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I'd love to come storming in here with my old tried and
tested line of... it doesn't matter which package you learn. But
that was in the days when there were so many 2D people
converting to 3D that a lot of companies took it for granted
that they would most likely have to train you in their choice of
software anyway. These days there are so many fresh 3D graduates
applying that most companies have the luxury of choice for
whatever their package is and they can forget the rest. Sounds
harsh, but it means that you have to be unbelievably good (not
going to happen straight out of education 99.9999% of the time)
or you have to have learned on the software that will most
likely be used in the first studio you work in. So look around,
decide for yourself.
XSI: If you choose XSI you'll be highly
valued in the small number of studios that use it so far. That
will change. But there won’t be a great many opportunities at
entry level companies.
AM: If you choose Hash Animation
Master you'd better be good, because it's doubtful that anywhere
you apply uses it (I'm not knocking it I own a copy and can
attest to it's virtues). Use it if you’re learning off your own
back and have to buy it yourself, but if you’re at University,
chances are you’ll have more expensive packages to choose from.
Lightwave: If you choose
Lightwave you're in a similar position to XSI except further
down the scale, so perhaps a better chance of employment
prospects early on.
Max: If you choose Max you’ll have a huge
number of games companies to apply to which is where a large
percentage of animators start their careers. Some budget
non-games companies use it, but usually because their founders
came from the games industry. It’s also used in various
non-entertainment related companies.
Maya: If you Choose Maya, you’ll be more marketable to
a higher end of the production scale, but there will be fewer
entry-level studios using it because it used to be quite
expensive. It’s certainly the best supported package, because
most people want to work in the feature industry and it’s used
expensively there. So students learn in it and support it.
I started in 3D Studio 4… in DOS, and transitioned to Max.
But I have used all of them at one point or another and
personally I choose Maya to animate in although I can certainly
see the value of XSI & AM and I only stick to Maya out of
comfort because I’ve been using it for so long.
That brings me to another very important point. I used to be
a 2D animator and the thought of losing my hands and learning to
animate with a piece of chalk in between my toes would just
cripple my creativity. That’s exactly what I’ve had to do every
time I’ve learned another piece of software! It’s a pet peeve
and I really don’t like learning new software if I can help it,
as I know that I can achieve so many new and wonderful things
with the tools I already know. I’d rather spend my time
developing my animation, design, filmmaking and character skills
than worrying about different ways to do the same thing with
different buttons. So in conclusion, if you don’t want to spend
your life relearning how to do the basics find the right one for
you and then use it 150% beyond it’s capabilities to expand your
creative horizons. That’s what I try to do!
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If you're developing an animated project more than half a
dozen shots long you should always use some sort of production
tracker. They goes by many names and come in many forms but if
you don't use one at all, and you don't maintain it, you're
wasting large portions of your resources and time. Many people
moan about doing this sort of 'paper work', but it pays for
itself many times over once you get used to it.
If your project isn't too complicated and you don't have
specialist expertise to track the production then a simple
spread sheet will do the job. It doesn't have to be filled with
maths, it just has to be organized and clearly laid out, that's
why a table of some sort works well. I've made up a dummy
Animation Production Tracker here for you to look at, just to
give you an idea of one in it's simplest form. It's really not
that complicated and you can see at a glance how far the
production has progressed and where it's floundering. It's so
simple to update anyone on the team can do it, and yet it shocks
me how often projects have been allowed to wallow aimlessly
without anything like this in place. So don't risk it, learn
from this simple tracker… experience it's benefits and progress
to greatness from there!
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Put simply, I have wasted a large percentage of my career (lets
just say more than 75% to be kind) on projects that lack
sufficient communication and asset management. It's one of the
main reasons I've had to slip into a semi management role myself
to fill the inevitable gaps. I look back now and realize that
I've spent most of my time waiting for other people to do their
part, then finally being rushed to do my part (usually incurring
unpaid overtime). What's worse is that when you are rushed
quality goes out of the window. I usually do my best to pre-empt
problems before it gets to my part, this helps. But this usually
has the effect of building up the expectations of the final
product, only to have them all dashed as the time limit crushes
the quality.
The solution for all of this? Communicate more
effectively at every stage, don't wait weeks or months or years
to talk to the client about an important issue. Show progress
regularly and with everyone that needs to see it. Be open about
offering criticism and open to receiving it. Make sure that the
communication is effective, use images, emails, telephones,
webcams, videos and even face to face. Close the communication
gap in every way possible, and you just might be able to finish
the project 75% faster… or dare I say it… better!
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Having spent some time in the Games and the Film industry, and
knowing quite a few people in TV and advertising, it has struck
me over the years just how much unnecessary snobbery there can
be. From my university years it was always apparent to me that
the way you are introduced to the animation business usually
results in people looking down on Games in favour of TV and
Film. Some people even refused to enter into the games industry
which ultimately lead to them never getting a foot hold in the
animation industry at all.
My arrival in games lead to a new
discovery. In the games industry the programmer is the king
(although if you ask, the diplomatic response will always be
that the Games Designer is king). This bugged me for years. You
only have to think about how people are educated to realise why
this happens but it saddens me to see how narrow minded people
can be, and it was only my technical edge, and a background in
maths and physics that has made it possible for me to gain some
form of respect amongst the software engineers. But it's a shame
that animation and the skills that learning animation ultimately
brings aren't valued more highly within the industry. Over time
some games companies are beginning to pour resources and money
into animation, which is lending it an increased amount of
legitimacy. But it's going to take a very long time for it to
reach even a portion of the amount of respect it receives in
Film and TV.
