Last Friday, I went to Yorkshire Games Festival in the National Science and Media Museum in Bradford (it was a 2-day event, but we were scheduled in for uni on Thursday). Even though it was more focused on games development and design, I felt it related to my specialist practice and my interest to be a video game animator/character designer.
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| Me and the squad posing beside a clock tower whose name I do not know. |
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| Our silhouettes |
Here's a summary of what I learnt and how it applies to me:
- William Pugh, Crows Crows Crows - A guide to unconventional games development:
- You can get a lot from simply knowing people, or if people know you have a certain skill/niche/style,
- A lot of free-to-play unprofitable games can pave the way to bigger projects (this could apply to animation/illustration, aka 'exposure'),
- (I also learnt what twine games were, I might want to have a go at making one).
- If you can't be personal with a pitch, be brief and concise.
- Patrick O’Luanaigh, nDreams - The futures of games:
- Cloud computing, VR, and AR are is likely to explode in popularity over the next five or ten years, this means a lot of VR/AR animation jobs might open up, or even jobs we don't even have names for yet!
- Alysia Judge - How to talk to games media:
- Games media is important for marketing (useful information in the event I want to create and release a video game),
- A good press release has images/gifs. Good images usually have:
- Human faces
- Bright images
- Action/mid-fight shot
- Main subjects that fall in the rule of thirds grid.
- Emma Hollingsworth, Coatsink - Principles in practice:
- (This was the only animation-focused talk, but it was more focused to beginner animators as it talked about the basics of the timing and spacing principles of animation. However, I did learn a lot too.)
- Timing and spacing have a huge impact on the acting/weight of a movement,
- Some tips and tricks I learnt:
- don't overlook environmental animation (like doors and curtains),
- practice body mechanics,
- make your own reference footage - BE SILLY,
- "Just because you graduate without a job doesn't mean you won't get one,"
- It's important to show the different styles you can do (cartoony/realistic) in a showreel,
- If you've got your principles down, but no game design experience (like me!), that's not going to stop you getting a job in the games industry.
- Craig Duncan and Veronica Heath, Rare - Building the world of Sea of Thieves:
- A very informative look into the dynamics of a games studio, and the relationship dynamics between the sections.
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| The many different sections of a (very big) games studio |
All in all, it was a really informative festival! We also visited the museum and its animation section too:
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