For the second academic symposia session I documented and presented my strategy for approaching the forefront of my industry. Below I have defined my relationship with the forefront into three distinct areas:
My relationship with the forefront of the games industry. I have broken it down into three areas.
The relationship of my creative process to the forefront, is one where I identify the current industry practice for environment design pertaining to video games and apply it to my own workflow. For me, this means adopting techniques such as modular level design and hard surface transfer, both of which contribute to my adherence to industry practice. By building my pipeline around these techniques. I hope to be able to show that I am capable of working to the standards of the industry, thus making myself more appealing to future employers. I also examine other techniques that I could potentially utilise in the future and lead to an efficient workflow. As time is the most valuable commodity at play any major breakthroughs at the forefront of the field must be evaluated. Methods such as using trim sheets to simulate bevelled edges across multiple assets is an example of an approach that I had not considered before but see a lot of time saving potential with.
Identifying my creative process in regards to the forefront.
Secondly I identify the technology at play within the industry and the software that drives creative change within the field. Upon giving my presentation I received some feedback to expand this area of investigation to not only include software but hardware as well. I felt this was a very pertinent observation as the computational limitations of the current generation very much determine the graphical capabilities of video games. After all there is not much good in making something ridiculously beautiful that isn't going to be able to run on current hardware! The limitations of hardware and building games to specification is an interesting topic for me as an environment artist and one that I must be mindful of as I create 3D content for games.
Below I have made specific mention of the software that I feel is at the forefront of the video game industry in terms of innovation and quality. I cite Unreal Engine 4 as the driving force of innovation not only within video games, but film and architecture as well. With the engine becoming freely available to use in 2015 coupled with the ever improving quality of real time graphics, I believe Unreal Engine is helping to build a unified methodology across all aspects of 3D visualisation, with a large benefit of this being a global community of artists providing each other with constant feedback and creative insight into problems. For me this is especially helpful as I am almost guaranteed a solution to any problem I may have as an artist. In terms of the technology and practices at play within the field of game art, this is most certainly evidence of Marshall Mcluhan's concept of a Global Village in action.
The technology I have identified as being at the forefront.
I have also made a direct comparison between Allegorithmic Substance Painter and Adobe Photoshop, highlighting the advantages the former has given my texture creation process over the latter. Indeed upon reflection, I have only used Photoshop a handful of times so far throughout my major project, whilst all of the textures for my environment have been created entirely within Substance Painter. This has been a remarkable change for me, as previously my texture creation pipeline was built exclusively around Photoshop. The instant feedback provided by a real time display of the texture on the model, has been a huge time saver and has given me complete control of how I want my models to look. This is something that Photoshop just can't compete with at the moment and the importance of using this software throughout my project's this year cannot be understated and for this reason I cite it as a key innovation at the forefront of the field.
Finally I conclude with an examination of the people and companies that are at the forefront of the industry, as well as noteworthy products from different mediums beyond that of video games. I do this because we live in an ever connected world and breakthroughs in one medium always have an effect on another. An example of this could be Neil Blomkamps
Adam (2016) which used the Unity game engine to create its special effects thus showing that game engine technology is being considered for use in film by directors.
This slide is a breakdown of the artists, studios and pioneers whom make up the forefront of the industry.
I also wanted to place an emphasis on my approach to identifying artists at the forefront of the field, one where I would cross examine what each artist was saying and evaluate the accuracy of what they were saying. As illustrated above by the hammer versus the paintbrush, one artists approach may differ greatly from that of another artist. I believe that being able to evaluate their advice and compare it against what others have said, is better than taking what they say at face value.
As well as the individual artists, there are also the game studios that make up the industry. Taking a look at vastly different companies, comparing their business strategies and seeing how they are affecting the gaming industry. For example EA games is somewhat notorious for having microtransactions in their games. Most notably EA's
Star Wars Battlefront 2 (2017) was met with backlash due to the inclusion of loot boxes. Whilst they made the game considerably more profitable, the gameplay suffered because of them. The fear was that should loot boxes continue to be implemented within other triple A games, the quality of those games would decline and the gameplay would in turn be built around the loot box system. I feel it is important to examine how both bad and good practices are being implemented at the forefront of the industry, and the affect this may have on me as an artist.
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