Tuesday 28 February 2012

Extra Work: Fort 4 Storyboard

Sketched Page 01 of 05
Cleaned Up Page 01 of 05
During my final major project i was approached by Fort 4 to do some clear visuals for their fashion storyboard for a small fee and they had basic outlines of the storyboard which were given to me to use and i accepted this job because i felt this would be a breather to my multiple projects and wasn't much work that was needed from me other then the outlined specifics of the storyboard and the deadline of Friday, i had completed the work on Wednesday night and had given the images to Fort 4 who told me that the work was great and in the transaction of the money i remembered something of which Bridget had mentioned in class that a deal of 'you scratch my back and i'll scratch yours' would be beneficial to both parties and this is when i thought rather than take the money if i ask Fort 4 to have me in mind for their next piece of artwork or stoyrboard needed then i would let this piece of work pass over to them and in which they agreed so i feel this benefited me because i would have work coming from them when needed.
 
 
Sketched Page 02 of 05
Cleaned Up Page 02 of 05
On the left side is the sketched version of the storyboard that i had done and on the right side is the cleaned up and handed to Fort 4 version.
Sketched Page 03 of 05
Cleaned Up Page 03 of 05






Cleaned Up Page 04 of 05
Sketched Page 04 of 05
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Cleaned Up Page 05 of 05

Monday 27 February 2012

Creative Development Week15: Professional Feedback

As this was my final major project i saw it fit to get some professional feedback and asked a few of the concept artists i was following via twitter if they could take a look at my concept art that i am currently working on for the final major project. So after sending requests for feedback i received a reply from Mike "Daarken" Lim, a freelance artist working in the games industry and currently these are listed as his clients and other employed works, saying that sure he would give feedback on my concept art and try to help improve it and gave me his e-mail address to send the artwork over.

Here are the listed works that Mike "Daarken" Lim has done:

Clients
Mind Control Software
Wizards of the Coast
Fantasy Flight Games
Brick Design Group
Breakaway Games
Triad Toys
Widescreen Games
Digital Extremes
Upper Deck
One Ton Ghost
3D Total
Blizzard Entertainment
Bioware Mythic
ImagineFX
Pasozebra Producciones
Big Huge Games
Trion Worlds, Inc.
Honda
Projects

Video Games
Warhammer Online: Age of Reckoning
Kingdoms of Amalur: Reckoning
Rift
Highlander
Iron Dukes

Collectible Card Games
A Game of Thrones
Call of Cthulhu
Hecatomb
Magic: The Gathering
World of Warcraft
Warhammer: Invasion

Role Playing Games
Midnight: Star and Shadow
Dungeons & Dragons
Warhammer Fantasy Roleplay 3rd Edition

Board Games
Lord of the Rings: The Confrontation Deluxe Edition
Horus Heresy

Magazines and Books
Spectrum 12, 13, 14, 15, 16, 17
2D Artist Magazine
Digital Painting Techniques Vol 1, 2
Digital Art Masters Vol 2, 4
Exotique 5
ImagineFX Magazine
BlueCanvas Magazine

Commercials
Danone Actimel

As you can see the credentials of Mike Lim is evident and beneficial for me to contact and receive feedback from him and here is the reply i had received from him:

Hey Ifraz,



I think it would be beneficial if you did some studies from photos. Take some pictures of castles and try to paint them. Take some time to study perspective and understand how it works. I would also suggest working on your edges. Many of your edges are very soft and wobbly. Take Castle - 1st Floor.jpg for example. The pillars are very soft and crooked. Also doing some still life paintings would help a lot with lighting and how to render objects. I hope that helps.


Mike "Daarken" Lim
Website: daarkenart@daarken.com
Twitter:http://twitter.com/#!/daarkenart
Facebook:http://www.facebook.com/pages/Daarken/45213851359?ref=ts

Final Major Project Week 03: Individual Project

Start of a Concept
Similar Work Research
Along with the two other projects within my final major project i chose to do a 'Fairy Tale Princess' game, a medieval, fantasy set game in which the gamer controls a male character going in search for the princess and then the roles will switch with the gamer controlling the princess in seek of revenge. The birth of this concept was created in response to my dismay of my previous medieval project in which i created a whole castle and one which i feel lets down my portfolio and so i chose to rather focus on a room instead in my new project to rectify the mistakes made in the castle project. The initial concept of having two roles which switch mid way through the game allowed me to come up with a concept to involve a female touch to the story as well as gameplay which furthers my range of demographic from the usual adult, male game designs that i have worked on and also because my other projects are focusing on a children's aspect this Fairy Tale Princess (FTP) project allows me to delve into a different approach to creating a game and also focus my attention on one confined space. The confined space being the room in which the princess is kept within by the main enemy of the game the wizard and in this room you would have the main objects that would fit within a room such as bed, wardrobe, draw and so on with also additional objects that fit with the female character to show that the room has been inhabited by the character. Also at the start i rushed into doing some work which happened to be character sheet and it wasn't until i was doing one of them that half way through i realised that this wasn't part of the listed hand ins so i would be wasting my time carrying on but because they were quick to do i felt i should finish up by having the three main characters the wizard, knight and princess character sheets done and the princess character sheet i feel will be beneficial for the project as i get to understand the princess through the character sheet i will be able to implement that into the room and here are the character sheets:
Princess Character Sheet
Wizard Character Sheet
Knight Character Sheet




