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February SIGGRAPH

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Minutes

June 16th 2011

Kwesi Mensah - Game developer, talked about breaking into the game industry

  • Background story
  • Has made video games for blind people
  • Three models of – Large
  • Given very specific jobs
  • Managed by another artist
  • Three Models – Medium
  • Less specialization
  • More cross pollination amongst other disciplines.
  • Three small models – small
  • Jack of all trades
  • Talking directly to other disciplines
  • Probably working remotely
  • Focusing on small
  • Most of my experience
  • Prepares for all other levels
  • Feel free to ask about other models
  • Source control
  • Stores different version of files
  • Makes it easy to share files with rest of team
  • File Layouts
  • Relative pathing
  • Learn where files should go
  • Be able to easily find artwork
  • Test in Game
  • Catch a lot of feedback yourself
  • Flag down things that slows down your process
  • Artist should be able to preview their work in the end result rather than waiting.
  • Moving Target
    Requirements change all the time
  • Try to shield yourself from wasted work
  • Understand sketch vs. final product
  • A lot of times artist are asked for sketches not final polish work
  • Task Management
  • Keep track of what to work on when
  •  Double check (at least daily!)
  • Much more important in Small model
  • Working remotely
  • Face time in the start is important
  • Co-working became our most productive days
  • Emails can hurt more than help.
  • Emails are meant to be used to sent important information, not to send unnecessary information that will waste their time reading it.
  • Working Remotely
  • Reference photos, images sizes. Formats and filenames
  • Waiting for email wastes time
  • Feedback from non-artists
  • You see a masterpiece
  • I see a pretty lady.
  • Direct feedback will help you improve your skills.
  • Feedback from non-artist
  • Get used to feedback from non-artists
  • Drill pass the suggestion and get to the reasoning
  • Bad feedback: “Used a circle instead of a square.”
  • Good feedback: “That should be a circle instead of a square because I think it offers more variation”
  • Feedback isn’t questioning your skills
  • Things are never right the first time
  • Make sure you have a clear idea of what needs to be fixed.
  • Team communication



May 18th 2011

Raf Anzovin, gave a presentation on introduction to Maya

  • When rigging use nod graphs
  • Utilities nods - can be used for more than their intention (i.e. color blending)
  • Keith Lango Animation - pose to pose pop through animation
  • Set up key poses, minimize use of bezier curving the in betweens
  • Onion skin in 3ds Max - Views > Show Ghosting
  • Working with a Broken Rig allows for more freedom and looks more like a traditional 2D animation
  • Disney invented the use of the broken rig for Chicken Little
  • New Wile E. Coyote in 3D!
  • Dover Boys of Pimento University (Look for very exaggerated distortions in the key frames)
  • Forward Kinematics v. Inverse Kinematics

 March 16th 2011

Chris Georgeness, author of How To Cheat in Flash, gave an introductory lesson in Flash
  • Creating Shadows in Flash CS5
  • Squash and Stretch
  • Symbols - loops, symbols with in symbols
  • Filters
  • Glowing objects
  • Blur Effect
  • IK bone structure - moving symbols realistically

February 16th 2011

posted Feb 17, 2011 6:21 AM by Officers neiaACMSIGRAPH   [ updated Jun 14, 2011 9:57 AM ]

Jeff Ward gave a biographically power point, focusing on his journey to becoming a game designer

  • The officers handed out fliers to promote PAX (The Penny Arcade), an event for gaming networking
  • Companies such as Bioshock will be attending
  • Jeff Ward touched on many helpful hints for becoming a game designer
  • Networking - Important
  • Standing out
  • Create your own board game
  • Get a Business Card
  • Be confident but listen as well
  • It takes 3 people to make a game - Designer, Programmer, Artist


January 19th 2011

posted Jan 21, 2011 1:18 PM by Officers neiaACMSIGRAPH   [ updated Feb 17, 2011 6:20 AM ]

Establishing jobs for new officers
Jordyn - contacting new speakers and confirming guests
Brace - making posters, training new people on the website updating process
Kim - taking minutes of meetings
James - video taping meeting and updating website
Jesus - forum updating and taking stills during meetings
Sam - Hanging posters and website updates (if needed)
Everyone - constantly be attending events and networking with potential guest speakers.
 
Getting a you tube account for SIGGRAPH to post meeting videos
 
Confirming Jeff Ward for February's meeting
Confirming Chris Gorgenous for March meeting
 
Talked about being better prepared for future events.
Having a speaker lined up 2 months ahead of time.
 
