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Journey of A Games Artist

Art works, industry musings, and my personal jouney

Quick August Update

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I’ve been bad. Not only have I not been able to keep to my proposed time management schedule (got AC in my room, switched to 4 days a week workouts, and picked up some paying freelance work) but I’ve also become tired and unmotivated to continue on my large project. Which, considering how much work I do I guess is fair right?

However, I have become motivated by the latest CryEngine 3 trailer that was posted on YouTube. That’s a toolset that I’ve been wanting to learn and just haven’t gotten around to it yet. So, I’m feeling the pull of motivation and the thirst for knowledge again! It’s time to Learn the basics of CryEngine 3! As always I will have an outline for what I want to accomplish. First I need to find a nice, small concept piece for me to do. This work will be small, very small and focus on learning the engine. No large environments here.

Hopefully I can FINALLY post an outline for a project so you can see my planning process. Also, I doubt my blog posting will be anything but irregular for a while, my apologies but life is like that.

-Dan

That phrase, “Trying to have it all” is echoed multiple times by Liz Lemon during the course of 30 Rocks 6 seasons. It’s what we all want. Eventually, we end up settling on one or the other (career, family, friends). If you take a look at some of the most successful people in a chosen field, some of them really do have it all. Sometimes, I like to look at some of the “rockstars” of the gaming industry (and other industries) and think about how they managed to get to where they are: family, friends, and being at the top of their profession.

Something that sticks out to me, other than hard work, is how they managed their time. Time Management is something of a lost art. Time is a human’s most finite resource. Once the 10 minutes I take to write this blog is gone, it’s gone. The clock ticking down to and individuals death is never going to wind up. The window where I can maximize my time to become something more than a temp/contract worker and ascend to a lead role is only so large. If I want to be more than I am today, I need to use my time as best as I can to pursue that goal.

Over the weekend I came up with a way I hope will lead to me maximizing my time. I’m starting with cutting lifting workouts back from 5x a week to 3x a week. This leaves two days during the work week for cardio. Because my room is so hot during the day and evening hours, I plan to spend an hour or two after my cardio staying at work and getting personal work done. That leaves a few days during the week for game play or just relaxing. Weekends are for being social.

It’s absolutely not a perfect system and this week I’ve ended up reversing my time or whatnot, but as long as I make the attempt to manage my time on a consistent basis I know I will eventually adopt it into my own personal schedule. From there, I hope to continue to improve in all facets of life, so one day I can have it all.

Like Jack Donaghy.

What do you do to manage your time for a greater goal?

Happy 4th

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Happy forth of July (if your American)! I doubt I have a huge readership but if I do and your not American…enjoy your Wednesday! I’ve been busy as expected and lacking the energy to update my blog the past month. However, now that I’m finally settled 20 mins from work I hope to update more often. As such, this post is more about covering some news about the new ME endings and 38 Studios’ collapse. If I remember later in the week, I’ll have a post about how I’m attempting to re-organize my time so I can find greater success.

And what it’s like living in a converted attic with no A/C (yet).

First and most importantly-my thoughts on the 38 Studios collapse. It’s very unfortunate and I feel for everyone affected. I have some friends who lost their jobs (most have since found new ones). The way it happened to and my unique viewpoint (watching from the sidelines about 10 inches from the action) was an experience I hope I never have to experience that way again (or have to be one of the laid off workers). Everyone I know who worked at that studio had their heart and souls invested in that studio and it’s game, and it’s unfortunate it’ll never see the light of day.

I have personal feelings on the business side of things that I will not share here, but I’m sure most agree that some things should have been done differently from the top down. From most accounts, Curt Shilling was a fantastic boss and was 100% into the business, so I want to give props to him for what he tried to do with this studio.

Next up is the new Mass Effect 3 endings. That statement is technically inaccurate with the exception of the actual new “Refusal” ending. Spoiler Alert: you get trolled by Bioware (and it’s awesome!) I want to give props to Bioware for going back and making changes to appease the fans. At the same time, people should use their imaginations and let things slide! Did Bioware need to go back and Mo-Cap your squad being evacuated from the final push? I just imagined that my Shepard told Liara and Garrus to go back and this was something he had to do alone. Or the ending cinematic-you can use your imagination to think up what happens at the end of each choice. Honestly, I do enjoy the ending cinematics and it’s new exposition. Either way, you can’t go wrong and it’s my favorite game of the series and possibly all time.

