Question about Game + Film Industry Standards

Discuss the industry, development techniques and other general topics

Question about Game + Film Industry Standards

Postby +KodyGann+ on Sat Dec 17, 2011 5:40 am

Greetings Fellow Lopers,

I'm headed into semester 3 of 8 at Kent State University for Animation and Gaming.
So far I'm enjoying the major, which focuses mostly on 3D Max with Unreal
level design down the road. I'm enjoying being able to develop an animation portfolio,
but I would like to see more courses that expand the major for a wider range of marketable skills.

I was recently introduced briefly to the director of the animation program and I'm looking
to give him my two cents on which coursework would best benefit the students in the near future. He
is looking to expand the current curriculum by adding a new course.

1. Which skills are currently the most marketable in film and game animation besides proficiency in 3DS max?
My animation professor is thinking experience in Aftereffects and motion capture in Max to help with
animation in the film industry.

2. Which applications should I be practicing in addition to Max?
According to http://epicgames.com/careers/ the specific job will require varied skill sets. Animators need
advanced knowledge of different types of animations and timing, while a UI/Hud designer needs proficiency in software including Photoshop, After Effects, 3ds Max (or equivalent), Flash, Illustrator, In Design, etc.

3. Of those applications, which resources, tutorials, or books would you recommend for a beginner. (I've been working with Max for over a year but haven't touched after effects, illustrator, or in design.) If there is a specific book
or set of tutorials you really like, feel free to link them here for the rest of us to learn from.


I can't wait to see what you guys know about industry standards and the best resources available for learning them.

Happy Holidays!

-Kody Gann
Kent State Undergraduate
Computer Design, Animation, and Game Design
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Re: Question about Game + Film Industry Standards

Postby dissonance on Sat Dec 17, 2011 6:53 am

not to trash 'lopers, but mapcore might be a better place to ask something like this.

that being said, from what limited knowledge i have, proficiency in any given software package means nearly jack shit, it's all about knowing the underlying techniques and methodology; "the destination is more important than the path" kind of thing.

good luck to you, by the way!
i had fun once, and it was awful.
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Re: Question about Game + Film Industry Standards

Postby Gary on Sat Dec 17, 2011 11:16 am

Dissonance, you have betrayed us.
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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Re: Question about Game + Film Industry Standards

Postby TicTac on Sat Dec 17, 2011 9:58 pm

You should ban him, Gary.

Also, check out the guys at Polycount if you haven't already.
Competent Level Designer, 3D Artist.
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Re: Question about Game + Film Industry Standards

Postby DonPunch on Sun Dec 18, 2011 5:48 am

Well right now on the indie scene, UI technical artists are in high demand and low supply for the UE3 engine.

That being said, I would personally suggest learning flash as a 2nd major skill. Photoshop shouldn't even be considered a 2nd skill if you want to be a good modeler. It should become and extention of 3ds/maya until you learn to paint in a hi-poly program(but you will still need PS to clean it up).

So my vote is Flash with a minor in PS, or just become a badass at Rigging and Animation, in this day of CG animators are always in demand. Good animators are always neck deep in job offers.
Last edited by DonPunch on Mon Dec 19, 2011 12:43 am, edited 1 time in total.
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Re: Question about Game + Film Industry Standards

Postby dissonance on Sun Dec 18, 2011 9:07 am

haters gonna... reply? =P

anywho, something else i feel should be mentioned: lighting! everyone should have at least a basic working knowledge of lighting.
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