Creative Development Week15: Digital Tutorial

I came across an hour length video tutorial on some of the standards of which producing a piece of concept art is needing and also improvements in my own production through simply watching someone else produce a fantastic piece of work. Simply watching videos i feel will help to improve faults within my production as there isn't alot of focus in detail in development as much i think that but rather quickly fine tuning a simple design into a detailed piece of concept art and it's simple things like that i wanted to mention that i will be looking into along with the vast amounts of tutorials online, here is one which stuck out to me:

Thursday 23 February 2012

Creative Development Week14:Exhibition




 Images Courtesy of Chris Rhodes










This week was the exhibition that was given to us to produce a show in which our skills are showcased through current and previous work and my initial thought when hearing about this was okay. However as we began to edge closer and closer to the date and dissertation and other stuff began to pile up i began to get annoyed at the fact that we are having to do all of these extra stuff around what we wanted to do which was to produce either a film, game or animation. All the way through to the time before the show began my mindset was that i could have been using this time to produce work but eventually into the show and as it went on i started to get the feel and the overall view of the show for me began to change as i was liking the setup, albeit near enough last minute. Once the music, videos and games were set up and ready to be viewed and more people began to come down than previous shows i felt that this show is turning out to be good and i was even more pleased at the interactiveness of pretty much all content within the show as the work was being viewed and played along with positive feedback.

Although the show was a success i believe that the fact that we accomplished this at last minute is perhaps why we could have pulled off something more and this is where this exhibitons improvements can be applied to the end of year show. Improvements such as the presentation of paper based work as simply sticking them up on white boards seemed pretty poor and rather placing them onto nice clean wooden boards could help in expanding the space of available area to show the work. Also having the equipment that was on display being used more could have helped in people wanting to do something with the equipment and perhaps having more of a clean professional look on the overall show such as covering areas that are of no viewing use. More information on the work would be another improvement, speaking for the games section as we simpley placed our work upon the screens and boards with no real knowledge of who produced the work. More exposure, through advertising the event and even having more content of work at display can help in not only showing more of the work we've done but also have people moving around to more areas freeing up other work to be viewed and maybe even have a row of computers showcasing not only games but individual videos.

The show ended up being a success to me and because i showed my game environment which was flawed i had to constantly restart the environment which enabled me to talk to various people of which i received their names, emails and websites allowing me to work with them and i found this to be perhaps my main aspect of success of the show and which makes me feel excited for the end of year show when unlike my mindset on this show which was a success, i will be showcasing my recent work and perhaps some of my best work.

Monday 13 February 2012

Creative Development Week13: Laid Off Studios

An article i recently came across was about how statistics show that 40% of the UK's game based studios have been laid off from the time of 2008 and in the awakening have travelled overseas to the U.S. and even Canada to work in the games industry, coming across this has not only opened my eyes to the fact that studios are getting rid of people which may at a slim chance open up roles to my liking but also the fact that seeking a role within the games industry, depending on surrounding studios isn't always the best choice as stated from this extract of the article i read:


"Tiga also claims that Bizarre Creations – the Liverpool studio which closed down 2010 – had a third of its staff quit the UK to find a new games industry job.

Tiga, which continues to campaign for games industry tax break initiatives, says the main destination for such developers was the US and Canada."



Full article at: http://www.develop-online.net/news/39540/40-of-UKs-laid-off-studio-staff-go-overseas

Monday 6 February 2012

Creative Development Week12:Ninja Theory Job Vacancy

Ninja Theory developers of beautiful games such as Heavenly Sword, Enslaved: Odyssey To The West and currently in production a new take on the Devil May Cry franchise. Through one popular form of social networking, Twitter i was able to follow the ongoings of Ninja Theory and their latest development, in which a job vacancy was tweeted. The job vacancy caught my attention as it was a lead environment artist, a role of which i am producing for as well as a company which has caught my attention for their colourful and outstanding visuals of each game and i believe is a company i would fit in as they exemplify their conceptual visualizations staright through to the final game. Here is the full job vacancy for a lead environment artist, working uder Ninja Theory which are a company residing in Cambridge, England.

