Monday 30 November 2015

Next Gen 26/11/15 Presentation Overview

Over the last few days the group has been working to finish 'Lost Dog Simulator', the Unity project. Yesterday it was ready for presentation. We (like the rest of the class) presented the game in front of everyone to get feed back and as a trial before 'Stephen Hay' for EA arrives today.

The things that I contributed to this project was some of the programming and some of the models that will be used in the final game. The programming that I did was the mini map in the corner of the map and creating the enemy AI. The AI is not that smart but it will follow the player and aggro in a certain range and try to kill the player unless the player gets to a certain distance. The models I made was the original version of the dog and a few models found throughout the world such as the broken down bus and a basic hedge. The other ting I tried to create was an objective way-point but that proved much more challenging than I thought and it was not finished. Caitlin was programming other things, Edin was the Lead modeler, Robyn was lead Artist and creative director, Connor was  in-charge of gameplay and putting the assets together and Daniel was in-charge of Level design.

The first presentation went pretty well (defiantly better than our first presentation in October) although some improvements could have been made. My criticisms were that at the end of my speaking part I was caught of guard and fumbled, then walked off. So basically do not do that fumble again.

After the first run through some of the slides have been improved, more lines have been given and more time was given to rehearse what we have done. However Caitlin left us to do the presentation with one less member. We will have to improvise with what we need to say and who will say it.

*Update: From the response that was given to us from Stephen (the executive from EA) and Matty after the presentation it went really well, no flops occurred from anyone and the concept was well received (I'm glad I did not fumble like last time).  Some of  the criticisms that we had were that: the audience for the game should be aged at a elder audience (40 upwards) because these days kids have technology; pets would be more relatable to this audience and the fact that the game did look rather bland compared to other presentations.

As a side point Matty asked us to make a basic model and texture it, a lot of the group still has problems with texture. As for me i decided to make a chest model. I have UV mapped it and are currently texturing it, but having problems with using this model with the low Polly art style that my team wants to use.

Another point to make is that before the presentations the team had me work on a way-point system for Unity. However it did not get finished (no where near), so it really fizzled out fast. It was easily the most confusing thing in coding i have looked up yet.

Gaming industry jobs

1. Programmer
Game programmers are the ones who create a code base for the game to work with, programs required to use with the programmer can be JavaScript, C# and C++.
Skills required for this role are to: know the process of developing the game from start to finish,
The wages for this role is between £25,000 to £50,000 per year, depending on your experience with the job.
An example of a programmer is Jeep Barnett, who worked at valve to create the basis of Portal.

2.Concept Artist
A concept artist is creates the early representation of what the game should look like, from the character and landscape to simple mechanics. Most of the concept art however will not be used in the final game as time passes. The work load can change between each company that can't equalise the work with other artists. They can be asked to give a pitch for their ideas and usually work along the lead artist and the design team. Most of their work is done in a 2d perspective but this can change for what is required.
The skills for this role are that: you are a versatile and creative at drawing, knowledge in standard art software (such as Photoshop and 3d Maya) and able to produce continually quality art pieces.
The wage for this begins at $56,000, but with experience this will rise to $110,000.

4. Lead Artist
A lead artist is responsible (from a visual stand point) to ensure that the game doesn't fall flat in its development. It is very similar to a creative director.
As well as a portfolio to show the level of your experience with software programs (that will vary from animation to 3d modelling), it helps if you have a degree in arts, graphics or animation. You will need at least five years experience in the gaming industry to apply.
The average payment of the is job is between £45,000 to £70,000; it varies based on experience and if you are full of part time.
An example of a Lead Artist is Aaron Garbut. He was the lead Artist for RockStar games such as GTA4,5 and Manhunt. He is situated at RockStar North.

5. Technical Artist
A technical artist ensures that assets for the game make it into the game without sacrificing the artistic vision or extruding the technical limits. They act as a go between for the artists and programmers.
To be a technical artist you must be able to: work with minimal supervision, think creatively to solve problems, able to use 3d software, knowledge of art packages and finally use good managing skills to mentor others.
The wage for this job varies on the company you work for but averages out at around $80 per hour.
An example is Bronwen Grimes, she is a technical artist working for Valve.

6. Animator
An Animator is responsible for the portrayal of movement and of behavior in the final game; not just for the characters and vehicles but also for the environment. These are used not only in-game but also in cut-scenes. Animators work closely with programmers and artists to have a balance between the smoothness of the movement and the performance of the platform. Animating is a tedious process, so animators usually reuse past animations and have to keep a library of movements for the animation.They are also responsible for process of "skinning" the characters by using a skeleton and attaching the skin to the appropriate point it makes the process much easier.
Skills need for this job are to: have knowledge of full motion video, to be able to work under strain and the production deadlines, to have patience to work out all of the issues with the animation and have knowledge of both 2d and 3d animation techniques.
The general payment for this role $40,000.
An Animator example is Sarah North.

7. Designer
A game designers role is to devise what the game consists of and how it plays, they also influence the assets that will end in the finished game.
Skills that would be useful in the role would be: understanding the capabilities of different hardware,work well under pressure to achieve deadlines, be fluent in multiple uses of 3d design software as well as drawing and modelling capabilities.
A designer is not required anything to gain entry for the role, however most employers look for graduates of  of games design, not only that but people who have been in the gaming industry for some time (with a portfolio of relevant work).
An average wage for this job is around £20,000 to £35,000; for lead designers it could rise to £55,000 at maximum.
An example of a game designer is Matthew Armstrong, he worked at 2K games to develop Borderlands.

