I think it's extremely important the industry starts fostering a new "generation" of game designers & art leads. It's an extreme example, but I look at the Japanese game industry as a bit of a warning sign of why this matters. Too much trust in the old guard and their way of doing things has made them resistant to change,…
To me the most important parts of animation is 1. Making NPCs not look like cardboard cutouts. 2. Grounding the characters by having them move through levels in realistic ways. 3. Blending between animations/interactions seamlessly. The tech behind animation might actually be more important to me than the animations…
Video games will never be respected like movies or seen as an art form. A lot of people today talk about Blade Runner or The Shining, but would people talk about System shock or Silent Hill in the future. Even if you manage to create amazing art it would look ugly in a few years. Take Bioshock for example, looks amazing…
You absolutely should because general art and especially design fundamentals teach you better than anything else how to manipulate form and shape. You can come into those on your own with practice, but that's an uphill battle nobody should take. For example, I learned fuck all my second year at art school. The game design…
Well for me it's this 'thing' people seem to have against Blender's UI, which I find so utterly fucked-out IRRITATING whether implementing it's embedded game engine or not. I've noticed more than a handful of less than favourable discussions on that *subject* both here and other akin CG biased sites on the Net. I mean for…