Current Vacancies (updated 2nd February 2012):
  • Lead Environment Artist
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Lead Environment Artist

Now you too can become a Ninja, but without putting in years of martial arts training on mountain tops!

We are looking for a very talented individual to work alongside the Art Director team, other leads & senior management as Lead Environment Artist. It will be your duty to ensure the overall environment art vision of the game/project, as well as the production tasks needed to achieve this, are met. We will expect you to take the lead in advising your team of on-going scheduled tasks, to ensure the environment art demands are met on time and to schedule, but without sacrificing the high quality ethos of the studio. As Lead, you will have responsibility for managing the development of the Environment Art team and safeguarding the long-term career/development needs of the team, making sure these are met.

We will look to you to foster and maintain strong relationships and effective communication with the Art Director team, other art, design and programming leads, as well as with the Production team. In particular strong communication and day-today interaction with the Technical Art Director will be key. As Lead, we would expect you to establish yourself as the point of contact for all environment art related issues and actively take responsibility for performance and memory budgets allocated to art, working closely with the Lead Producer.

Your role as Lead will require you to create and maintain an atmosphere within the Environment Art team that encourages focus and efficiency, but at the same time actively inspires and motivates the team. You will need to draw on your extensive experience and knowledge to pinpoint potential risks within the Environment Art team's work and ensure that you thoroughly document such risks. As Lead it will be your role to ensure that communication channels within the Environment Art team itself are managed and monitored at all times, to keep the team running smoothly and effectively.

We will expect you to proactively manage the team's schedule and your own, working with the Art Direction team (who set the creative direction and workflow of project) to ensure tasks are set and prioritised to fit correctly within Studio milestones - ensuring work across the team is in line with, compliments and represents the overall vision of the Studio. As Lead, you will be responsible for maintaining an overall view of the project and be able to anticipate technical/workflow issues and subsequently provide solutions in relation to environment art objectives.

As a Lead, you need to be able to confidently build and maintain a strong and talented team through effective recruitment, development and personnel management - you need to be able to appreciate both the current and future requirements of the Company. We would like you to have overall control of the professional development of the Environment Art team and be able to work closely with HR to ensure all staff have regular appraisals, training and development opportunities. Actively keeping up-to-date with current techniques and tools used within your field to ensure that the ethos of continual learning is encouraged, is also paramount.

As Lead Environment Artist, we will expect you to work closely with the Art Director to establish the environment art aesthetic and technical qualities required on the project, as well as address any issues related to the creation of environment art, in order to deliver an efficient and stable pipeline of communication and work. You need to be confident in conducting all interactions with professionalism and in a timely manner, considering both the overall artistic vision of the studio and the actual feasibility of the requirements on the team.

It is important that you demonstrate and communicate the studio expectations for quality of work, productivity, communication and professionalism to the team. As Lead, it is you who will oversee the work of the environment artists on a daily basis, effectively communicating the art direction of the project, as well as delivering constructive feedback on work in progress. Your responsibilities extend to ensuring that work is undertaken by the correct team member, with consideration given to each environment artist's particular skills and their career development. You will be expected to juggle the efficient completion of tasks, at the same time as delivering a challenging and supportive working environment for each environment artist.

As well as your managerial responsibilities as a Lead, you must also be able to produce artwork to an exceptionally high finish, to agreed schedules and technical specifications.

To be successful in this role, it is essential that you can demonstrate:
  • Experience of managing a team of artists including (but not limited to) recruitment, training and development, employee relations issues and scheduling demands.
  • Extensive experience of working with Maya/Max, such that you are able to lead by example in terms of proficiency.
  • A proficient level of experience of working with Photoshop.
  • The ability to remain objective when evaluating projects.
  • Outstanding interpersonal and communication skills.
  • Excellent levels of literacy and numeracy.
  • Highly creative and enthusiastic and the ability to pass this on to the team and inspire them.
  • Excellent communication and presentation skills.
  • Strong emphasis on quality and originality.
  • Highly demanding of others and yourself.
  • Ability to take charge and motivate others.
  • Ability to help with scheduling and understand time constraints and dependencies.
It would also be great to see, (though not essential):
  • Extensive knowledge of major console systems.
  • Proven implementation of work, from conception to the final product.
To apply for this role please submit your CV, examples of your best work and a covering letter (with salary expectations & eligibility to work in the UK please) to jobs@ninjatheory.com by Wednesday, 7th March, 2012. Please quote reference NT/LEA/Feb12 in the subject bar. All applications will be reviewed after the closing date and we will be in touch shortly thereafter.
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Here is the link to the website: http://www.ninjatheory.com/careers.php

What i took away from the job vacany

Looking at the expectations that Ninja Theory expect for the role of the lead environment artist they want a very talented individual to take the position of managing a team of artists and making sure schedules, quality, vision and the responsibilities of the artists are met. This responsibility is something which i find is too much for the skill level that i am currently at as i feel i need to develop much further to which i will be able lead a team and currently i have multiple briefs to which i am keeping under constant watch and maintaining the schedule to which if successful after the completion of the briefs i will be able to use that knowledge in the future so i believe that at this instant this portion of expectations by Ninja Theory are something of which i am on the right track towards.

