Thursday, 5 December 2013

personal statementy

I want to go to higher education because I want to be able to programme games if not I would like to design games the reason for this is when I was a child I would spend all my free time playing games on all the consoles that were available to me at the time and the console I spent most time on was more than most others were the PlayStation 2 however I did play PlayStation 1 games as well some of the games that I had played were Abe’s oddysee, drakenguard, tekken 2  ,kingdom hearts
I am applying for this course because I it is my dream job to be a games designer / programmer in the future. In order to do this I need to have knowledge in the area of the job to going to university is the best route to doing this.
I am currently doing a level 3 in games arts and interactive media so I know the basics on software and techniques in designing games.in this
I think that I am going to be suitable for the course because I have used some of the same software’s that they use on the course like Photoshop, flash, 3-DS max , UDK , after effects, etc…
 In flash we have made flash games using action script 3 this helps with the course I am applying    for because it uses code to be able to make the game work the games I made used hit tests stage limiting bringing on player and enemies lasers and moving the lasers changing scores lives etc.
I had a few Demos on unity in those demonstrations we had created a environment as a gallery so I could use and a portfolio so you could have more ways to do it we also made 3 games in unity with c# the games all involved a player in a 1st person view and moving the games involved dodging cannons, running around platform and solving a maze  
Also besides the course that I am currently studying demonstration’s I have taken part in demonstrations for U.D.K in that we made a simple level which included adding assets ,lighting ,items ,etc.
We have also used 3Ds max so I got knowledge on 3d modelling at a level 3 some of the things that I know how to use are converting to polygons and modifying the polygons to get the shapes that can help to create assets, buildings soapbox cars etc… also I have used 3ds max to be able to add filters like lattice taper turbo smooth.
I think that I am interesting because I get along different kinds of people I also have completed a duke of Edinburgh bronze level in order to get this I had to develop skills and volunteer to help people in the community as well as being able to get along with more people and work in groups to achieve best results
My hobbies are playing games; reading and researching about ways how I can develop my skills some examples of the games I play is league of legends, tera, Pokémon, blue dragon, tekken, street fighter, my favourite genre of game is role playing and fighting games I hope to have a future in making them
One of the units we had to create a document for the aquarium as an outcome I had created 3 games one was a memory game, one was a helicopter game and the other and a find the object the reason that this relates to experience is because we had to do it in professional manner
My future plans are that once I leave university I hope to get a job in industry as soon as possible to get working in a job that I know I will love and enjoy and pay off the student loans as soon as possible that way I will be able to live a life of my choice and that my choices make a difference the degree will help me in doing this by what I will learn on the course and apply it in real life situations
In my current course work using on blogs the blogs are how I have gotten used to updating work and showing that I’m making progress. If I use a blog on my next course I think it will help me succeed by having notes online.
With notes to access anywhere it helps to be more organised which will increase the odds of getting the most out of the time at university and soon as it will be on programming I can also make notes of codes that I can reuse when I get a job in the industry. 


Friday, 29 November 2013

portfolio research








current c.v

Jack Byron Challoner
D.o.B: 27/03/96
Address: 27 Pillar Walk, Plymouth Southway, PL6 6JX
National Insurance Number: PA 85 65 97 B
Mobile: 07939347958
E-mail: jackchalloner@hotmail.co.uk

Education
2007 - 2012
Tor Bridge High
2012 - Present
Plymouth College of Art

GCSEs:
Mathematics - B
I.C.T. Functional skills level 2- Pass
Nationals Art- B
GCSE Art -B
English Language - D
English Literature – C
Mathematics Functional Skills level 2 - Pass
Science GCSE Core –B
Science Additional –C

Current Education
Extended Diploma In Interactive Media and Game Arts Level III

Personal Profile and Skills
I would like for you to take the time to let me to tell you a little about myself in the hope that you would consider me for a position, or should an appropriate position become available, you will keep me in mind.
I am an enthusiastic person who communicates well with others. I am hard working and strive to achieve tasks set before me with a positive attitude. I work equally well as an individual using my own initiative or within a team bringing a friendly, reliable, supportive and fair member to the team. I am a polite and confident person with an interesting personality and an easy disposition.
I am now currently studying Interactive Media and Game Arts at Plymouth College of Arts, learning a range of skills that include writing computer code, Graphical arts and working to briefs and timescales.
Work Experience
Customer Services at Plymouth City Council – I had worked here for 1 week whilst I was still in secondary school, as a Help Desk Advisor. It was a busy time of year when I did this. Here is a brief list of some of the tasks that became my responsibility during the week:
·         Emails,
·         Manning the reception, where I dealt with members of the public and took telephone calls dealing with their requests and directing them to people who could assist in their needs
·         Shadowed people in the workplace, where I got an understanding of how the different departments work and run alongside each other within the council.
·         Health and safety with computers,

·         Worked with IT staff and using my statistics skills I applied them working with the excel programme.