I hope everyone has a great 4th, and look for more regular updates starting this week!

Good Morning! I’m sorry about my prolonged absence from the blog. It’s been a whirlwind past month. My last blog was announcing that I was going to announce something, and at first I had to avoid posting anything to be on the safe side with other potential employers. Then I got busy getting ready to move. Add on a 9 day trek across the country. It went something like this: Bend to Ogden UT, Ogden to Some town in Nebraska, Nebraska to Madison WI where I stayed for a day and a half. Went from Madison to Sharpsville where I stayed for two days. Sharpsville to a country town in NY State. From there to Providence RI, where I commute to Needham MA for work. What’s in Needham you ask?

Turbine Inc. I work at Turbine as a 3D Artist now! It’s as a temp, which is basically a contract worker. But I think the opportunity at this studio is good for me to move into a full time position. Plus, now I get to live in a new part of the country!

That’s what I’ve been doing the past few weeks. I’m currently set up in my old roommate Vic’s place and I’ll be staying here for about another month. He, his roommate and some of his friends are all the casualties of the unfortunate 38Studios collapse, which I feel deserves a blog post soon. So me coming to stay in their loft helps their situation with rent. I’m just glad I could help!

As for my future projects, I have a new one I plan to do instead of the Sci-Fi outpost I was starting. This project is a bit more personal and meaningful to me and something I’ve wanted to do for a long time. Stay tuned for my full write up similar to what I did for my Sci Fi outpost. Also look forward to me possibly posting some pictures from my trip and talking about city life in general.

-Dan

 

News Incoming

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Again, sorry for the lack of updates. I’ve been meaning to post new WIP shots of my current project along with my full documentation. Unfortunately for you readers (but good for me) I got hit with an art test and a few different studios wanting to interview me. I also got a big hit of news on Friday. I need to confirm everything on Monday, so check back here later on Monday.

I’m still here! Sorry for the lack of updates. The past few weeks have been in and out a mix of busy and soul crushing. I’ll get to that. First, plans for a new environment are under way. What I wanted initially was turning into a full game level that would have required probably at least another artist and an experienced level designer. I also was kind of losing focus on it, so after a return to Skyrim and soon The Witcher 2 (along with the Mass Effect series) I’ll be shrinking the environment and creating a tighter area of focus. Should still be pretty open/large and I’d like to release a playable environment this time, so stay tuned.

The past few weeks have been busy. I’ve been applying like crazy to studios. Literally the night I get back from GDC, Treyarch sent me an art test. I knocked it out of the park. I got a phone interview! Unfortunately, I must have come across a bit too junior for them as they had some concerns about my experience level and then decided to go local. It sucks for me, but good luck to them w/ Call of Duty (no I don’t know they are working on it, I just assume). I know is they liked my test and that’ll have to be enough for me.

After a week or so of nothing, I was contacted by two other well known studios. I finished a test for one and haven’t heard back. That’s fair enough, maybe they have some stuff going on over there or perhaps it was a pass. That’s ok. The other interviewed me recently and I’m currently awaiting a verdict. It’s agonizing.

Perhaps I should be more optimistic than I am? I know I’m talented and I bust ass to be better than I am and to get the job done. I should be more confident. Here’s the breakdown of why I’m not.

I did apply to a number of studios in November and December. It’s the winter holiday “sorry try after the new year” time. Once January rolled in I focused on my portfolio project with some side freelance work. I focused on the result of my work and on the work I was doing. 100% feeling great.

Fast forward to now, and I’m waiting for replies while trying to recharge my creative juices. It’s a daily battle between being optimistic about the future and pissed and depressed that I haven’t heard back from more studios or that I have to wait for a verdict on interviews. I have patience before the resumes fly out. I don’t once they are sent off.

I know that it’s like this for millions of Americans who are looking for work they are absolutely qualified for and are the best at. It’s a terrible situation that a lot of us find ourselves in. Battling unemployment depression is hard. If you are past the point of planning an attack on perspective employers and are just waiting, it’s even more difficult. You are powerless. I don’t have any tips on how to combat it either. I’m fighting it daily. I just know that every morning I have to get out of bed at a reasonable time, send out more resumes, and then do something to keep my mind off of it. Sometimes it works, others it doesn’t.

