How about giving udk, cryengine or unity a try?

I´ve found that spending time with udk, then cryengine helped me
grow as an artist,especially in terms of modeling and shading/texture mapping.

It is quite rewarding to have your own character run around and to play with it.

UDK is reasonably well covered on youtube to get into it and lets
you use most of it´s sample files as a base for your own prototype game,
including the default animation library to make bots run (at least for a start),
even if it is more difficult to make things work initially, that´s a good start.

Cryengine may probably feel easier to get into, because it´s sandbox and file 
structures
are more clearly recognizeable as from the windows/microsoft world but the 
small print
has to be read and properly understood, none of the sample files can be in your 
prototype,
IF you plan on releasing it for free or at all. Also, atm, the sample skeletons 
(in sample files 3.4)
don´t go well with the engine version 3.5.7, so you´ll have some grief making 
your own character
work with the cryengine animation system (in progress/change atm, too).

I would think unity is the most flexible option but I didn´t get around to play 
with it
sofar because I landed a job on a project which (as usual) pretty much brings 
everything
else to a halt.

In terms of movie vs. advertisement vs. games. I´m a male, tripple AAA 
blockbuster type of guy,
that´s what sets the bar and that´s where most of my money will go. Getting 
money out of it
I find more difficult, mostly because getting access to such projects is still 
difficult
in Germany, there´s only a handful of places to look for work at and overly 
generalizing,
they get those high profile jobs because they try to cut into that market, not 
because
they´ve set the reference for others. Again, that´s overly generalising and 
should not
be understood as speaking poorly of fellow artists. A great many of my former 
collegues
have moved away to get access to better projects&opportunities not sufficently 
available
to them here in Germany. Myself, atm I´m at a shop I like, nice projects and 
nice collegues
but I don´t know for how long this´ll be, simply given the amount of work 
available and competition
for these jobs on a show in general.

Personally, I´m looking forward to games, unreal engine 4 looks sickening good.

If I project that linearly ahead 1-5 years, bamm. Real, in real-time. With 
story.

Nice.

tim







On 02.03.2014 17:48, Francisco Criado wrote:
Same as Mauricio here, what i think is that these kind of games that have more 
a storyline like a movie than first person shooter games, are quite interesting 
in terms of
production.You see all the effort and detail they put in every area, and its 
quite similar.

In terms of ethics, selling coke, alcohol or cigarettes is the same as making a 
jackpot game or a fps game, in my opinion.
Just thought that working in a game production would be same like film or 
better, animated features, completely different than tv ads, where we are 
always running, and if someone
on the marketing office says "more red" people start crying, jumping from buildings and 
drinking energy drinks until they die! You know what they say, "ad, love it or leave it"

F.



2014-03-02 9:07 GMT-03:00 Maurício PC <goneba...@gmail.com 
<mailto:goneba...@gmail.com>>:

    That's actually a nice input and could generate a nice discussion about it.

    I do agree in some extend ... MMO is not something I would want to work, but take 
this game for example "The Last of Us", I thought they spend a lot of time 
creating a good
    history that works like a movie.

    So that game I would like to be a part of. I haven't played games in years, 
but after seeing the documentary I got a will to play this game at least.


    On Sun, Mar 2, 2014 at 9:01 AM, Stefan Kubicek <s...@tidbit-images.com 
<mailto:s...@tidbit-images.com>> wrote:

        __
        My very personal experience with games is that when you come from 
Film/Advertising you don't want to transition to games for two reasons:

        1.) Money. All the places I've been in pay considerably less than what 
you can earn elsewhere (esp. commercials), and telling a story or vision 
(assuming that this is the
        prime motivation in pretty much any artist, whether they know it or 
not) is a lot harder and convoluted than in pretty much any other media.

        2) Ethics. You produce something that steals peoples time on a much 
larger scale than any single movie or ad ever could. Online slot-machine type 
of games are even worse,
        where people can loose a fortune. I played a lot of games when I was a 
kid and I know first hand that they can be very addictive, and I don't want to 
make money exploiting
        other peoples addictions. To me that's just...bad karma :-)
        Educational games are an exception to that, but having certain expectations 
towards what is considered "quality" in a game (artistic and technical 
excellence, both of which
        usually require higher budgets than what is commonly available in 
education) will most likely make you want to do something else, or leave you 
frustrated. Mind you, during
        the making, and some time after,  I considered Manhunt2  the single most 
rewarding game I ever worked on (Rockstar), in which you can sneak up on people and 
"execute" them
        by poking their eyes out with a glass shard or choke them with a plastic 
bag. How f#%&§ed up is that? While most of this was so over the top up to the 
point where it was
        already strangely funny and entertaining again from a grown up players 
point of view, there are not only grown ups playing these kind of games, and 
many grown ups are not
        grown up to begin with. Of course you can lean back and say: Not my 
problem, it's peoples own decision what they play, and parents responsibility 
to look after their kids
        and what they play. Or you take responsibility yourself and just not 
make that kind of stuff in the first place.

        If anything, making computer games made me stop playing computer games 
entirely.




            they did an amazing job! does any of you guys that work on games 
came from film or comercials? i wonder how to make the translation to the game 
industry being a generalist.

            F.

            On Friday, February 28, 2014, Stefan Kubicek <s...@tidbit-images.com 
<mailto:s...@tidbit-images.com>> wrote:

                Thanks for the link Nicolas!
                Naughty Dog is completely insane when it comes to details and 
atmosphere - always outstanding work.



                    Interesting behind the scene of a good videogame,and some 
technical info
                    (Maya)
                    The shocking thing is that they key facial expressions.by 
<http://expressions.by> hand,which I
                    found completely insane...

                    Exclusive | Grounded: The making of The Last of Us 
<https://www.youtube.com/watch?v=R0l7LzC_h8I&feature=youtube_gdat>



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        Phone: +43/699/12614231 <tel:%2B43%2F699%2F12614231>
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