portfolio templates

Thursday, 7 November 2013

Business card research


This design I like because its colours catch attention with its style with its use of triangles 





this design I like the look of  games this looks good to me because I have an interest in games 


                       

I created my own business card this is what I had came up with











Thursday, 3 October 2013

contextual studies

Contextual studies

We have been asked to research certain era out of this list I had decided to look at
Viking Norse warriors

we have to research 


They time that they Lived

they lived from  800 AD to 1050 AD this is a list of the Vikings leaders  

Important events

Ragnarok - Ragnarok was known as the end of the world which was including the 3 frozen winters, death to the gods 

Battle of Brávellir


Battle on the Ice of Lake Vänern

Fimbulwinter



Their myths and legends

Gods

Aegir – Norse God of the sea. Married to Ran and lives under the waves near the island of Hlesey.
Aesir – A group of warrior gods led by Odin who inhabit Asgard.
Balder – Son of Odin and Frigg. Known as a gentle and wise god. Killed accidentally by his brother Hod. Will return after Ragnarok.
Bolverk – The alias Odin adopted when disguised as a giant to win the mead of poetry.
Bor – Son of Buri and father of Odin, Vili and Ve.
Bragi – The Norse God of poetry and eloquence. Son of Odin and husband of Idun.
Buri – Ancestor of the Norse gods. Created by the cow Audmula licking him from ice.
Day – Son of Night and Delling. Said to ride around the earth on his horse Skinfaxi.
Earth – Daughter of Night and Annar.
Einherjar – Band of dead warriors in Valhalla who await Ragnarok.
Eir – Goddess of healing
Fjorgyn – Lover of Odin and mother of Thor. Also referred to as Earth.
Forseti – God of Justice. Son of Balder and Nanna.
Freyja – Main goddess of the Vanir (fertility gods). Daughter of Njord and sister of Freyr.
Freyr – Important god of the Vanir. Son of Njord and brother of Freyja.
Frigga – Main goddess. Wife of Odin and mother of Balder.
Fulla – Goddess servant of Frigga.
Gangnrad – Pseudonym of Odin when he visits Vafthrudnir.
Gefion – Fertility goddess. Associated with the plow. Tricked the king of Sweden out of a tract of his land.
Grimnir – Pseudonym of Odin when he visits his foster son Geirrod, King of the Goths.
Gullveig – A Vanir goddess (probably Freyja) who is burned three times by the Aesir.
Harbard – Odin disguised as a ferryman when he wrangles with Thor.
Heimdall – Watchman of the Norse gods and owner of the horn Gjall. Son of nine mothers. Often identified with Rig, the creator of three races of men.
Hel – ruler of Helheim, the realm of the dead
Hermod – Son of Odin. Rode to Hel to try and rescue his brother Balder.
Hod – Son of Odin. A blind god who accidentally killed his brother Balder. he will return after Ragnarok.
Honir – A long-legged, indecisive god. Sent to the Vanir to seal the truce between them and the Aesir. He will survive Ragnarok.
Idun – Guardian of the golden apples of youth and wife of Bragi.
Lofn – Goddess of ilicit unions.
Loki – The sly, trickster of the Norse gods. Son of two giants. Also known as the Sly One, the Trickster, the Shape Changer and the Sky Traveller. Becomes increasingly more evil. He is responsible for the death of Balder. Bound until Ragnarok.
Magni – Son of Thor and the giantess Jarnsaxa. Will inherit Thor’s hammer Mjollnir with his brother Modi after Ragnarok.
Mimir – Wise Aesir god. Sent to the Vanir to seal the truce between the two groups of the Norse gods. Killed by the Vanir, his head is kept by Odin.
Modgud – Maiden guardian of the bridge over the river Gjoll in Jotenheim.
Modi – Son of Thor and the giantess Jarnsaxa. Will inherit Thor’s hammer Mjollnir with his brother Magni after Ragnarok.
Moon – Son of Mundilfari. Guides the moon on it’s course.
Nanna – Wife of Balder and daughter of Nep.
Narvi – Also known as Nari. Son of Loki and Sigyn who was killed by his brother Vali.
Night – Daughter of Narvi and mother of Day. Rides around the earth on her horse Hrimfaxi.
Njord – A Vanir god associated with wind and sea. Husband of Skadi and father of Freyja and Freyr.
Norns – Urd “fate”, Skuld “being” and Verandi “necessity”. Three goddesses of destiny.
Od – Missing husband of Freyja who she constantly mourns for.
Odin – King of the Norse Gods, God of poetry, battle and death. Chief god of the Aesir. Also known as the “all-father”, the “terrible one”, “one-eyed” and “father of battle”.
Ran – Wife of Aegir who dragged drowning men down with her net.
Rig – Pseudonym of Heimdall and the creator of three races of men.
Rind – Goddess and lover of Odin. Mother of Vali.
Saga – Goddess and drinking companion of Odin.
Sif – Wife of Thor whose golden hair was cut off by Loki.
Sigyn – Wife of Loki.
Sjofn – Goddess of human passion.
Skadi – Goddess of Winter and of the Hunt
Sun – Daughter of Mundilfari and guide of the sun.
Syn – Goddess of the accused at trial.
Thor – God of Sky, thunder and fertility. Associated with law and order in Asgard and guardian of the Norse gods. Son of Odin and Earth and husband of Sif. Also known as the “thunder god” and “charioteer”.
Thrud – Daughter of Thor. Promised to the dwarf Alvis.
Tyr – War god. Son of Odin who sacrificed his hand in the binding of Fenrir.
Ull – God of archery and skiing.
Vali – Son of Odin and the giantess Rind. Conceived to avenge the death of Balder.
Valkyries – Beautiful women who carried dying warriors to Valhalla.
Vanir – Fertility gods.
Var – Goddess of marriage oaths.
Ve – Son of Bor and brother of Odin and Vili.
Vidar – Son of Odin and the giantess Grid who will avenge Odin’s death after Ragnarok.
Vili – Son of Bor and brother of Odin and Ve.
Vor – Goddess who knows all.