So to the unemployed of America in all industries: Good luck. Have faith in you, your God, the Universe, Fate…whatever you will. Keep trying and hopefully something breaks your way. You and I need it.

Final Shots and a Post Mortem

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It’s been quite a while since I posted my “final shots”. I’ve been very busy with post GDC fun including but not limited to art tests, emails, and Mass Effect 3. Mass Effect 3 is so good, I’ll probably post my thoughts about both that game and the series as a whole later on. Today is dedicated to a Post Mortem for my Cabin in the Woods. A few more shots can be found at my portfolio site.

Initially, this project was suppose to be completed in a month and I think parts of that show. The layout isn’t something that I spent weeks thinking and planning out, my trees are not fantastic (pointed out during GDC) and there is no real superior prop in the scene. Texture re-use might be apparent if you’re looking for it. At the same time, a lot of these choices were intentional for trying to get this done in a fast time frame.

On the flip side, since the Digital Armada project I worked on pushed this back, I was given an extra 2 or 3 weeks to polish up some textures and props. I think the cabin and the area around the cabin and waterfall received the most attention in that time frame. With out that extra time, I can’t say I would have managed to get the level of polish in those areas that I did.

One of the parts I’m happiest with in this scene is the lighting. I’m not a lighting artist yet (like my Lead at Bend, Francois) but taking some cues from how lightning was done on Golden Abyss, I decided to do this all 100% dynamically. During the day this would require one shadow casting Dominant Directional and then some point lights for bounce lights. Night caused some fun little problems. I still used the Dominant Directional for the main shadows from them moon. I used a Sky Light as a basic fill light to brighten the scene some. From there, I lit based on where the lights from the lanterns were. I guess I could get more in depth with my lighting, but suffice to say that I used quite a few bounce lights, some shadow casting point lights, and a lot of lighting channels to light only props. For example, in the shot above take a look at the cabin. I have two spot lights from the top highlighting the silhouette of the cabin. I have two spots shining on the front of the cabin to brighten it up from the distance. These lights are casting only on the cabin via UDK’s lighting channels. Very useful, very powerful stuff.

One of the many new tricks I used in this scene was fog volumes. I used them around the lights as a sort of atmospheric effect. It also helped fake bloom more since I was unable to crank it very high in this scene. After some feedback from GDC, I used it around the butterflies as well. To make up for adding the fog bloom, I toned down the emissive power in the shader for the wings.

And of course, the waterfall. I’m still immensely proud that I animated that through the use of masks. I made my own water shader!! BOOYA!!

Overall, I’m very proud of this scene. There are some things I would like to change if I get the chance, but for now it’s time to move on. I think this scene proves a few things about my skills. I can model and texture, and I know how to reuse textures and create tiling textures well. I am very proficient using what Unreal has to offer and just love the engine. I also know how to create a great sense of atmosphere. That was one of the comments I received at GDC often, that this scene is very atmospheric. I am proud of the work I did.

 

Final Shots

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The following should be representative (or about 99% representative) of the final shots. I have more, and I’ll post up a full range of images tomorrow.

Just about finished?

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I made it through my checklist of fixes and to do’s. What you see below you is a fairly finalized piece. I have a second list I intend to start on tomorrow including localized fog volumes, some pretty bugs, and pushing the waterfall more. But as for the core of the piece, it’s pretty much done. It looks a bit dark to me, I might want to adjust the tonemapping tomorrow as well. Please take a look and leave comments if you have any!

Just for anyone who chances to read the blog, I’ve included a shot of the waterfall. So the water itself I think looks great (if you disagree, tell me why!) However, the rest of the area lacks the pop of a focal point that the cabin and lights do. I still want to do something cool here and hopefully on Sunday I’ll have found something to make it stand out. If not? S’ok. It works great as a mid ground/background element and I’ll keep it as such.

Mountain Update #4

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Short on words, heavy on pictures. I fixed my lighting issue, added some distant SCRIM objects, made some minor lighting adjustments, and got high resolution screenshots to take correctly now. I’m feeling pretty good. The next two or so days will focus on the waterfall (the weak part of my piece) and finalizing my lighting and getting LUT based tone mapping and Post Processing set up. I hope to have enough time before the weekend to add some effects like fog volumes (don’t know anything about them) and maybe some extra props.

Feedback appreciated!