Updating website and new layout?
 
Life drawing meeting today:
Clean up the room when finished
Payment for the model
 
Food at February meeting?
Only have budget for once a semester.
 
SIGGRAPH Officers meeting to be held bi-weekly on Thursdays at 11:50.
Meet at Mc Carthy's office.

July 21st SIGGRAPH Meeting

posted Jul 1, 2010 10:01 AM by Officers neiaACMSIGRAPH   [ updated Feb 17, 2011 6:20 AM ]

This meeting was a social networking party so to speak, so no minutes were needed. There were however photographs, which we will soon have posted for all to see the great time we had!

Past Events

posted Jun 19, 2010 8:41 PM by Officers neiaACMSIGRAPH   [ updated Feb 17, 2011 6:19 AM ]

360Kid SIGGRAPH Meeting

NEIA SIGGRAPH MEETING: June 16th 2010

Speaker: Dave McMahon, Art Director at 360Kid, davem@360kid.com always happy to look at stuff and answer questions!

How Dave Got to Where He is Today:

·         Dave’s first job was drawing caricatures at Nathanial Hall.

·         He went to Wesleyan University in Connecticut graduating with a degree in anthropology.

·         Afterwards drew illustrations for anthropology and archeology magazines.

·         He later moved to NYC with his band to become a rock star and illustrated flyers and album covers. He also dabbled in commercial illustration.

·         He eventually learned about multimedia and moved back to Boston in the late 90’s, he also started up a t-shirt company that he still owns. He worked for companies such as:

- Learning Ways, who produced Math Blaster and Geometry Blaster.

-Planet Interactive who did work for companies like Gap

-Thing World who did work for The Beastie Boys, The Daily Show and Beanie Babies (doing stop animation)

·         Dave eventually settled down at 360Kid as head of the Art Department. Their clients include: Sesame Street, Leap Frog, Hasbro, Dole, National Geographic, Pokemon USA, Nick Games, and many many others. He was also the main designer for the Zoombinis.

·         In his spare time Dave is an active member in the art community. Participating in Bizarre  Bizarre, a punk rock craft fair, and opening up a store in Davis Square called Mag Pie a venue for local artists which he co-owned until last year (it was voted Best Art Space in 2008 by The Phoenix.)

Sagely Advice:  how to make art your career:

·         “LEARN TO LOOK AND CONSUME MEDIA!” meaning- what do you really see and deconstruct it.

·         Understand how things move and look at them critically, the will help continuity in a scene.

·         READ! Reading very important and don’t skip over the classics like: Animation by Preston Blair, The Animator’s Survival Kit by Richard Williams, and Illusion of Life by Ollie Johnson and Frank Thomas.  Read blogs and websites pertaining to animation like Cartoon Brew

·         BE APART OF THE COMMUNITY/ ANIMATION COMMUNITY! Go to art galleries, local businesses, fairs and constantly learn

·         Learn to anticipate what client wants and remember they are hiring you based on your SKILLS.

·         Look forward but also look back and learn from them look at Betty Boop, 1930’s Superman, Disney’s Jungle Book and Snow White, Mary Blair illustrations, etc. this people knew what they were doing and you can learn from them.  KNOW YOUR HISTORY!

·          BE ORGANIZED:  be aware that other people will need to be able to navigate through your files. Be professional at work. Be passionate but flexible. Don’t take feedback too personally. Be prepared for the unexpected. Be able to scramble. Be able to communicate with clients, learn what they want and tell them if you are going to be late with something as soon as you know it not at the 11th hour.  ASK QUESTIONS!

·         Keep your personal and professional life separate. That means no portfolios on Facebook or myspace. Have a separate website. Don’t mix anything into your portfolio that not everyone will want to see.

 

Portfolio Do’s and Don’ts:

·         Don’t neglect Adobe Illustrator and Adobe After Effects, they are very important programs for the future.

·         Less is more. Show 5 really good pieces instead of 5 good 5 mediocre, example: if a record has 2 good songs and 10 bad songs then it’s a lousy record.

·         When you make good piece follow through. Don’t ignore the final details. DOUBLE CHECK EVERTYHING! Don’t go the 80% then mail in the last 20%.

·         Assume that everyone has seen every Photoshop trick, they want to see skill.

·         Don’t blow off typography and don’t use Comic Sans or Papyrus, typography is a part of your visual.

·         Have a resume, business card and/ or CD with your information.

·         Tailor your portfolio to your needs. Show the work that is most applicable to that company but don’t be afraid to show what is awesome. Make it easy for the person hiring you to envision you working there.