Realms

Alfheim – The land of the light elves in Asgard
Algron – Island where Odin (Harbard) stayed for five years
Asgard – Land of the Aesir
Bilskirnir – Thor’s hall in Asgard
Bifrost - The flaming rainbow bridge between Asgard and Midgard
Breidablik – Balder’s hall in Asgard
Elivagar – The eleven rivers that flow from the spring of Hvergelmir in Niflheim.
Eljudnir – Hel’s hall in Nifleheim
Fensalir – Frigg’s hall in Asgard
Folkvang – Site of Freyja’s hall in Asgard
Franang’s Falls – Waterfall in Midgard where Loki, disguised as a salmon, was caught by the gods.
Gimli – Hall of the gods after Ragnarok
Ginnungagap – The void between Muspell and Nifleheim before the creation.
Gladsheim – Sanctuary of the Norse gods on the plain of Ida.
Glitnir – Silver and gold hall of Forseti, son of Balder, in Asgard.
Gnipahellir – Cave in front of Niflheim where the hound Garm is chained up.
Helheim – The realm of the dead in Niflheim, ruled over by the monster Hel.
Himinbjorg – Heimdall’s hall in Asgard
Hlesey – Island near the undersea hall of Aegir and Ran.
Hlidskjalf – Odin’s high thrown in Valaskjalf.
Hnitbjorg – Stronghold of the giant Suttung.
Hvergelmir – Spring in Niflheim under the root of Yggdrasill.
Idavoll – The central plain of Asgard. Contains the halls of Gladsheim and Vingolf.
Iving – River dividing Asgard from Jotunheim
Jotunheim – Land of the giants
Lyfjaberg – Mountain beside Menglad’s hall in Jotunheim.
Lyngvi – Island on lake Armsvartnir where Fenrir is bound.
Lyr – Menglad’s hall in Jotunheim
Midgard – The realm of mankind.
Mimir’s Well – Well of wisdom under the root of Yggdrasill in Asgard which is guarded by the head of Mimir.
Muspell – Southern land of fire guarded by the giant Surt.
Nastrond – Site of the hall of evil-does in Hel. The dragon Nidhogg gnaws at corpses here.
Niflheim – Land of freezing mist and darkness and home of Hel.
Okolnir – Land of warmth created after Ragnarok. Site of the hall of Brimnir.
Sessrumnir – Freyja’s hall in Asgard.
Sindri – Red gold roofed hall which will appear after Ragnarok.
Sokkvabekk – Saga’s hall in Asgard
Svartalfheim – Realm of the dark elves.
Thrudheim – Thor’s realm in Asgard and site of his hall Bilskirnir.
Thrymheim – Stronghold of the giant Thiazi which was passed on to his daughter Skadi.
Utgard – Realm in Jotunheim ruled by Utgard-Loki.
Valaskjalf – Odin’s hall in Asgard.
Valhalla – Hall presided over by Odin where the Einherjar await Ragnarok.
Vanaheim – Land of the Vanir in Asgard.
Vigrid – Plain in Asgard where the final battle will occur.
Vingolf – Hall of the goddesses in Asgard.
Ydalir – Ull’s hall in Asgard.
Yggdrasill – The world tree (Hodmimir’s wood)

