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How to Interview in the Game Business

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Be<strong>in</strong>g current <strong>in</strong> technology and cont<strong>in</strong>u<strong>in</strong>g <strong>to</strong> keep up-<strong>to</strong>-date <strong>in</strong> new and updated<br />

software is very important, even after you get <strong>the</strong> job.<br />

Some software you will want <strong>to</strong> focus on are:<br />

SUBSTANCE DESIGNER<br />

For an environment artist, know<strong>in</strong>g how <strong>to</strong> use and work with Substance Designer will be a<br />

force multiplier <strong>in</strong> your career.<br />

Consider, for example, <strong>the</strong> case of James Ri<strong>to</strong>ssa. James was hired before go<strong>in</strong>g <strong>to</strong><br />

college not only because he really knows hard surfaces, but also because he’s very good<br />

at Substance Designer.<br />

MARVELOUS DESIGNER<br />

Marvelous Designer is also a big deal. Programs such as Marvelous and Substance are<br />

facilitat<strong>in</strong>g studios <strong>to</strong> do <strong>the</strong>ir work <strong>in</strong>credibly better and more efficiently.<br />

These programs are also impactful because <strong>the</strong>y teach artists <strong>to</strong> appreciate what <strong>the</strong>y do<br />

and <strong>to</strong> understand how <strong>to</strong> do it better. Marvelous is amaz<strong>in</strong>g when mak<strong>in</strong>g clo<strong>the</strong>s, for<br />

<strong>in</strong>stance.<br />

For <strong>the</strong> smaller wr<strong>in</strong>kles and more <strong>in</strong>tricate detail<strong>in</strong>g, however, you have <strong>to</strong> go <strong>in</strong> with ZBrush<br />

and adjust what you’ve done <strong>in</strong> Marvelous.<br />

ZBRUSH<br />

Pixologic’s ZBrush has been used <strong>in</strong> high budget films, <strong>in</strong>clud<strong>in</strong>g <strong>the</strong> VFX <strong>in</strong> <strong>the</strong> Lord of <strong>the</strong><br />

R<strong>in</strong>gs movies. ZBrush keeps its focus on high quality 3D objects while ignor<strong>in</strong>g animation<br />

and o<strong>the</strong>r <strong>in</strong>dustry needs almost entirely.<br />

With <strong>the</strong> addition of Sculptris <strong>in</strong> <strong>the</strong> latest upgrade, ZBrush cont<strong>in</strong>ues <strong>to</strong> develop its core<br />

functions.<br />

MAYA / MAX<br />

For model<strong>in</strong>g, sk<strong>in</strong>n<strong>in</strong>g, rigg<strong>in</strong>g, cloth, fur, fluids, physics, and particle effects, almost all<br />

paths will lead you <strong>to</strong> Au<strong>to</strong>desk Maya and 3ds Max. Both are important <strong>to</strong>ols for 3D<br />

animation.<br />

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