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iamsoretro · 1 year
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Final Fight for the Super Famicom
Images by Alan Mealor
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yodaprod · 4 years
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This would have been so cool...
Escape from New York, GameBoy artwork by Alan Mealor
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theblackjackcat · 7 years
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Creative futures 2017
28th and 29th and March
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Making Things Happen: Building opportunities after graduation
Doug Fishbone 
http://www.dougfishbone.com/en/home
For our first session on Tuesday we had an American fine/pop artist who came to discuss his career art and how strange a reputation he gained doing odd projects that really made him stand out. (as the example above).
The cycle of the artist:
Make work - Exhibit -sell??? - no. - Show the world your work before you ask for money, network or become an attraction that would draw in a confused or curious crowd. Don’t expect others to understand, just let it be. 
Who are the people you need to interest?
Curators -  exhibitions 
Gallerists - sell to
Collectors - Fund or buy works
Critics - For reputation
Media - Network maybe even meme
Funders. 
Advice: Community based projects will give you a humbling start, don’t be afraid of building around and with others. Extend your horizons and don’t bite the hand that feeds you.
The Games Industry: What is it and how to break into it?
-Alan Mealor 
A games designer who’s been working in the industry for 16 years in companies such as: Reflections, Bizarre creations and playground games. Currently he is a manager at Lucid games. 
http://www.lucidgames.co.uk/
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The size of the video game industry: 
$99.6 billion worldwide -> 30% mobile / 40% consoles / 30% PC
It is estimated to reach $120 billion by 2020
The figure for the UK is of £3.8 billion in 2016 -> 50% console / 30% mobile / 20% PC 
UK development ---> 2000+ Video game based companies + 250 studios 
The UK market has has a 22% increase as of 2011 - 2013 and has received an interjection of £1.1 billion contribution from 11000+ employed in development.  
What technologies are being used?
Middleware
Physical based rendering 
Procedural texturing and 3D texturing painting 
The technology continues to update and mature with each passing year. 
Benefits for developers?
Reduced; costs, Team size and prototype’s are created swiftly.
Benefits for students:
Free to use programming
Increased speed 
You could make a game independently; just consider your target audience and publisher.  
Write a good CV.
Portfolio hints and tips: 
Less is more, put in your best work.
Play to your strengths, build around your strongest skills
Tailor to the goal and job description. Only put in what is apparent or needed to where you are applying.
add substance 
use your mood boards and inspirations. 
Online Portfolio’s: Artstation, CGSociety & Polycount (for games) and welcome feedback!
BBC From Hacksaws to Hollywood 
Alex Jones and Pete Griffiths
One of my favorite talks; as an example of success they brought up the actor Harrison Ford and his career from a humble carpenter who kept up acting as a secondary profession, one day painting backgrounds for one play George Lucus came into the room by chance and gave him the roll as Han solo which set forth his climb to fame, ironically its his least favorite roll but the moral of the story is that you’ll never know when you’ll catch your break. Just keep going. 
Emphasize with peoples needs on a product, say webdesign which is their specialty and always consider the visually exciting. 
Define the problems
Idealization of Solutions
Prototype of the solution 
Testing of the product
If any of this fails in production, recycle and start again.
Marvel Comic book artists: 
https://twitter.com/ten_bandits?lang=en
http://www.brandtandstein.com/
https://twitter.com/RosyTintedSpecs
Two illustrators who gave a very interesting perspective on the illustration business and how hard it was for them to get settled after university and the struggles of being able to find employment only to be lied to and used multiple times. 
They made alot of mistakes including “working for free” on one comic and another they set up a deal over skype with no written contract they could save or document that would garentee their pay and that they would receive any credit for the amount of work they put in. Out of desperation they sought each other out and worked hard, days and nights putting together comic books for others gaining any pay they could. Until one day they struck their luck and managed to gain a deal working in marvel comics, mostly with Captain America where they do mainly the line art and submit to the editor. 
Illustration is a life consuming career, with little to no breaks as they do work for comics which they must produce weekly without fail to hit the deadline. The constant strain of stress and perfection in their line work is clear, but they are persistent and clever people none the less. I greatly admire their progress and the maturity in the experience struggling through and making such a colossal break doing what they love. 
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