Stories 

The Creation
The War of the Aesir anf Vanir
The Building of Asgard’s Wall
Lord of the Gallows
The Song of Rig
The Mead of Poetry
Loki’s Children and the Binding of Fenrir
The Theft of Idun’s Apples
The Marriage of Njord and Skadi
The Treasures of the Gods
Skirnir’s Journey
The Lay of Grimnir
The Necklace of the Brisings
The Lay of Thrym
The Lay of Vafthrudnir
Thor’s Journey to Utgard
The Lay of Hymir
Hyndla’s Poem
Thor’s Duel with Hrungnir
Odin and Billing’s Daughter
Gylfi and Gefion
The Lay of Harbard
The Ballad of Svidpag
Thor and Geirrod
The Lay of Loddfafnirr
Otter’s Ransom
The Lay of Alvis
Balder’s Dreams
The Death of Balder
Loki’s Flyting
The Binding of Loki
Ragnarok

rituals and traditions

Sacrifices 



Sacrifices were one of the biggest of traditions of the Viking age people and animals were sacrificed to their gods for example when a ship is lost at sea the crew will sacrifice to Odin for winds and Aegir for calm waters.The interesting part about the sacrifices were that they were taken part in the open. They had no priests or temples so they were held by the chiefs of the local area often the animals were sacrificed .
When sacrificing to a pacific god they would sacrifice in a certain way for example when sacrificing to Odin you must hang a person to him in the way how he was hung from the tree of life (Yggdrasil).

There was a story where there was a merchant ship lost at sea and they prayed for Odin winds. When they got to land they found out they had to sacrifice their king.To make him feel better they used string instead of rope and hung from a lower tree in addition to instead of using spears they used sticks  in anger Odin changed the string into a thick rope around his neck and the tree grew 3 times its height and the sticks turned into spears  he hang until he choked on his own blood.

Fight against Christianity

when the Vikings 1st started to sail around Europe they had a problem from the get go Christianity had started its conversion so often they would preach about one got and test Vikings for their gods to bring them to Christianity but the Vikings often attacked the churches because they were pagan so they didn't see the religion made sense so often they will attack the churches soon as they weren't Christian they didn't see it as unholy 
the Christian church was they ones who won by turning the Viking kings to Christianity and they forced their subjects to stop believing in their gods 

 


clothing


Vikings’ average height


Men: 171 cm

Women: 158 cm

Women’s clothing


The women usually wore long dresses or skirts which went down to the feet. Archaeologists have found numerous belt buckles in women's graves, located on the skeleton’s shoulders. This indicates that the women wore so-called harness dresses, which were held together with a strap over each shoulder. Other findings show that women also wore dresses with built-in sleeves.



The clothes were double-layered. On the inside, Viking women wore a linen base – a sort of petticoat, which was soft and had a cooling effect. The outer clothes were usually made from wool, which is a warm, but also a durable material.

Men’s clothing


The men wore the same materials as the women. The inner layer usually consisted of a linen kirtle – a long shirt which the men pulled over their heads. On the outside, the typical Viking man wore a woollen coat.

Like today’s men, Viking men wore trousers. These could be either short or long, and they were usually sewn in the style of pantaloons. These trousers only reached down to the men’s knees. 

Vikings’ appearance was marked by battle wounds


The muscular Vikings sometimes worked as farmers, and other times they were in battle.
The scientists cannot say, however, how much of the Vikings’ physical appearance has been characterised by wounds and lesions from fights, since superficial cuts or a missing eye cannot be detected on an ancient skeleton.
“But in male skeletons, we have found examples of sword wounds in the hip, which the man has survived,” says Harvig. “It’s not as if all of them have lesions, but it’s not uncommon either.”
She says it’s likely that the Vikings walked around with ugly scars. They didn’t have the modern methods of treating wounds and injuries that we have today.
So perhaps the image of an average Viking, as portrayed in the above picture gallery, only needs to be spiced up with a scar or two and that should bring us pretty close to a portrayal of what Vikings really looked like.


Thursday, 19 September 2013

plan for skill progression

This is my plan to improve my skills and keep track of what skills I have on it I have listed a few locations to find information and learning locations and I have listed what skills I want to improve as well as the past units that have been completed how ever it can be improved on my skill to develop I have until December to obtain those skills and keep adding to them in my free time

Thursday, 12 September 2013

higher education source courses

BA Honours Programmes – 3 years full-time or 6 years part-time
(Plymouth college of art)

Our three-year BA Honours qualifications demand an energetic and inquisitive approach to critically underpinned practice, which is central to all the programmes. As well as producing practical creative outcomes to a range of projects and live assignments you will also be expected to contextualise your ideas culminating in the writing of a dissertation which is often very influential on the development of practical work and vice versa. You will be expected to have obtained qualifications in a relevant subject at advanced level equating to 200 UCAS points (e.g. BTEC National Diploma, Foundation Diploma, A-levels etc) and / or have relevant vocational experience. This can be assessed from a portfolio at interview.

(http://www.plymouthart.ac.uk/artadvantage.php?pageID=59&courseID=24&misCourseCode=DFFT1A1314&courseField=course_info#.UjGgIMashcZ
september  2013)

I chose this course because one of the options I would look to be doing this course in case I choose to be either a character designer ,concept artist , 3D-modeller or level designer the reason I had chose this course cause this course specializes in the artistic side of games.