Stepping into film for the first time I was
expecting a fantasy land of open mindedness, and open
communication between talent… only to re-discover the same
narrow minded opinions I encountered at university. Many
animators looked down upon other departments or lower level
animators... but lowlier than any of them was anyone with games
experience. I marvelled at the disdain, even the most
inexperienced of animators could have, upon the most experienced
of games animators. Ironically the work I've done in games has
on many occasions far exceeded the budget per minute of any TV
animation and many Films. But it stunned me to see people label
games work as inferior to that of other animation fields without
seriously evaluating the results.
I know many extremely talented
animators that have settled in games who do not deserve to be
belittled by their peers in other industries for their efforts,
and I hope that in time animation will become important enough
to the business that it can stand tall as an equal contributor.
It has been discoveries like these that have lead to some
radical reconsiderations about the way I plan to develop my
career in animation.
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Why do so many animators work in the dark? I know not everyone
has the luxury of a window, but if you do it always surprises me
that this species of office worker frequently refuses to let the
light of day into their workspace. Personally I want the
inspiration of a nice view and more fundamentally the chance to
adjust your eyes to subject matter a different distance away
from you than your light box or your computer screen. I know
some people don't like the glare of the sun on their screen but
personally I'm happy to put up with that for half an hour a day
in order to work in the light. It's depressing working in the
dark, especially when so much of the year you leave work and its
dark outside already. That means you're spending the vast
majority of your life in the dark... it's got to have an effect
on your attitude on life after a while. Open those blinds, tear
down that black out material and open your bubble to the outside
world!
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I was watching Brad Bird talk about the deleted scenes in ‘The
Incredibles’ and it occurred to me that the introduction of DVD
has had the effect of improving us as film makers and creators.
Now, here we are, with the compulsion to fill up a disc with all
these ‘Extras’ and it’s a prime opportunity to unburden
ourselves about the choices we had to make during development. In this, most
obvious, case we don’t have to be scared of cutting something
from our projects, because it’s never really lost. Equally we
can feel the freedom to explore unlikely ideas because the
‘Extras’ will be there to catch us if we fail. It doesn’t have
to be wasteful.
As a creator that hates to see a good piece of work go to
waist and not reach an audience I can see how a safety net like
this (as long as it’s relatively guaranteed) can be somewhat
freeing. At the end of the day when you look back and you’ve
managed to get some distance from that piece and you are
evaluating what is worth showing an audience in the ‘Extras’ it
may be that you change your mind and don’t bother to show it
anyway, but it doesn’t matter, the potential was always there
and you had the power to pull it. This is the key, in so many
cases it’s the story or the gameplay or some other non
accountable element that has the greatest ‘power’ to cut your
work, but the ‘Extras’ in essence restore that power back to the
creator. In some ways this website is my ‘Extras’.
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There are a few things we all need to think about when it comes
to story in games. Ultimately I believe our goal (as games
developers) must be to evoke an emotion in the player, otherwise
all we're doing is providing expensive trinkets to while away
people's time. We should be setting out to create an experience
(preferably a unique one), and with that in mind we should
tailor all the tools at our disposal to this end. Story is one
of those tools, gameplay is another. But we shouldn’t always
consider them as separate entities. It’s true that in most games
they can be very separate, and I often wonder what the designer
was thinking when he/she put the two side by side without
thinking more carefully about how to integrate them. They should
feed each other.
This brings up the first most important thing
to consider. Does your ‘game’ NEED a story? I think that a story
should be done properly or not at all. Unfortunately the story
is usually viewed as a cheap addition that can be used to raise
the value of a product. Personally when I read a review of a
game I frequently skip the first few paragraphs that detail the
story. What’s the point? It’s almost always crap, and it has
virtually no value to me. Even the best game stories pale in
comparison to an average movie. They're usually written by
someone on the team that was presumed to know how to write, yet
they frequently have little understanding of how to write a good
story. Most types of games simply don’t require a one anyway,
and if we focused on the gameplay I’m sure the player would
appreciate it.
Next: are we really creating a ‘game’ here?
Hasn’t the definition of ‘game’ expanded so far past the limited
confines of that term that we should be thinking of it more as
an EXPERIENCE instead? If we stop limiting ourselves to ‘game’
conventions we might start coming up with more unique
‘experiences’. Fun isn't the only goal we are trying to achieve
these days, but that's the goal of an old fashioned 'game',
whether it's a board game or the playground.
This brings me to
the most important point. We are creating EMOTION here, so let’s
think that way, instead of just ticking all the right boxes and
copying other games (or media). We have so much more at our
disposal than most other media (interactivity, sound, visuals,
rumble, connectivity, multiplayer, etc...) that we should use
all of it in the most interesting ways we can to support our
desired emotion. We should also be effectively painting a
timeline of potential emotions (assuming your game is relatively
linear), that will maximize the player’s experience of the
‘game’. At the moment I’d say that ‘games’ are only capable of a
very narrow range of emotions, which is why they only appeal to
a minor subset of the community. We need to expand that range to
make it a more universally appreciated experience. I believe
that the right kind of game can benefit enormously from a story
because it, currently, has the best chance of appealing to those
other emotions. But hopefully, in time, the boundaries between
gameplay and story will merge and we’ll find gameplay that can
appeal to a wider range of emotions.
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