Sunday, 27 September 2015

A Brief Look at Jobs in the UK

To get the ideas flowing, our entire group searched the internet for game related jobs in the Uk, posting the job titles and links on the website;

http://padlet.com/CGMA/UK_jobs

This was a fantastic idea as it allowed us to research and then present enough job opportunities throughout the industry for the entire class to further look in to. With then entire website functioning as a digital post-it board, navigating through to each job that interests you is a complete breeze.


As I wish to go down the route of "Vehicle Artist", it limited my selection greatly, especially with most of the current job listings asking for experienced artists or temporary contract work within the London area.


Group Job Requirement Breakdown

Before exploring the vehicle only job listings, as a group we broke down the experience requirements for a "Environment Artist (Intermediate)" at the Creative Assembly. Being probably the tamest list of qualification requirements i have ever seen in a game related job roll, we still couldn't tick off all the boxes.

-The job required us to be educated to degree level in 2D and 3D art production. This should be a given due to our university attendance.

-Experience as a 3D artist within the gaming or similar industries would be a problem as this would require employment before even applying for, well... employment. This could be obtained by contacting a company for work experience but wouldn't be financially viable. They do state that if you're "extremely talented" they may overlook this point but being entirely opinion based, it's impossible to judge what work quality they class as "talented".

-Have a good understanding of PBR, lighting and shading techniques. This is a work in progress until we finish the course but due to our transition to Unreal Engine 4, it shouldn't be too much of a stretch.

-Eagerness to learn new tools and technologies. This seems like quite a general question, simply asking if you're willing to adapt your work flow to the companies needs and shouldn't be a problem for most people.

-The ability to work under deadlines and constraints. We've been doing this since first year so i can't see it becoming an issue.

-Expertise in 3Ds Max, Photoshop and other technologies utilized in the production cycle. These are all skills we've been learning since day one on the course so there should be no issues there.

-Substance designer would be a bonus. As I'm currently learning the substance suite, this shouldn't be an issue for me by graduation.

-Strong visual awareness and artistic ability. These should be a base line for anyone wanting to be a 3D or 2D artist.

-Expert knowledge of Max/ Maya. As the foundation software for all our work, we should all have mastered the software by the time graduation approaches.

-Developed communication skills. This should also be a baseline for anyone looking for employing as it would make it impossible to work as a team otherwise.

-Experience of working in a professional creative environment. This is pushed quite heavily by our lecturers but none of us other than those that had placements can truly have the experience at this stage.

-Love of games. I don't agree you need a love of games to work in the game industry but I understand that the requirement allowed them to route out only the passionate of artists.



 

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