BSC (HONS) COMPUTING & GAMES DEVELOPMENT

The course balances games development workshops with core computer science topics, supported by mainstream computing modules. We actively encourage enterprise activity and provide a professional studio environment tailored to support agile development across new and emerging platforms.  
We see our students working across the independent and commercial sector as agile developers with a passion for games and related interactive systems, but with realistic expectations. We have excellent links with a wide range like minded companies, with regular guest visits, placements and related events.
Work individually and as part of an interdisciplinary  team to hone your skills, develop your portfolio and deliver live projects as you carve a niche in this fast evolving sector.(http://www1.plymouth.ac.uk/courses/undergraduate/4230/Pages/CourseDetail.aspx
september 2013)

 I chose this course in case I choose to be a programmer for games also they include a year industry practise so that would provide a huge amount of experience which will help in the future on a large scale.

Games Technology BSc (Hons)  (university of Bournemouth)
On top of this you will also be equipped with the relevant knowledge and skills to apply studio techniques for the production and recording of entertainment material. As music and audio are such important elements in games systems, there will be coverage of music and audio as part of this programme. The course looks at game development on the latest game platforms such as for example, XBox 360, and also addresses the growing area of mobile phone game development (http://courses.bournemouth.ac.uk/courses/undergraduate-degree/games-technology/bsc-hons/550/course_content-course_content/) september 2013)

I would choose this course if I were trying to become a programmer but if I went here I may have financial problems so if I were to go here I may have to take a year break to earn money.

Monday, 22 April 2013

locations where i would like to work

For international I had chosen to look at the company Blizzard for 
This company is based in California I would like to work for blizzard in the future because I  like the type of games they make on they have made 3 of my favourite games what they look for is someone who have at least a degree in the field of specialism 




for national I had chose lionhead studios the are well known for series of games such as black and white and fable franchise's.unlike Blizzard lion head rather tan looking for degrees they look more for experience rather than education they like at least 2-3 years worth of industry experience I had chosen lionhead for the detail in the graphics in the games that they make are top quality for the time they are made







And finally I had chosen remode for local because it is the a small company however they have a very 
are and marine based projects and due to the location and ideas they can take advantage of this by having a partner ship with the national marine aquarium giving them a venue to showcase their games whilst still having a matching theme .

Monday, 15 April 2013

job vacanices

this is a link to a script writing job in london
http://www.gamesrecruit.co.uk/JobDetail.aspx?id=14114



Computer Games Network Developer (C/C++)







Feral Interactive is currently looking for a Network Developer to integrate online and network play into our best-selling Mac games.

Initially, you would receive plenty of support, but our aim is that you will ultimately become our network guru, personally implementing multiplayer support in our games or overseeing a team of developers as they do.

This is a highly technical role: you will need a firm understanding of the IP Network Stack and should be more than comfortable shuffling bytes around multiple threads in real time. You will also need a holistic understanding of multiplayer support: we want you to play a major part in defining and developing an exciting new online system from the ground up.

This is an influential position for someone who loves a technical challenge. An existing passion for gaming or experience with gaming protocols is a definite advantage, but it is not critical for someone with networking skills from a different background.

What experience should you have?

- Significant professional development experience
- Strong C/C++ skills
- Experience of TCP/IP programming and socket APIs
- Good grasp of P2P vs. Client/Server topology and thread-safe programming


What else would help?

- A great degree in a technical discipline
- Experience in implementing game matchmaking systems: server advertising/broadcasting, quick game, etc
- Understanding of how to implement host migration for P2P topologies
- Experience with any of the following: Apple Game Center, Steamworks, Mac OS X, Objective C, Cocoa


What makes a great fit with Feral?

- A desire to do your best work all of the time
- Curiosity and a love of problem-solving
- The ability to work effectively without direct supervision
- Excellent written and verbal communication skills



What is in it for you?

Feral is a small company, but we are growing year-on-year and have a leading position as a Mac games publisher. You will be given significant responsibility from the start and that will increase as our team grows. You will work 40 hours a week, and unlike many game companies, we very rarely ask our employees to work overtime during crunch periods.

The salary is competitive and dependent on your skills and previous experience, but if money is your principal criterion, this is probably not the job for you.

We think Feral is a great place to work: serious, but seriously fun. We are a team of about thirty-five, so you will quickly get to know all your colleagues and will work directly with almost every one of them (including our managing director!) That means you will be involved in key parts of major projects from the off, and you will soon see the fruits of your labours enjoyed by our customers worldwide.


How do I apply?

To apply, please send your CV and a covering letter using the Apply button below.


Feral Interactive is a leading publisher and developer of Triple-A Mac games based in south-west London. Recent hit titles include Empire: Total War, Batman: Arkham City, F1 2012 and Borderlands.



Type:

Permanent


Location:

London


Salary:

DOE


Company:

Feral Interactive


Contact:

Ian Bullock


Posted:

17/02/2013 10:06:00


Reference:

GR/GR/GR/GR/G




Why this job


I had chosen this as one of the job vacancies because i think i might have potental as a script writer and I enjoy scripting an example of that i think i have shown required skills is when we were creating flash games for a client i had done all of the scripting for the games however it may have been another language but i want to learn c/c++

this company is based in sunderland

http://www.pitbullstudio.co.uk/jobs_code_game.php




Game Programmer



Summary
You will be working with a highly collaborative, international team of developers, working on a variety of projects and technologies.

