Thursday, 23 January 2014

Professional Specialisation

Having just left our introductory lecture on this module, I can't help but be incredibly excited about it. This module follows the same path as Low Poly Modelling, however, a much deeper, broader understand of industry practice needs to be demonstrated. In the module I will be reading into the practice and roles which exist, and more importantly, what they entail and where I fit in, specifically.  

In my honours year I interviewed two concept artists for games, which was great. With this module it is expected that we also get in touch with industry professionals specific to the role we are aiming to, and present them with informed, relevant questions which I will no doubt encounter over the next few months. 

The module submission is on the 12th of May, so I'll be creating personal milestones to deal with this module as best as possible. As I mentioned in a previous post, a lack of self-structure in the first semester meant that, although I was putting in the hours, I wasn't ticking off enough boxes each week, which ultimately meant that what I handed in was nowhere near my ability, which I guess is another way of saying that it was to my ability, because that's what I handed in. But whatever, I know that I can do better, if I just get organised.

So with that in mind, I'll be refining a schedule over today and tomorrow, or the weekend at latest, so that I have a starting line on Monday to take off from. 

Unlike Low Poly Modelling, this module is only interested in the specific area I want to work in - concept art and development. 

Concept piece from first semester.
Despite not having applied for any positions yet, in recent months I have spent some time looking for available concept art positions across the UK in anticipation. The available entry level positions are spread out between games studios and concept art-specific studios. The number of available positions is encouraging, but as is the case with concept art positions (and all games industry positions), the competition is palpable.

I'll touch more on these things in future posts, as I've become aware how easy it is to turn these blog posts into monotonous walls of text. So I'll try and wrap things up. 

 In the coming weeks I'll be covering: 

-my planned trajectory for the duration of the module - week by week.
-who I'll be attempting to contact from industry and why.
-my PDP. 

The PDP is expected to contain the following elements: 

·         A Portfolio of related work along with any associated development work.
·         A synopsis of the work being submitted. - I may do this through my blog. Perhaps a website would serve better, will be considering further. 
·         At least three personal extensive dialogues with industry practitioners, as well as evidence of research and subject engagement in keeping with Masters level study.(Critical, informed responses, opinions etc.)
·         A report of no more that 2500 words, detailing the course of the project and the challenges presented by the chosen specialisation. Evidence of an awareness of any particular issues that arose, and how these were overcome, are of particular importance. - Self-reflection.

Coursework Tasks:

1)         Demonstrate evidence of a detailed investigation and awareness of a chosen area of specialisation within Video Game Development.

2)         Formulate a rationale as to why they feel a particular area of this discipline is best suited to their skills and sensibilities.

3)         Deliver an approved portfolio of work in line with professional expectations in that chosen area, after discussion with module staff.

One final thought being a reflection on something Ken said during the lecture: The games industry is not constant, that is to say, the roles differ from studio to studio, and this should naturally be considered in all of my work for this module. 

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