Tuesday, 17 November 2015

Final Website Design

I have already discussed indepth all the features i wish to include in my website design from looking at prior examples but now it's been put in to practice. As i don't believe I could make these designs using pre-made templates and don't currently have the HTML knowledge to create anything too fancy, the portfolio is going to be entirely Photoshop based until Christmas, where i'll have enough time to look back at HTML and code it myself. This will save me a lot of money in the long run and allow me to add more finalized work.

The Frame Work

To stay in line with Human Computer Interaction principles, I picked a very limited pallet that would compliment each colour;

Light grey, mid grey, dark grey, white and sun-burnt orange. With this, I could have the main banner as the darkest grey, the lightest grey contrast with this for the main page area and the mid tone for any unused space. White could then be used for main text with the orange contrast occasionally for the end of statement/ long headings just to break up the monotony. I played around a lot with noise and slight gradients just to take the flat look away from the template then had it reviewed by a couple of graphic designers. 


Navigation wise, clicking my name/ prefix will return the portfolio to the "Vehicles" page. Clicking any of the three subheadings; Vehicles, Weapons or Original Concepts will re-direct the viewer to the appropriate page. Clicking the  "about: Contact info/CV" segment will re-direct the user to the further contact details page. Every page follows the exact same format, making it an incredibly easy website to navigate at a first glace.

Vehicle Page

Clicking the "Vehicle" button in the header will bring you to this page. To keep things nice and simple, there will be three nicely formatted images of past work with perspective shots. Each one has a slight inner shadow to give them a more cinematic and artistic feel. The user will be able to scroll down the page to view more images as I create more vehicles although these will follow the two smaller image formatting. The large image will have the slight animation of sand/ dust particles to make it look far less static although doing this without increasing loading time may be difficult. Clicking any of the images will direct the user to its assigned "asset breakdown" page.

The slight inner glow/ shadow helps bridge the colour difference from renders and the website colour pallet.  


Weapons Page

This follows the exact same style as the vehicle page, ensuring the image box positions are the same identical size and shape. I'll try to keep the number of assets from both sections consistent so every time a vehicle asset is completed, a weapon asset will go in to production etc...



Original Concepts

Mixing the formatting slightly, this page has the two smaller boxes removed and the larger one moved further downwards so room is available for brief text. The text is formatted to the left hand column to remain neat and provides a basic breakdown of the rational and motive behind the construction of any original concepts i create. This allows me to explore items such as robots and anything outside of the weapon/ vehicle areas that could help show myself off as a flexible worker without derailing the entire portfolio or changing my focus. Clicking the large image will re-direct the viewer to its relevant asset breakdown page, identical in form to the weapon/ vehicle breakdowns. The formatting of "Header, Paragraph, Large scale image" will be repeated down the page for each newly created original concept.

I used a placeholder image for this page as I have ran out of vehicle/ weapon related work that I'm willing to show.


Asset Breakdown

This page format/ layout will be shown for any asset clicked on from any of the Vehicle, Weapons or original concept pages. Similar to the original concept page, there will be a heading and basic paragraph explaining what the asset is/ was used for, keeping it concise and formatting all text to the left hand column.

Multiple images of each stage of the breakdown will be displayed in image boxes very similar to the large asset showcase box from prior pages, scrolling down. To stick with HCI principles, the box width and position on the page will always stay the same, perfectly centered, it will only even be scaled and moved in regards to height. These boxes as shown below look far less overwhelming, showing much more information on screen and are generally a lot more appealing.


About/ Contact Info Page

Clicking the "About" option on the top right of the main bar will bring you to this page. Information such as my name and occupation are displayed first in larger text with contact information such as my email and Linkedin address below, slightly smaller and a brief paragraph on who I, basically as a sales pitch.

A column  reserved for past and future clients is then displayed below. To avoid making it too wordy, only the company logos are shown. At this stage, all we have are "Brain Corporation" from the sale of the Agap supermarket level but room is available for future additions. Keeping the same theme, the CV download and software knowledge headings rely entirely on images. This keeps it very minimalist throughout as employers should recognize the software logos at a first glance.

This is arguably the most important page and the home for most written information which makes it quite hard to keep it entirely concise by relying mainly on images has still cut down the required text considerably.


Any further opinions on the design would be fantastic and until then, i believe this design should do a great job of selling myself as a 3D artist.  

[EDIT]

After recieving feedback from lecturers, I found that my website design was lacking a few little features that although not neccersary, were very useful.

