you have an AAA game title you just know there's a lot…