Along with managing a team of artist i would also have to produce work of an exceptionally high finish and this is where i believe i am faulting over as i currently feel i am not on par with the standards of artwork that i wanted to be at but over the past few months all the 'mising pieces of the puzzle' have been coming together to the point where i see myself comign closer to a professional standard of work. Ninja Theory expect someone who wants apply fo rthis job to demonstrate these points:



  • Experience of managing a team of artists including (but not limited to) recruitment, training and development, employee relations issues and scheduling demands.


  • Managing a team is not exactly what i have been looking at as a  role but working within a team is something of which i am currently working on as a i have two projects going on which are developing my skills around a group and learning from them and the responsibilities that the role of lead environment artist is something which i feel is too much of an addition to which i am not currently ready for .


  • Extensive experience of working with Maya/Max, such that you are able to lead by example in terms of proficiency.


  • My experience in working with Maya/Max is solely based on Maya as this is the lead software that i was taught about and so i have progressed further with and Max is another software program that i will be looking at as i have the software but have had no time recently to install and try out but will be doing so soon.


  • A proficient level of experience of working with Photoshop.


  • I have to say that my experience with Photoshop has progressed much more than my introduction to the software and i am still learning many tools to speed up my workflow and will soon be confident in my skills to take further in providing artwork for companies such as Ninja Theory.


  • The ability to remain objective when evaluating projects.


  • Evaluating projects is another area to which i am progressing to see the advantages and disadvantages of work and with my own work for example, is an area of evaluation which i constantly see myself being able to improve.




  • Outstanding interpersonal and communication skills.


  • Along with my artwork my confidence and communication skills have vastly improved to a point where i can talk and listen without either drifting off from subject or wandering away from the subject that is being told to me.




  • Excellent levels of literacy and numeracy.


  • Once again an area which i have improved upon my literacy has become more stronger as i can make my subject matter clearer and not repeated as i had done before and with my numeracy skills being at a level which covers the basics and further areas that i can deal with.




  • Highly creative and enthusiastic and the ability to pass this on to the team and inspire them.


  • I am pretty enthusiastic about a creative idea which allows me to want to take a concept as far as i can along with pushing myself.




  • Excellent communication and presentation skills.


  • These are again two areas which i have improved upon as my communication skills have become more confident so has my presentation skills to the point where i can have a presentation of images and i speak about each slides and the presentation skills can be improved as i limit the amount of text and jam pack the resentation with too many images which is an area to be worked on.



  • Strong emphasis on quality and originality.


  • I want to produce original work which can showcase my creative process from start to end and show this through high quality of work which i believe is currently at the stage of which is getting to the point of high quality but i feel i can take it further whether it be a large or small step or tool to improve the work i am open to the process.




  • Highly demanding of others and yourself.


  • I am very demanding of myself as i try to take myself to the limit to see what i can achieve and show people that i am capable of more to which i have faulted on and learned from and which i can lend to others as i am in two team projects the demands of others isn't at a high level but is one which will be constantly reminded to others to keep them on track.




  • Ability to take charge and motivate others.


  • My abilities of taking charge is dependant on the project, with my own projects i can keep everyone at the same stage as myself but within another team i can only encourage others aswell as find or show work of my own or others in the same area to motivate them to produce work at the same level.




  • Ability to help with scheduling and understand time constraints and dependencies.


  • My current workflow is pretty free with rough guidelines of schedules but when a deadline is aproaching i tend to focus on that project much more and because i try to take myself further i tend to overload myself with work and so quality becomes a loss but currently i am at a stage which i am following schedules and keeping up, with workflow speeding up allowing more free time to progress further and finish projects or objectives earlier.

    Looking through this curent job vacancy from Ninja Theory i was able to grasp their expectations and learn that their current software use such as Maya/Max and Photoshop are two softwares which i have been taught showing the up to date and in tune with the current industries needs in the fact that i am able to produce artwork in Photoshop and even produce a 3D model. Also most of their expectations are areas of which i am quickly improving on, showing that i am on the right track but need to take it further and along with the right softwares i need to expand my knowledge of softwares to be available for other software packages.