With the final contact page, I didn't concider the average view time for each portfolio, being less than a minute in even the best case scenario. With this, the person viewing my portfolio would probably be going through a huge amount in quite a small time frame. Anything to bring the visibility up further would be a great selling point and no one in that position would be wanting to download excess files. With this, im refering to the CV download link, in the new version, i have slightly edited this segment as you can see below;


 Clicking the CV button would now not only prompt a download for the CV, it would also re-direct the viewer to this page;


Listing my full CV, still in the full colour styling of the website. You would be able to view the rest of the CV by simply scrolling down the page and navigate back to any other via the top bar. As a shortcut to this page, you will also be able to click the orange "CV" button below the about segment to be a little more direct. I'll post the full CV below for context;



Jason Churm


55 Bridge View                                             Home Tel: 01773 820678
Milford, Belper                                              Mobile Tel: 07475 806280
Derby                                                             Email: jasonchurm@btinternet.com
Derbyshire                                                    www.jason-churm.squarespace.com
DE56 0RG


HIGHER EDUCATION

University of Derby – 2013 - Present

BA (Hons) Computer Games Modelling and Animation  

I currently attend the University of Derby whereby I am soon due to finish my 2nd year studies, some of the major modules from the course so far include; Specialist 3D Project, whereby I created a game ready Sherman tank asset whilst adhering to the design restrictions set by companies such as Wargaming. Real-Time environment, which involved creating fully functional level block outs before refining key focus points. Concept development, this included developing a character, prop and environment, using these as a front to learn both anatomy and perspective drawing. Video game animation/character rigging consisted of exploring both old and new work flows through the use of basic constraints and bone hierarchies to create smooth movement within a previously static mesh.


SECONDARY EDUCATION

Belper School – 2006 - 2013

A-Levels

Information Technology BTEC      June 2013                 Distinction* (A*, A*)
D&T: Product Design                      June 2013                 C

GCSE’S

Mathematics                                     June 2010                 B
Science                                             June 2010                 B
Additional Science                          June 2010                 B
English Language                           June 2010                 C
English Literature                            June 2010                 B
French                                               June 2010                 D
Art and Design: Fine Art                 June 2010                 B
Art and Design BTEC                     June 2010                 Distinction (A, A)
ICT Practitioners BTEC                   June 2010                 Distinction (A, A)




SKILLS

Technical and software skills
I.T. proficiency, Adobe Photoshop, Illustrator, Flash and Fireworks. Autodesk Maya and Max, zbrush, unreal engine 4, marmoset toolbag, Sony Vegas 12 and Microsoft Office.

Non technical skills
I have excellent research skills, report writing skills, presentation skills (including use of powerpoint), team work, organisation, problem solving and communication abilities.


INTERESTS

I enjoy real estate development whereby I aid in the family business through evaluating properties and carrying out property renovations, I also enjoy airsoft as well as computer building and maintenance as well as gaming, game-jams and archery.


PROFILE

I am an energetic, self motivated and enthusiastic individual with exceptional communication skills; who quickly develops a good relationship with all those I have contact with. I have excellent organisational skills, I relish a challenge and I will put in the effort to get the results. I am honest, dedicated, trust worthy and a team player.


REFERENCES

Reference can be supplied on request.






   

  
 
   




 

Sunday, 15 November 2015

Employability Outside the Game Industry

I have been looking a lot at military contracting when it comes to 3D recreation although to start with, this requires an unbelievable amount of knowledge and a multitude of security clearance levels depending on which area you wish to work in. The highest levels requiring an extensive vetting process, full background check, overseas training courses and a minimum of 10 years living in the United Kingdom. In regards to this, the higher the clearance requirement, the higher the pay grade, starting from 18,000 a year upwards of 750,000 a year for experts so there are huge possibilities to progress in the industry, always giving you something to work towards even if the work being completed is morally questionable. Most of these job possibilities are in relation to national defense.

When it comes to obtaining security clearance, it can only be provided by government agencies, requested by your employer and without this, it is impossible to find employment in any of these areas.


  • models to support initial feasibility and concept proving studies
  • models to support design development and trade-off studies
  • models to support ground testing including Hardware in the Loop testing
  • models to support trials programmes, including trials predictions used as part of the fit-to-fire decision and post-trials analysis for detailed trials evaluation
  • full system reference models used to produce formal performance statements to support the certificate of design and design verification processes for the guided weapon system
  • - See more at: https://www.securityclearedjobs.com/job/801788499/simulation-and-modelling-engineer/#sthash.m0XL9QRv.dpuf

    Security clearance seems to be broke in two five key areas;

    Developed Vetting is the highest level and highly unlikely for any modelling related job outside top secret prototyping. If for example I wished to find a job with this security clearance level on the modelling side, the amount of knowledge required and connections would take at least 10-15 years plus to develop and a minimum of 10 years in the UK.