Job function:
Develop game code.
Read and analyse unfamiliar code to understand and extend functionality.
Debug and fix defects of a reasonable complexity.
Develop solutions that address actual needs and to actively verify those solutions.
Offer advice and suggestions for improving the development process.
Be proactive and help with problem solving.

Skills Required:
Advanced understanding of C/C++ and Object Oriented Programming.
A good understanding of game development principles.
Experience of designing, implementing and supporting code for use by others.
Team player who knows the importance of listening to others.
Excellent oral and written communication skills.

Desirable Skills:
Extensive knowledge of the main gaming platforms and the requirements needed to develop for them.
Shader and GPU experience.
Unreal Engine experience.


Why this job

I had taken an interest in this job because like I had said in the last job except that it is on a game engine rather than flash for a mobile device
i also think that i can work well as a team member  for example when I was in a team on a project i would make sure others were doing what was required as well as doing my own work

this is an international job for character design

http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=33068&accountno=48212

Blizzard Entertainment is looking for an exceptionally skilled 3D character artist to join the World of Warcraft team. The ideal candidate has experience modeling and texturing a diverse visual range of characters and creatures. A solid grasp of form, structure, color, and light for both 2D and 3D art assets is essential. The character artist must be skilled in another form of art production as well -- illustration, modeling, texturing, animation, concept drawing -- and be well-versed in related tools --3ds Max, Photoshop, etc. The ideal candidate also works well in an environment with peers who are passionate about making great games.




Requirements

3+ years experience in game development modeling and texturing characters using 3ds Max and Photoshop (or equivalent 3D and 2D programs).

An exceptional understanding of human and creature anatomy and a keen eye towards form, shape, structure, and silhouette in regards to modeling.

Superior eye for light, shade, color and detail in creating texture maps.

Self-motivation, good communication skills, and a great team-player attitude.

Skill in one or more of the related creation tasks - illustration, modeling, texturing, animation, concept drawing.




Pluses

Have shipped AAA PC or console titles as a 3D character artist

Strong foundation in the traditional arts, including but not limited to figure drawing and illustration

A passion for developing online games

Understanding of the visual style of World of Warcraft and a passion to push it to the next level

Tuesday, 9 April 2013

occupational profiles


Lead Programmer - Computer Games


The Lead Programmer leads the programming team responsible for creating all the computer code which runs and controls a game. Programmers have various roles and specialisms including AI (artificial intelligence), game engine development, user interface, tools development, and physics. These are all overseen by the Lead Programmer who is responsible for the technical specification of the game and manages the overall code development process. It is also their job to make sure that everything happens effectively and on time. Lead Programmers are employed by development studios, either independent or publisher-owned. This is one of the highest paid roles in the games industry, reflecting the responsibility that goes with the role and the skills and experience required. This high pressured job can involve hard work and very long hours. The Lead Programmer must also inspire the creativity and technical excellence at the heart of game development.


What is the job?


The Lead Programmer manages the software engineering of a game from start to finish. In conjunction with other key team leads (eg the Game Designer, the Lead Artist, etc.) they develop the technical specification for the game, and then delegate the different elements to their team of programmers. The Lead Programmer usually compiles all the technical documentation for the software produced by the programming team and ensures the quality, effectiveness and appropriateness of all the game code. The Lead Programmer manages the production of the different 'builds' of a game (successive versions, each an improvement on the last), ensuring that coding bugs are fixed and appropriate solutions found (or as many as possible within the production time frame) to move the project forward, liaising with the Project Manager to make sure that all this happens on schedule. The Lead Programmer must also resolve any conflicts and provide support and guidance to the programming team, making sure that the programmers understand the specification and have the right skills and training to be able to do their jobs effectively. Lead Programmers will also write a substantial amount of code themselves.


Typical career routes


This is not an entry level role. A Lead Programmer will have considerable experience as a programmer, with hands on experience of different programming roles as well as team leading experience. It is the Lead Programmer's responsibility to ensure that appropriate solutions are found to all the programming requirements of the game. This can sometimes mean taking on any of the programming tasks themselves in order to complete a project, on time and within budget.


Essential knowledge and skills


The Lead Programmer must be both a team player and a leader. They have to be approachable and listen to what people need and want, both from other disciplines and within their own team. They must also be able to communicate their ideas and vision to the programming team, and inspire and motivate them to ensure that everything gets fixed on schedule. The role of Lead Programmer demands a combination of management and programming skills, including:


· hands on understanding of all programming roles (internal and outsourced);


· advanced programming skills;


· excellent people management and communication skills;


· tact and diplomacy;


· conflict resolution and problem solving ability;


· ability to multi-task;


· creativity and innovation;


· composture under pressure;


· Knowledge of the requirements of the relevant Health and Safety legislation and procedures.


