University is a place not only of studying but of research and more importantly development. One of the last chances many people get to explore and try out new theories and processes before going into the workplace. For the games industry once you finally get into a job you will be using pre-existing workflows and you won’t get the time to look into and try out new ways of doing things; time is money. This is something I have realised over the past year and going forward into my 3rd year on the course is something that I am hoping to make the most out of. Taking every opportunity possible to try and speed up and explore different workflows to get the best out of my work.
This is something that I have tried in the past to apply to my ‘Game Production’ work, but also applies greatly to Visual Design as well. Looking at my digital painting ability from the start of the year through to now I realise that knowing as many different techniques and pipelines to produce the end product means you have the pick of the bunch when working out which is best for the project you are working on at the time.
Pushing this progression forward I am hoping that by the end of the course I will be as good if not better than the current industry standard. Seeing some of the games that are being released currently this should be an achievable target and would make getting a job in the industry a possibility.
It’s not just a piece of paper telling me I’ve got a degree that I want from University. To be fair it’s really not that important. What’s important though is to have the skill and knowledge I need to start work in the games industry and to have the experience from working in a studio like environment so that the transition into the industry is as seamless as possible.
My aim for the third year is focus my skill set to that specifically of the job role I am hoping to get. Expanding on the skills I have built up in the last 2 years, looking more into working in game engines and their capabilities (especially with the new engines realised this year), looking into furthering my 3d modelling and texturing to suit the new PBR shaders, as well as delving deeper in Max Scripting.