    Security Check is probably the highest requirement i could ever logically face when looking in to modelling and simulation jobs. There a few job openings i would like to breakdown relating to this level and the software i would be required to learn but these are still employment ideas that would be years down the line. This clearance level relates to substantial access to secret or occasional top secret assets. With a requirement of 5 years in the UK and zero criminal convictions, I have been informed that i should have no problems achieving this currently.

    Counter Terrorist Check is required for anyone wanting to work in close proximity to public figures, provides access to information/ material vulnerable to terrorist attack and unrestricted access to many government and commercial establishments. Unless i suddenly tried to take a turn towards law enforcement or something far more physical, i cant see this ever being relevant to me career wise for the future.

    Baseline Personnel Security Standards. This is one of the lowest levels, for non formal security clearances. A package of pre-employment checks that are a representation of good recruitment and employment practice. This level is not as serious as the previous and simply takes the form of identity screening e.g; identification documents and references, guaranteeing that the individual in question is reasonably trustworthy and reliable. With no worries in regards to gaining SC clearance, this shouldn't be a problem in the slightest.

    Nato has multiple levels of security classification. Restricted, Confidential, Secret and Cosmetic Top Secret. There is very little easily accessible information (that i want to access) in relation to Nato clearance although it's said to be handled in a very similar way to the prior checks. It may seem a little odd mentioning Nato but if I'm looking towards military simulation and putting my modelling talent towards this goal, its not entirely out the realms of possibility. Most job roles relating to modelling do happen to be in the areas of Defense Engineering but in such a lucrative area, I really can't see them being all too publicly advertised. 

    Simulation and Modelling Engineer

    The Opportunity

    - Models to support initial feasibility and concept  proving studies.

    - Models to support design development and trade-off studies.

    - Models to support ground testing including Hardware in the loop testing.

    -Models to support trials programmes, including trials predictions used as part of the fit-to-fire decision and post-trials analysis for detailed trials evaluation.

    -Full system reference models used to produce formal performance statements to support the certificate of design and design verification processes for the guided weapon system.

    What will you be doing?

    -Responsible for development of specific aspects of the performance model used to support a key programme within MBDA. You will also be responsible for integration of components from within the team, previous or similar models and from other project areas.

    -Act as a point of contact for Simulation and Modelling's interactions with the other project teams e.g. Guidance Navigation & Control, Software, Hardware-in-the Loop, Systems Design & Validation.

    -Performing technical analyses and investigations into a full range of issues and problems not just from formal trials and prepare and develop solutions either individually or as a member of a project team.

    -Engaging with the model users, understand and respond to their needs and ensure that the model is fir for its intended use.

    -Influence the design and development of all models developed by Simulation and Modelling, for example through the application of new functionality of the Mathworks Toolset.

    Qualification Requirements

    - Degree qualification e.g. Systems/ Aerospace Engineering/ Electrical Engineering/ Mathematics, Physics or equivalent experience. (This does mean that straight off the bat, I would have to look towards doing a second degree which could be fairly expensive but still entirely plausible).

    - A proven track record in the following:

    - Simulation & Modelling - preferably on aerospace projects. ( This could be possible with my current degree and hopefully work with the forensics department will allow me some experience in the simulation field. Either way, this could still require a fair bit of extra knowledge and the possibility of an apprenticeship).

    - High level programming languages, e.g. FORTAN, C Ada. ( I currently don't possess this knowledge but have always wanted to learn. Of course this means that the job possibility wouldn't be for many years but I have dabbled in C#, a bit in Java and a fair bit in HTML. Over Christmas i have been planning on following through the "make your first game" Java script course on code academy. I believe that even as a 3D artist, having programming knowledge could help me greatly.)

    -The MathWorks products = specifically Simulink, Embedded MATLAB and Stateflow. ( This software looks incredibly complex with a heavy basis on maths, physics and circuit construction which could be quite a problem but thankfully there are huge number of video tutorials on Youtube that I'll skim through before judging the possibility of learning it).    

