Tuesday, 11 February 2020

Yorkshire Games Festival

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.

Me and the squad posing beside a clock tower whose name I do not know.
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.
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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