The game art course that I’m currently on has three main
aspects to it, 3D, 2D and critical studies. I think the fact that it covers a
wider range of skills than any other art related course, makes it harder to
know what to teach and prioritise them effectively. Like myself, I’m sure a lot of people didn’t
or still don’t know what field they would like to go into within the game
industry so that’s another thing that hinders what to specifically teach.
Another problem is that the games industry is one in which is continuously
developing when it comes to technology and ways of carrying out jobs. So knowing
that something you could teach may not even be in use anymore by the time a
student graduates must put added pressure on what to include in the curriculum.
With things like the xbox one being revealed powered by new engines will the
old ones including software being used today become obsolete and less used as
someone like myself breaks into the industry?
A guest character modeller came into speak to us a little
while ago, and he explained that they don’t even use the words low poly anymore
because nothing is ‘low’ poly for current and next gen consoles. Everything
from buttons to stitching on jeans is modelled now to ensure a high consistency
throughout the game. A standard character he would work on would be between
25-50k triangles and that was an NPC.
There is only so much that can be taught, that’s why it is
important as a student to take it upon yourself to teach yourself skills that
range beyond the fundamentals. There’s been many of times I’ve gone onto
YouTube to look up how to do something on UDK or 3Ds Max. This is also what the
game art Facebook page is designed for, to crit and learn from your mistakes
and build upon them.
From what I’ve seen, the companies like a majority of things
in someone. Creativity, technical ability and I personally think whether you as
a person would fit in. Your portfolio can only take you so far, If you like
this is the ‘get you noticed’ aspect to getting a career. That’s why the
interview process is also involved because they wouldn’t want to choose someone
that would be a night mare to work with. This is a reason I think that the blog
is as important as the other areas in this course because it gives the industry
an insight into your personality without meeting you.
Personally I think the key things that need to be taught are
the basics, like fundamentals within 2D, techniques, colour theory, perspective
and proportion. With 3D, basic modelling and unwrapping techniques, low poly
character and vehicle making. The basics combined with a positive attitude and
the ability to pick things up easily and I think you would be good competition
to the thousands of others trying to make it in the games industry.
Late second year and the third year I don’t really think
that much can be taught because everyone is kind of breaking off into their own
specific field, advice can be given though to be guided in the right direction.
Other than being taught, the course can give you opportunity
to learn. When saying opportunity to learn I mean put you in situations where
you learn things, for example the group project. Here you learn from others and
by actively doing rather than looking at a tutorial on a projector.
Other experiences like publicly discussing your work within
your course, as much as we all dislike doing it, helps to prepare you for
similar situations you’ll face in the industry.
Education and specifically this game art course doesn’t just
teach, it prepares and moulds you into strong competitors for a career in the
games industry.
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