The Lead Programmer must have a passion for games, and a genuine enthusiasm for the project they are working on, particularly the technical challenges it presents.


Training and qualifications


A degree in Physics, Maths, or Computer Science is usually a prerequisite for this role, although any degree course with a substantial programming element will suffice. Many new entrants also have a postgraduate qualification as well. All Programmers start in the industry with proven ability to programme in C++ (companies will usually ask for some kind of demo and/or ask candidates to work through a test). Sound knowledge of contemporary game hardware platforms, as well as the latest software development techniques, is also highly desirable. Experience is the key to this role. Lead Programmers must have a proven track record, usually at least five years working in game development as a programmer, and have experience of working across platforms and on the whole life cycle of projects. Advanced programming skills are essential and they also have to demonstrate considerable leadership qualities.


(http://www.creativeskillset.org/games/careers/profiles/article_4725_1.asp8th April 2013)


Why I chose this as one of my occupational profiles


I had chosen this as one of the occupational profiles because that scripting is one of the most important factors in a game for example a game can run its full functionality without the graphics with place holders however graphics can’t be a game without programming in one way or another


The lead programmer is similar to a normal programmer however he makes sure that all the other programmers are keeping scheduling and also got to be able to provide the majority of the code.


Level Editor - Computer Games


The Level Editor defines and creates interactive architecture for a segment of a game, including the landscape, buildings, and objects.


They must be true to the overall design specification, using the characters and story elements defined by the Game Designer, but they often have considerable scope to vary the specific look and feel of the level for which they are responsible.


The Level Editor also develops the game play for the level, which includes the challenges that the characters face and the actions they must take to overcome them. The architecture helps to define those challenges by presenting obstacles, places to hide, tests of skill, and other elements to explore and interact with.


The setting and atmosphere devised by the Level Editor can also give the player clues as to different ways of progressing though the level and the game as a whole.


Level Editors play an important role in game development, creating memorable environments and game play elements to satisfy an increasingly sophisticated and widening games audience.


They need to be inventive, and understand the design factors which contribute to an entertaining and absorbing game play experience.


They should also keep up to date with advancing technologies. Level Editors are employed by development studios, both publisher-owned and independent.


What is the job?


Working from the overall game design documentation, the Level Editor designs a portion of the game usually referred to as a ‘level’, specifying in detail all the possible actions and game play events which take place within that level; the environment, including locations, general layout of the spaces within the level, and thoughts about visuals, eg lighting, textures, and forms; the characters and objects involved, whether they are player controlled or non-player characters; and any specific behaviours associated with the characters and objects.


The Level Editor first sketches ideas on paper or using 2D drawing software. They have to imagine the playing experience, putting themselves in the position of the player, mapping out all the possibilities.


They need to think about the logic and flow of events and actions, the conditions that need to be met for certain things to happen, the challenges the player will encounter, and the game play that occurs as a result.


The ideas are then worked out in 3D and tested in the game engine, which produces further ideas. In consultation with the programmers and artists, the Level Editor draws up a detailed inventory of level ‘assets’ (all the objects and programming requirements needed to make the level run in the game in its final form).


Every asset can impact on the game’s performance and the Level Editor must understand the technical constraints the team is working to, eg there may be a limit on the number and complexity of objects that can be displayed on screen at any one time.



Typical career routes


There is no set route into this job, but it is rarely an entry level role. Industry experience is a definite advantage and candidates are normally educated to degree standard. Level Editors need an understanding of the conventions of game playing and also an awareness of the target market.


Many Level Editors are enthusiastic games consumers, and may well have gained experience through ‘modding’, which involves creating their own levels of published games using software toolkits provided as part of these games.


A Level Editor might progress into the role from various junior positions in the industry, eg working as a tester in a Quality Assurance department provides useful experience and gives an overview of the development process, access to software and tools, and insight to the different jobs.


Essential knowledge and skills


Level Editors must have good spatial and layout design skills, knowledge of 3D modelling, and a firm grasp of game design principles.


They also need to be very well organised. Game development is a collaborative process and Level Editors work both independently and as part of a team and they must be able to accept and give direction.


They train the testers to play the game and also work closely with artists and programmers, for which they need a practical understanding of programming and preferably some scripting language competence. This is a multi-skilled role, requiring:


· spatial awareness and the ability to visualise layouts; imagination and creativity;


· excellent communication skills (both verbal and written);


· IT skills and competence in the use of world editing tools;


· attention to detail and the ability to evaluate quality;


· knowledge of different platforms;


· a passion for games and knowledge of game design theory;


· knowledge of the requirements of the relevant Health and Safety legislation and procedures.


Training and qualifications


There are no specific qualifications required for Level Editors, but most entrants to the industry are now graduates. Degree subjects vary, but might include a design, engineering or software development element.


Level Editors usually need to be able to use industry standard 3D modelling packages, such as 3D Studio Max or Maya, and may also be called upon to learn and use game world editing tools developed by studios in-house.