8. Level Editor
A level editor is the role to create the environment and make it interactive as well as creating the characters and certain events that occur in the level. They imagine the level, try it out, work out the game breaking bugs and think of extra ideas and new assets.
Skills for this role that are required are: good IT knowledge and use of editing tools, knowledge of different gaming platforms, able to use 3d model programs, communication skills, creativity and special awareness.
This roles however are not usually taken as a first role in the gaming industry.
The average wage for this role is usually around £80,000 per year.

9. Producer
A game producer is responsible for getting games on their deadline and the quality of the game.
The game producers' roles are: negotiate contracts and licensing, arrange for localization and testing groups, oversee creative art and technical design and finally pitch games and ideas.
The wages for this role can be between $41,000 and $130,000.

10. QA Tester
A QA tester tests the game in a current state to test for any bugs, glitches and make suggestions to ensure the game is quality and playable.
The skills required for this job is: understand how the games are made and different elements contribute to the playing experience, you can be analytical and evaluative the game against other competition, able to identify any problems in the game and understand what could be causing the issue and how to deal with it, able to be patient to sit through the whole game to test it out and finally have good communication skills with the rest of the team to relay any issues.
It would help for this role to have program knowledge and some English  Language skills.
The average wage for this role is £28,000. However most contracts they receive are only short term.
An example of a QA tester is Ryan Mckindle, he worked for Traveler's Tales games for a while before creating virtual racing systems and then to Ubisoft in Newcastle.Ryan Lewis McKindle

11.Creative Director
This is a newer role in the industry, a creative director is responsible for the overall look and feel of the game, as well as the quality of the game and over sees any major decision for the games development. They over see almost all of the teams that work on the game, from programmers to the artists to the editors. A qualification that could help with this role is visual and technical arts.
Skills required are: able to make difficult decisions that influence the development, good at presentation and able to push the staff to create the best quality they can.
The payment for this role is usually around £50,000 per year.
An example of a creative developer is Matt Daroczy.

12. Audio Designer
An audio designer's role is to compose all of the sound effects in the game such as character voices, theme music, etc.
The skills required for this role are to have: knowledge of recording and editing software, ability to play musical instruments, sense of rhythm and timing and finally atmosphere appreciation.
Having a extra qualification in music is very appreciated to have a better chance.
The wage for tis role is generally £13,000 per year but increases with every contract the designer takes.
An example is Derrick Espino, he was the lead audio designer on Uncharted 3 and the Last of Us, as well as on God of War.

13. Community Manager
A community manager is a very varied job; mostly they deal with tasks such as: public reflections( media requests and creating relationships with other companies), Customer relations (offering support for the product), Social Marketing (managing and growing the companies presence) and content creation(writing blogs and newspaper articles).
The skills required to be in this position are good writing skills, interest in the gaming industry and willingness to work under pressure.
The wages of this job are from $111.74-$128,886.
An example is David Dague, he is Bungie's current community manager for over four years. His main roles are to manage the "Bungie weekly update" and to update Bungie on their social media.

 14. Marketing Executive
A marketing executive is responsible of the awareness of the game through advertisement and social media. They deal with distribution of the product, gaining sponsorships and able to plan how the game should be distributed.
Skills required for this role are: able to work under pressure, able to give pitches and get partnerships for the product and finally to have knowledge on how to get media coverage for the product.
The average pay is generally £18,000 per week for the amount of work done.

15. Business Developer
A Business Developer is responsible for growing the company and gaining partnerships with larger companies to produce the game. They prepare presentations, reports and over see the development of clients.
Skills required for this job are to: have good knowledge of gaming industry and marketing, have above average negotiation skills (moving projects forward), able to learn new concepts and technologies quickly, able to present and research subjects with little stress, able to be calm and diplomatic and finally work both as a team member and on their own.
The average payment is around £35,000 per year.

16. Product Manager
A Product Manager is the role that creates marketing campaigns to emphasis the awareness of the game and gets the advertisements into the media, from newspapers to advertisements.
The skills required for this role include having a track record of marketing in the past and having previous experience in the gaming industry; this role is more about experience than having skill. The main qualification that would help in this role is Business and Management. An average wage would be around $110,000 per year.

Tuesday 24 November 2015

Next Gen 17/11/15

Coding

Today the group put the final touches on our simple Unity 3D games after doing the seven tutorials that were set for us. Unfortunately for me the game I made got corrupted and so what I used was nothing more than a prototype of what once was. The basic idea of the game was to get from the beginning to the end of the stage while balancing on the paths and avoiding the spinning obstacles. It still worked however some of the c# script did not,the collision detection did not go through so their was no restart for the level.

As for the current project of unity progress is going well but slower than we hoped. Also I did signed up for helping the hotel app side project with nine others. I should really look up more on how to design and create apps (exclusively for Ipad).

Tuesday 10 November 2015

Next Gen 10/11/15

Yesterday was the first time that the pressure properly came down; we made a model of our choice under time constraints (70 mins of modelling, 30 mins of unwrapping the model and another 30 mins to texture the model). I choose to made a power hand drill. I originally choose a film camera however I am not good with circular modelling.

As you can tell from the model it could have been better modeled because the time constraint got to me. The unwrapping went alright however the texturing went badly because when the textures were applied it  looked pretty bad. The reason for this is that we get some of our textures from textures.com. You need a account for it and after I applied it didn't go through. So I tried again yesterday and the same issue occurred.
After properly looking at the model there were a few errors with the model itself, such as  I had to use simple tools in Photoshop to create the textures that looked awful and some of the polygons .  This model will be the first of a few projects to go in my portfolio to show I can use the program.

In other news, both new programs we have been issued (Unity 5.2 and Unreal Engine) have proved to be much more advanced than the previous programs; this makes them more complicated to use with more functionality. Still the coding for me is still an issue and have not seen much improvement, I have looked at  the tutorials for Untiy and it did explain the usage of the code you put in, but my problem is what code to put in and in what order for it to make sense.