Some More Sagely Advice:

·         Take the fundamentals and basics seriously. Learn things such as the anatomy of a human and animals.

·         Do walk cycles: 9 frames, 12 frames, etc.

·         Know the basic lingo.

·         Understand how your characters of thing move. Now how the characters are constructed.

·         Make sure you do your own stuff. DRAW ALL THE TIME! Also draw and practice what you don’t do and tinker with things.

·         Be Passionate! If you’ve created something and you don’t think it’s great it will be hard to convince others it will be. Be willing to re-work things.

·         As far as the future in animation is concerned don’t wait go toward it. Do it yourself, or DIY, if you have an idea develop it and go to studio after studio and present it.

·         LEARN TO USE TABLETS! Cintiqs aren’t common practice yet.

 

Info on 360Kid and Other Fun Facts:

·         They do work for educational and other animation companies, as mentioned above.

·         When working for kids they how to know what age group they are targeting and tailor their works to fit that demographic.

·         The worked on the Pokemon Learning League. It was a 12 person team, 100 different lessons and 300 minutes of animation, however it is no longer available, unfortunately.

·         They worked with Dole; the CEO’s son is apparently a comic book enthusiast and he wanted to create fruit and veggie superheroes for the company.

·         You need to know what you’re working for so that everything will be compatible for example: one can’t animate the same way for a theatrical feature and a Nintendo DS.

·         Brands (like Pokemon or Sesame Street)  are weird, fickle, and you have to work within the universe they’ve created.

·         Companies like 360Kid gets work from what is known as RFPs, or a request for prospals, this is when a company gives you a vague idea for something and you come up with characters, ideas, and animatics for them to see and decide if they want to use.

·         And hey! They use Flash and Photoshop!

March 17

posted May 30, 2010 7:52 AM by Officers neiaACMSIGRAPH   [ updated Feb 17, 2011 6:18 AM ]

SIGGRAPH March  17th
Guest Speaker: Ron Friedman- Head of Animations Department for Tencent Boston.
Ron comes from a performance background with over 17 years of experience as an animator, He has worked in feature animations (The Pagemaster, Swan Princess), visual effects animation (Van Helsing, Lemony Snicket, The Mist, Snakes On A Plane), and videogame animation (City of Heroes, Adam Blaster.) Ron was also Animation Supervisor for the Academy Award-winning film “Pan’s Labyrinth” and was Animation Director on the videogame “Afro Samurai.” 

Meeting Highlights:
Things to know about the industry:
•   Movies are awesome to work on but they are seasonal. You may have noticed that blockbuster movies come out twice a year, summer and Christmas; this means that if you want to work in the film industry you will work in-between these times and not work during them.  
If you want to work in the movies you should focus and get better at: dialogue (mouth movements) subtleties (unconscious movements like shaking your foot, wiggling eyebrows anything that will make the character make realistic), and good acting (facial expressions etc.)
•   Videogames have work all year round but are also competitive, meaning you have to want it.
        If you want to work in video games focus on big actions such as runs, dives, flips,  kicks and punches. 
You need to know what you want, do you want to do extreme actions or be more subtle, cartoon or life-like, you need to pick your style.
Things to remember about the industry:
•   Performance over recognition: you need to love what you are doing and not care if no one knows that you are the one who is doing it. If you want to be the center of attention you are in the wrong line of work. Yes there are some superstars that have become house hold names but they are few and far between. 
•   Job hunting is like dating, give your potential employer space but be persistent. Don’t go to an interview and then an hour later call to check up.
•   Don’t worry about the money, eventually you will get paid. Also you need to spend money to make money. You will have to wine and dine future employers, clients, or partner, buy another round of beers, pay more than you were planning to on your business cards, etc.
•   The key to a great demo reel is that it’s not too long or too short. If it reaches 5 minutes, it’s too long.

Tips on Animating:
•   Weights and Arcs! Everything has a weight and will move in a certain way, look at references. Almost everything move in an arc, e-v-e-r-y-t-h-i-n-g! Arms, legs, hair, bodies, swords, etc. The one exception is bullets.
•   Camera shots matter:  you have to think about what you want your audience to see. Every camera shot matters.
•   The best way to animate tails, capes, and hair is straight ahead animation. Everything else  is pose-to-pose.
•   50% feeling 50% looking, it needs to feel as real as it looks. If it’s not believable then the audience won’t identify with it and will lose interest.
•   USE REFERNECES, it is not cheating to look at references in fact they are very useful. Look, watch and learn.

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