    -Ability to produce a computer simulation (simulink model) from a mathematical specification. (This runs back in to learning the Mathworks software. I'll trial it, attempt to create a simulation on a simple task and attempt to improve it although i have no idea at this stage how difficult this could be).

    -A keen understanding of the modelling process and working within a quality process. (This is very hit and miss. From the current course, I've gained a lot of knowledge when it comes to the modelling front but had very reason to learn absolute precision modelling. This should could with practice though with the fundamentals already in place.)

    -Ideally will have knowledge and experience of the following:

    -Software configuration controls. (This sounds quite open but im guessing that its fixated on an understanding of how to set-up and configure any software packages used within the prototyping process).

    -DOORS or similar requirement traceability tool. (After a fair bit of research, this software seems to be entirely based on organization and overall doesn't seem like too awkward a piece to learn. As it's free to download, it'll be added to the list of software suits to play with but could also be quite beneficial for GameDev when it comes to project planning and organization). 

    --------------------------------------------

    Beyond these points, the software suites are simply repeated with a list of skills that would be required for any job. E.g; team building skills, ability to work within a large group, leadership experience, strong willingness to excel etc...


    Is it possible?

    In maybe five years, Yes. Straight out of university? No possible unless i applied for work experience. For this, the only requirements are a 2:1 on any university course to show work commitment and at least 4 Bs at GCSE. Grade wise this shouldn't be a problem especially with the Double A* and C at college/ sixth form alongside the 4 A's, 5 B's, C, and D in GCSE. If i wished to apply for this job role as an unpaid position or even a posibility of an internship i would need to achieve the best grade i can muster and attempt to sell myself as a viable employee by either January - July 2016 or 2017. Not many are given the opportunity though so it would still be heavily left down to chance.


    Another thing that could be brought in to question is the morality behind the choice. For example, the best job example I could find was hosted by "MBDA Missile Systems" which supplies RAF with almost their entire munitions stockpile. Not exactly a job roll that will help you sleep at night.


    I cannot provide a direct link to this job as they expire on a weekly basis but each roll practically has the same requirements so all of this is still entirely relevent;

    https://www.securityclearedjobs.com/searchjobs/?Keywords=modelling&radialtown=&LocationId=&RadialLocation=20



  • models to support initial feasibility and concept proving studies
  • models to support design development and trade-off studies
  • models to support ground testing including Hardware in the Loop testing
  • models to support trials programmes, including trials predictions used as part of the fit-to-fire decision and post-trials analysis for detailed trials evaluation
  • full system reference models used to produce formal performance statements to support the certificate of design and design verification processes for the guided weapon system
  • - See more at: https://www.securityclearedjobs.com/job/801788499/simulation-and-modelling-engineer/#sthash.m0XL9QRv.dpuf


  • models to support initial feasibility and concept proving studies
  • models to support design development and trade-off studies
  • models to support ground testing including Hardware in the Loop testing
  • models to support trials programmes, including trials predictions used as part of the fit-to-fire decision and post-trials analysis for detailed trials evaluation
  • full system reference models used to produce formal performance statements to support the certificate of design and design verification processes for the guided weapon system
  • - See more at: https://www.securityclearedjobs.com/job/801788499/simulation-and-modelling-engineer/#sthash.m0XL9QRv.dpuf



  • models to support initial feasibility and concept proving studies
  • models to support design development and trade-off studies
  • models to support ground testing including Hardware in the Loop testing
  • models to support trials programmes, including trials predictions used as part of the fit-to-fire decision and post-trials analysis for detailed trials evaluation
  • full system reference models used to produce formal performance statements to support the certificate of design and design verification processes for the guided weapon system
  • - See more at: https://www.securityclearedjobs.com/job/801788499/simulation-and-modelling-engineer/#sthash.m0XL9QRv.dpuf


  • models to support initial feasibility and concept proving studies
  • models to support design development and trade-off studies
  • models to support ground testing including Hardware in the Loop testing
  • models to support trials programmes, including trials predictions used as part of the fit-to-fire decision and post-trials analysis for detailed trials evaluation
  • full system reference models used to produce formal performance statements to support the certificate of design and design verification processes for the guided weapon system
  • - See more at: https://www.securityclearedjobs.com/job/801788499/simulation-and-modelling-engineer/#sthash.m0XL9QRv.dpuf


