Sunday, 22 February 2015

Personal and Professional PRactice 3: 'Research' Studio Brief - Rockstar North

The next company that I wanted to look at was Rockstar, and Rockstar North specifically as this is based nationally for me and would be somewhere that I would love to work for in the future. When looking at images of their studio online it looks fantastic although a little busy, but the work areas a big and it creates a very social atmosphere for a large company. They have hundreds of employees working for them and I can see getting a job there rather difficult as they produce some really high quality games into the market.
One of the main reasons that I wanted to look at them is due to their work on Grand Theft Auto that they have been working on now since the release of Grand Theft Auto in 1997, the original game, now many later and they are still producing them, bringing the quality high with every single release. Its incredible to see where they have come from in just under 20 years. Rockstar North have always been the core of the GTA games, and work with the other companies as well located all around the world but North is the centre of it all.
But getting into here and working for them maybe more difficult than first imaging, not only are they ever improving there graphics and quality of game play every year but as a studio they use 3DS Max, something that I have yet to start learning, so the process for me applying for a job may be one further down the line. The following information is taken from a job they are currently advertising which is for a Props Artist, something that I am really interested in looking at but I do not yet fulfill all of the requirements and over the next summer is where I want to start honing in my skills and to begin learning some new software as well.

'REQUIREMENTS
-2+ years of post-secondary educational experience in 2D and 3D art production.
-3+ years of experience as a 3D artist within the gaming or similar industry.
-Preferably worked on released titles.
-Superior 3D art skills.
-Eagerness to learn new software tools and technologies.
-Possess a good knowledge of cutting edge shader techniques.
-Ability to work in a team setting, under deadlines and time constraints.
-Expertise in 3ds Max, Photoshop, or other technologies utilized in the production of game art.
-Strong technical background with ability to grasp new programs and systems quickly would be -advantageous.
-An ability in photography or the willingness to learn is highly desirable.
-Ability to work with a high degree of self-direction and motivation.
-Strong communication and time management skills.
-Able to prioritize and multi-task.
-Creative nature with strong problem solving skills.'
(Source)
On their main website (Source) they did have a really good bit of information though, to use as an approach for a portfolio which I will definitely look at doing for when I begin to put it together later on in the year. 

'When putting your portfolio together it is important to show the breakdown of your work. For example you should show how a model was created – broken down with wireframes and polycounts - and also how it was UV’d and textured, with requisite shader passes. Working timescales for assets are always good to see.'

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