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  1. Roninfang is offline
    Posts: 302

    hmmm

    hmmm got results from Assist Asia a game studio that outsources for japanese studios especially nintedo

    the results were pretty wierd XD

    Passed the job test ( i passed for a studio that for nintedo O_o)
    but portforlio need better a few more artworks

    so fail...but at least not horribly
    was very close

    reply from tester/3d artist that checked my work
    "you didnt pass, but passed the job test though you have solid grasp on the foundation skills,you just need more practice on texturing...i suggest you keep sending us samples of your work so that if you have the skills we need we may email/call you again or if you need critiques/advice. You are no doubt talented i rarely see someone who is pretty skilled at both 2d and 3d"

    no more problem with modeling and unwrapping
    just need to practice more on texturing

    whats that website/forum again with the pre-made models so that i can just focus on practice texturing?

    at least like i mentioned i didnt fail horribly this time, i remember before when i applied for another studio the email i got was something in the lines

    "edge flow is all messed up, unwrapping isnt good either etc etc you have a very long way to go etc"
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  2. Roninfang is offline
    Posts: 302
    just a question of curiosity
    usually for shows like Little Battlers Experience, Zoids or Voltron Force

    the texture work is very simple i wonder why

    just want to hear your opinions
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  3. Quote Originally Posted by Roninfang View Post
    so fail...but at least not horribly
    Failure sounds negative, which is not what I'm getting here. I'd call it valuable input. You've got the technical knowledge. You need more refinement and a beefier portfolio. You often hear those sorts of critiques on this site, but it's nice to hear it from people already in the deep end of the pool. There's a saying on Mythbusters: "Failure IS an option." The only bad result is no result. You might not have landed the job, but the constructive criticism is just as valuable. Better to find out now what needs to be improved than to find out later on at work, where your actual paycheck is a stake.

    whats that website/forum again with the pre-made models so that i can just focus on practice texturing?
    Turbosquid? Daz3D? There are a bunch of sites with ready to render or texture assets.

    "edge flow is all messed up, unwrapping isnt good either etc etc you have a very long way to go etc"
    And the next time an employer will say, "When can you start?"

    usually for shows like Little Battlers Experience, Zoids or Voltron Force
    the texture work is very simple i wonder why
    1. Runtime: For an animated movie, the run time is 90-120 minutes. For a show like Green Lantern, you've got 13 minute episodes. That's about 280+ minutes, more than 2x feature length. Even with reusable assets, that's a lot of texture work for any team. Better to simplify the design than to have your end product look uneven.

    2. Production Time: A feature film from Pixar might take 2 or 3 years to produce, but the actual man hours are significantly more than that. When you've got a 13 episode CG show, you can't afford to spend 5 real world years just to crank out your first season. Scale things back here. Make a few cuts there. That's the only way they can sensibly construct and regularly schedule a weekly CG program.

    3. Budget: Pixar's UP cost $175M to make. To churn out the same quality week after week for what is essentially an abbreviated 13 episode season, DC would have to spend $400M+ for Green Lantern Animated. At $32M per episode, that's not going to happen. No amount of advertiser support is going to pay for that. These shows top out at about 1.8M viewers, which is only about 30% of a primetime network show. Even those shows can't afford huge multi-million dollar budgets. Terra Nova cost $4M per episode and it was still too expensive, relative to its ratings. Smaller budgets mean smaller staff. Smaller staff means smaller production values. Less money spent means less risk.

    4. Demographic: In spite of what film feature animation might suggest, there's still a lot of TV animation that caters to a younger audience. That same audience has become used to a simpler, more streamlined design for their 2D shows. It only makes sense, if you're catering to the same audience, to keep your style equally simple.


    It basically comes down to time, money, & scope. That's what separates TV from film. Movies tell one story in a short time. TV tells one big story or many little stories over a much larger time. The ambition is greater, but the resources are more limited.
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  4. Roninfang is offline
    Posts: 302
    true

    another good thing at least that came from this experience is that tommorrow
    the suggested calling up the office again, to talk to their art lead. since when they checked my resume/cv, i didnt come from a game or animation course i am mostly self taught, so things go well might be able to ask critiques and such from their art lead and who knows maybe might become chat buddies or something in skype :P
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  5. Quote Originally Posted by Roninfang View Post
    true
    and who knows maybe might become chat buddies or something in skype :P
    not a good idea

    dont abuse that, i speak from my experience. I like to help, but if i dont know you in reallife and you are trying to talk to me on a daily basis, i would find this really anoying. Because i would know why you are always talking to me...^^ So i believe other people will think the same way and i am not someone with a huge reputation. When even i get so some requests from strangers in the month, how many will get an lead artist?^^

    I think you will close doors instead of opening some with that method (as i said if you dont know him personaly and he is not the one who is starting the conversations).

    Be professional and stay professional is the best way in my opinion.
    If you know the people from face to face its an other thing, just dont do that if you have never seen him.
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  6. Roninfang is offline
    Posts: 302
    ic will keep that in mind

    theres another studio i am going to apply for

    one of my friends there works as a 2d artist
    going to inquire if they have an opening for a 3d artist
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