Showing posts with label UDK. Show all posts
Showing posts with label UDK. Show all posts

Tuesday, 13 March 2012

Term 4 - Less Learning, More Application

So, I guess our final project is here. We have taken the first steps in creating the focal point of my efforts at VFS. It feels both good and bad.

If you follow the blog you know that Term 4 was hyped as the toughest term of them all, with the full pre-production cycle stacked on top of a normal class load. The truth is that most of our instructors have taken that into account this time around, and the new and improved workload reflects that we want to spend much of our time planning our final project. There is still plenty to do, but it isn't overwhelming.

This is really good news. I'm really pleased to see my skills growing, and it's pretty satisfying to look at environments in Modern Warfare 3 or Mass Effect 3 and know that I could build them in UDK. With the assets of talented artists, of course. Still, it's nice to feel like there's a bit of breathing room before we launch ourselves full-blown into production of ROBit (our final project).

After six months of concentrated learning, we are now mostly just applying those skills and building useable assets. The artists are creating 3D characters in Maya, the programmers are coding minigames, and us writers and level designers are, well, writing and building levels.

I should admit that I *am* a little behind when it comes to Kismet, the visual scripting language in UDK. I've learned that new software doesn't come to me very easily, and the standard classroom setting doesn't work well to teach me the software (especially when the classrooms are as hot as 28 degrees). I've made a number of suggestions as to how our UDK classes could be structured to encourage good planning, better learning with lessons that would stick, and more effective personal work pipelines that we will need in the industry, anyway. Things to discuss with Dave when I apply to be a TA, and if I get the job.

Did I mention that we've made our decision on our final game? We have, and I've written about it on our dev blog over at http://livefirestudios.wordpress.com/. As a side note, I will be posting a little less here as the weekly posting schedule at LiveFire takes over that time. If you forget the URL, just google LiveFire Studios or Ikesgamingblog and click the first page that it pulls up. :)

Anyway, I'm working on some exciting projects right now. I have created a shotlist for the emotional cinematic (basically an in-game movie) I hope to make later this term, and I have some mission and environment planning to do for my UDK classes, but otherwise it's just design and management on our final project.

That should cover it for now. If you really want to keep up with my activities here at school, you should really go check out the LiveFire dev blog at the link I dropped earlier.

Thanks for stopping by.

Thursday, 23 February 2012

On Deck: The Toughest Term Yet

Term 3 has come to a close and I have a three-day weekend to enjoy before getting back to work on what has been hyped as the new toughest term in the program, Term 4. The reason? Term 4 stacks the entire pre-production cycle for our final projects on top of a standard course load (and if you've been keeping up, a standard course load here can become hectic in a hurry).

There is much to look forward to. I will be learning how to build machinima (in-game cinematics) in the story stream while continuing to build my skills with UDK. I will get to fully test my abilities to guide my new team, and I will have my two favourite instructors—Chris Mitchell and Olivia Bogacki—back this term to improve my processes, expand my horizons, and tell me what to do if I lose my mind. 

With so much work to do it would be easy to relax a day too many and fall behind, but I keep tabs on the students who have come before; their advice usually constitutes the very practical "be proactive and work hard." I'm about as ready as I can be.

Over this break I have a list of 10 priorities that I want to take care of before I start again on Monday at 9:00AM. One of the lowest-priority items is posting what you are now reading, but when I have a lot to do I like to knock a few lighter items out of the park to build momentum for the tougher items. Here are a few of them.

1. Apply for the Associate Producer job at Irrational Games. http://irrationalgames.com/studio/careers-at-irrational/production-associate-producer/

2. Hold a LiveFire Studios meeting to discuss our priorities heading into T4.

3. Spend three hours each on making matinées and editing materials in UDK.

4. Get Pistol Reef internet-ready with the help of my Flash team.

5. Go through the business cards I collected this past term and contact the industry professionals to thank them for their time and establish connections.

You'll have noticed that some of those items are multi-parters, particularly applying for that very appealing job with Ken Levine and Co. Applying for that job involves updating a resume that will be so different from the previous iteration that I wonder if I shouldn't just start all over. Many new skills, many new featured projects, and even a new career direction. Stack a cover letter on top and you have a lot of work.

The only qualification I am missing is that I haven't shipped at least one title, but my years of experience as a manager could combine with the very targeted experience I am earning now in school to provide a strong case for equivalency. Without fooling myself, there's a possibility that I would be considered as a candidate. I don't really expect to get a call back, though. 

It might make sense to hire me on paper, but if that was all it took I would have been hired at BioWare almost 10 years ago. No, I'm doing the work to get a leg up on the job hunt. I will be actively looking for work from here until I graduate. For that I will need business cards, an updated resume, and good portfolio pieces.

I mentioned the job application to one of my peers in the program—an artist named Jay—and he asked me what I would do if they offered me the job. After some discussion I realized that the only thing I could do would be to ask them to start my contract with them after school was done. Not only do I want to finish the program here and earn my diploma (with an honors average of 90+), but my team is relying on me to work my ass off over the next six months.

I'll keep you posted on my progress.

Thanks for stopping by.

Thursday, 17 November 2011

UDK is Now my Acquiantance

It's been a week again already, and class is just minutes way so I'll need to keep this

We've been introduced to some new software again this term, which is no surprise. Being brand new to UDK and heading for the Level Design stream, I decided to spend some serious time with it over the weekend as I prepared for our first "architectural" level. The tutorials at 3DBuzz.com are pretty good, and I spent a LOT of time on that first level, but it turned out great. Have a look.





It's just a couple of large rooms, but I have just shy of 500 static meshes in there, many of which are in the ceilings as pipes and wires, or disguising the frankly ugly and unnaturally sharp architecture you get when you apply materials to the bare walls.

Anyway, I have a lot yet to learn, especially when it comes to the lighting, sound, and fluid actors (like water). You can't see it in the screens, but there is a layer of water under the grates. I would have liked to have had a very subtle dripping sound, but I didn't have access to that.

Anyway, class time. Let me know what you think! Thanks for stopping by.