The ability to sketch ideas on paper and model in 3D is also useful. Although complete fluency in programming languages such as C++ is not a definitive requirement for the role, competency in programming principles and in higher level scripting languages is highly desirable.


Industry experience is usually essential, as is knowledge of games spanning all genres. Most training is done in-house, and although there are now a few short courses in specific 3D modelling packages, most of these are not games specific. Creative Skillset’s regional training partners can advise about local opportunities


(http://www.creativeskillset.org/games/careers/profiles/article_4736_1.asp 8th April 2013).


Why I chose this as one of my occupational profiles


A reason that I had chosen level editor is that I think I would enjoy placing multiple objects to create a scene that makes the entire environment matches the story and characters making the world of the game seem more likely in my mind however this might not be the job I would like to work in the future due to not have tried doing this before.


Artist - Computer Games



Artists create the visual elements of a game, such as characters, scenery, objects, vehicles, surface textures, clothing, props, and even user interface components.


Artists also create concept art and storyboards which help communicate the proposed visual elements during the pre-production phase.


Some games try to look as realistic as possible while others aim for a more stylised or fantastical look and it is the Artist's job to model and texture characters and objects to achieve the desired result. The look of the game and its graphical detail is often a significant factor in a game's success, second only to its playability.


There are various specialisms within the art department, including 3D object modelling, character design, textures, environments, and so on. Each has responsibility for the creation of particular art assets with a game, but there is also a lot of movement between roles.


Artists are employed by development studios, both independent and publisher-owned. As well as producing graphics for the game itself they might create artwork for packages, promotional materials and websites.


What is the job?


Artists work under the supervision of the Lead Artist. They create art assets for the game according to the specification and they are usually responsible for managing those assets.


Some Artists specialise in the design of human figures and characters, others in buildings and landscapes, and some in textures for 3D objects. Artists must be aware of the technical constraints and capabilities of the platform that the game will be played on.


They must also take on board feedback from testers. Artists do a range of jobs which have different responsibilities and techniques, including:


Concept Artist – usually using traditional materials (eg pen and paper) rather than computer software, the Concept Artist sketches ideas for the game worlds, characters, objects, vehicles, furniture, clothing and other content. They also suggest level designs, colour schemes, and the mood and feel of the game. They are usually very good at perspective drawing and architecture. Although not involved in creating the actual game art, their concept will determine the look of many aspects of the game.


3D Modeller – builds the characters, objects and environments of the game, including life forms, scenery, vegetation, furniture, and vehicles, etc. They need to balance visual richness and detail with the constraints of the game's technology.


2D/Texture Artist – creates and applies textures to characters, environments and game items, such as the surfaces of walls and floors of buildings. This is also a highly skilled area, which requires considerable knowledge of lighting, perspective, materials, and visual effects.


Typical career routes


For most art roles, an art background and education is required. New entrants should also have some knowledge of the technical side of the work and fluency with appropriate software packages.


As most game art involves 3D graphics an understanding of the basic mathematical concepts involved is also often a prerequisite. A work placement undertaken during a degree course is a useful way to gain the industry experience that could lead to a first job.


Artists start off in junior roles and an important early decision is whether to specialise in 2D or 3D work. Artists may eventually progress to a team leader, Senior Artist or Lead Artist role.


Essential knowledge and skills


An art portfolio is a prerequisite and should demonstrate a range of work and originality of style.


Companies will also be looking for the ability to draw from life; knowledge of anatomy and architecture; the ability to convey facial expressions and emotions; and a flair for colour, composition, perspective, lighting and mood. Comic book art and/or storyboarding skills are useful for Concept Artists.


Key skills for all artists include:


· art and design skills


· Awareness of colour, modelling and texturing techniques;


· the ability to work as part of a team and independently;


· imagination and creative talent;


· attention to detail and observation skills;


· good communication skills;


· ability to work to a style guide;


· knowledge of the requirements of the relevant Health and Safety legislation and procedures.


Training and qualifications


Most Artists in the games industry possess a degree or HND in an art subject, such as fine art, graphic design, or illustration. Some courses offer work placements, particularly in areas where there is a lot of games business activity and a university or college course will also provide access to some of the high-end software packages.


Artists in the games industry work with 3D graphics packages, such as 3D Studio Max, Maya, Softimage, etc., and 2D packages such as Photoshop. They might also use software tools that have been developed in-house.


A lot of training is done on the job and there are also some short courses available. Creative Skillset's regional training partners can advise on local opportunities.


Why I chose this as one of my occupational profiles


Due to there being more than one form of artist I do not know what kind of artist I would be if I did for example I might chose to be a character design WHEN I HAD TRIED DOING SO I HAD ENJOYED DOING IT HOWEVER IT DIDN’T SEEM TO HAVE A GREAT OUTCOME AFTER A WHILE I THOUGHT THAT IF UI DID Decide to do so I would have to tune up my skills