  • models to support initial feasibility and concept proving studies
  • models to support design development and trade-off studies
  • models to support ground testing including Hardware in the Loop testing
  • models to support trials programmes, including trials predictions used as part of the fit-to-fire decision and post-trials analysis for detailed trials evaluation
  • full system reference models used to produce formal performance statements to support the certificate of design and design verification processes for the guided weapon system
  • - See more at: https://www.securityclearedjobs.com/job/801788499/simulation-and-modelling-engineer/#sthash.m0XL9QRv.dpuf


  • models to support initial feasibility and concept proving studies
  • models to support design development and trade-off studies
  • models to support ground testing including Hardware in the Loop testing
  • models to support trials programmes, including trials predictions used as part of the fit-to-fire decision and post-trials analysis for detailed trials evaluation
  • full system reference models used to produce formal performance statements to support the certificate of design and design verification processes for the guided weapon system
  • - See more at: https://www.securityclearedjobs.com/job/801788499/simulation-and-modelling-engineer/#sthash.m0XL9QRv.dpuf


  • models to support initial feasibility and concept proving studies
  • models to support design development and trade-off studies
  • models to support ground testing including Hardware in the Loop testing
  • models to support trials programmes, including trials predictions used as part of the fit-to-fire decision and post-trials analysis for detailed trials evaluation
  • full system reference models used to produce formal performance statements to support the certificate of design and design verification processes for the guided weapon system
  • - See more at: https://www.securityclearedjobs.com/job/801788499/simulation-and-modelling-engineer/#sthash.m0XL9QRv.dpuf


  • models to support initial feasibility and concept proving studies
  • models to support design development and trade-off studies
  • models to support ground testing including Hardware in the Loop testing
  • models to support trials programmes, including trials predictions used as part of the fit-to-fire decision and post-trials analysis for detailed trials evaluation
  • full system reference models used to produce formal performance statements to support the certificate of design and design verification processes for the guided weapon system
  • - See more at: https://www.securityclearedjobs.com/job/801788499/simulation-and-modelling-engineer/#sthash.m0XL9QRv.dpuf





    Employability - Interviews - Current interview mentality

    Starting off, the interview stage is arguably the most important part of the entire job-seaking process. It's the breaking part for most people wishing to find employment due to anxiety, stress or lack of preparation.

    Past Interviews
    I have been to two interviews prior. One for DHL and one for Strawdog. Starting with the Strawdog interview;


    With the Strawdog interview, it was basically set in a worst case scenario. I was given less than 24 hours to prepare for it whilst dealing with multiple work deadlines. Alongside this I had to purchase a set of smart-casual clothing and find a working tablet/ laptop, both items I did not own. Turning up to the interview, I was fully prepared and felt very little in terms of stress once the process began. I was told on multiple occasions that it wasn't an interview but I still treated it as such. As the job was for UI design, there was next to no hope for me to find employment in this area but i still treated it professionally and recieved a lot of feedback on my current work, ensuring i could take a lot back from the process.

    With DHL, it seemed a lot more basic. As I entered the office, I spoke to my employer indepthly about the job role, how i could excell and what was expected from me. The interviewer was a very polite man and very easy to talk to, making it the lowest stress interview I could imagine. As it wasn't an artist job, it relied entirely on my A-levels and GCSEs. I had to fill in a 50 question multiple choice questionnaire in 20 minutes but it seemed very straight forward, covering basic GCSE knowledge areas. This functioned as my summer job and was very good experience for team-building.

    Preparation for the Game Industry

    With the industry still being in its infancy, we've been warned that we'll be laid off at least one job/ get fired across our career. This may sound depressing but as we build up our experience and become better at our areas of expertise, the chance of this will be greatly diminished.

    Outside of work ,we should always be improving our skillsets and portfolios in preperation for a worst case scenario that may never happen but it'll help greatly in future proofing our careers. Even if your portfolio is never needed again, its always good to expand your horizon and learn new software packages.  

    Approaching the Interview

    Your state of mind going in to the interview is incredibly important. If you approach the scene with the mindset that you believe you're going to fail, your confidence will be destroyed for the entire process and the employer will most definitely pick up on this. Try to convince yourself that the job is yours for the taking but try to avoid looking over-confident, as a junior artist this could give the employer the entirely wrong impression. Just try to relax, see the interviewer as a normal human being, treat his/ her role with respect and try to stay positive.

    Interview anxiety is something i personally suffer from greatly. I have a lot of issues sleeping the night before and overthink every aspect of the interview up until it physically happens. This involves running mental risk analysis's over every step and evaluating both the worst and best case scenarios. The stress from this makes me pace and entirely removes and possibility of relaxation from the final 24 hours up to the event.

    This derives mostly from being brought up to be very business minded. I try to fully evaluate every decision, taking in to consideration every feasible scenario as one simple mistake could have disastrous consequences when it comes down to property development, evaluating a property before purchase and estimating/ organizing repairs/ renovations so the tenants are given the best possible start-point. Treat the tenants with respect, provide them with a nice home, be understanding over areas such as rent payments and property damage and you can be left with a secure line of profit. Its very difficult for a tenant to be dis-respectful to a property if they believe they've hit gold with a respectable landlord although some may attempt to take advantage of their landlord so direct contact is still not advised. Estate agents should serve as middle men for communication purposes but even these can be quite hit or miss so you have to incredibly careful. Even more so when originally viewing properties as many of the people you meet could be anything from con-artists to pleasant, genuine human beings. This makes you fairly un-trusting.

    With this mindset its very difficult to stay in an entirely positive mindset and keeps you on high alert around people such as possible employers. Just a bit of background to give context and a breakdown to the mindset I have going in to interviews. Quite annoyingly, as i enter an interview room or look at a job position, I seem to put myself in the employers position and try to evaluate who would be the best position for the job and have the highest probability of enriching the company as a whole. With this I will never see myself as a viable option for job placements when there are far more talented people available that could take the company a much larger jump forward. I want to see the best quality product created. If me being on that team could sacrifice that, i'll find it very hard believing im the one for the job.

    Its a very self destruction mindset for someone looking for a junior job position and basically anyone outside of owning their own business. As i don't believe it's possible to change this mindset after 20 years the only real option is to push myself in ability until i truely believe I can add enough to a team to be a worthwhile investment.






    Monday, 9 November 2015

    National Graduate Recruiting Exhibition - Aardvark swift

    National Graduate Recruiting Exhibition    - Friday  6th

    To further seek advice and make connections within the industry, a small group of us took a trip to the national graduate recruiting exhibition as we believed that even if no game development job was present, we would be able to find stands/ stalls relating to architecture.

    Once we arrived in the main hall, we found very little in relation to the artistic side of industry although it did open my mind to a few new ideas. The vast majority of people there were attempting to less carriers in business management, engineering, fast food management and strangely enough, representatives for the ministry of defence were also present.

    This brought up the point of 3D simulation for military training purposes. It may be slightly morally ambiguous but would provide great pay, job security and a 9 to 5 work hours which do not seem all to available in the games industry, especially as a junior artist.

    I may move towards this although there is one major catch; to do so I will have to spent a substantial amount of time learning how to programme. Looking in to this, i found that Code Academy has just released a full course on Java script so i'll be at least starting to learn this over Christmas.

    As I've already taken a HTML course on Code academy in the past, I can vouch for its quality. With this, i have already completed a few lessons to get to grips with the basics and have contact with multiple programmers that are willing to give me advice and review my work whenever needed.

    Employability wise, having programming knowledge will help me greatly when it comes to job searching in the game industry as I could move towards creating shaders. This and being able to complete tasks on both the programming and artistic side would essentially let me take other either job role.

    This is just a long term plan for the future but it couldn't hurt starting now. Even in the worst case scenario, it'll provide me with an insight of what a programmer would need from an artist and visa-versa, making it much easier to work in a mixed team of the two.

    Overall, i don't believe this was a waste of time as it brought up the interesting point of military simulation that I thought was simply a pipe-dream from the best and brightest although now it seems like a much nicer goal to work towards.  

    Employability Talk - Aardvark swift game industry recruiter talk   -   Tuesday  3rd

    I'm very undecided on how useful this talk was. For a programmer it would have been magnificent, with a run-down of how to approach an employer, what they would be looking for in a new hire and greatly emphasised that we create a few levels of a game to showcase our skills. At this stage I got slightly confused over what side it was pointed towards. It seemed to be aimed towards programmers although it sounds like quite a good idea for an artist too, an entirely possible task for a one man team.

    Most of the information provided had already been covered within our lectures with Robert Berry so there wasn't all too much extra that could be covered. I believe we all already understood the importance in taking part in level and asset design contests as even the runner ups can be given employment opportunities if their work is showcased on websites such as Polycount.

    My only issue with these contests is that they take place during university time, making it impossible to compete without downgrading your marked work in the process.

    All in all, it functioned quite a nice pep-talk and removed a lot of my doubts when it came to direction although i still dont believe it was very focused towards the artistic side of computer games.