Tuesday, 20 December 2016

Task 7 Career Development Materials

Career Development Spreadsheet:


Dream Job
Uni course to join
College grades needed
Uni grades needed
Entry level / Work experience
Job Experience
Dream Job?
Audio Engineer
UCAS Tariff Points: 120 points required. (Minimum 80 from two A Levels or equivalent, excluding General Studies).
If you're applying via UCAS, find out more about how your qualifications fit into the UCAS tariff.
Additional Requirements: GCSEs: GCSE English Language and Maths at Grade C or above (Grade 4 for those sitting their GCSE from 2017 onwards) or equivalent. Key Skills Level 2, Functional Skills Level 2 and the Certificate in Adult Literacy/Numeracy are accepted in place of GCSEs.


Example:
GIANTS Software

Qualifications Required:
Degree in Audio Engineering or comparable
At least 3-5 years experience in audio engineering
Experience creatively producing sound effects for video games
Experience working with professional audio editing tools
Knowledge of latest audio equipment, field recording and SFX libraries
Good discipline in following a predefined process
Good German and English skills (spoken & written)
Ability to meet tight deadlines while maintaining a high quality output
Willingness to work in a team as well as self-directed
A strong passion for video games

Qualifications Preferable:
Game industry experience preferred
Farming or technical background


Soundtrack creation


Ambient Music creation
Animator
Entry Requirements
UCAS Tariff  Points:
112 at A2 or equivalent (which can include Foundation Diploma in Art & Design). A Level General Studies is not accepted
Specific GCSE Requirements:
GCSE English Language at grade C or grade 4. Equivalent qualifications (eg. Functional Skills) may be considered
Non Tariffed Qualifications:
112 UCAS Tariff Points from Access to HE Diploma in a relevant subject with at least 45 credits at Level 3



Amiqus are working exclusively with an AAA games studio based the South East of the UK in their search for a talented animator. The studio have received critical acclaim for their previous title and are now looking for a motivated individual to join their team as they continue to raise the bar for quality animation. 
You’ll be responsible for both key frame and Mocap animation for both creatures and characters, there will be a heavy focus on motion capture editing and clean-up so previous Mocap experience is essential. You’ll be rewarded with a great work life balance, extremely competitive salary with relocation assistance and the opportunity to join a team focused on creating cutting edge games. 

Essential skills: 
MayaMotion Builder
Knowledge of the principals of key-frame and motion capture technology
Experience of character, facial and motion capture pipelines
Experience of character rigs and facial animation solutions
Experience of Unreal Engine (preferred, but not essential)


Animation of characters
Game Artist
(Character Artist)

ENTRY CRITERIA

To be considered for this course, you will require:-
CCC – BBB at A2 Level
MMM – DDM at Extended Diploma Level
A proven interest in this area
Applicants are expected to have at least a 'C' in GCSEs Maths and English.
Non-UK applicants will need to have an English Language qualification at International Level B2 or higher, such as an IELTS of 6.0 or better (with no component below 5.5).
Students with equivalent qualifications will also be accepted.


To be considered for this role we need to see:
A very strong portfolio which showcases your best character work
You have worked on at least two shipped titles
Ideally good low and high poly modelling
UV mapping and 2D Texture creation
2D concept and some rigging would be awesome!


Creation of Beloved Characters and Characters that will be known in the history of Video Games
Level Editor
Entry Criteria
Five GCSEs at grade C or above, including English or equivalent, plus one of the following:
Normally 120 UCAS points from at least two A-levels or equivalent, with Art and Design at grade B or above or
Art and Design BTEC National Diploma/ Extended Diploma at DDM or
Pass in the QAA accredited Access to HE Art and Design course with at least 15 level 3 credits in Art and Design at Distinction. English GCSE required as a separate qualification as equivalency is not accepted within the Access qualification. We will normally require students to have had a break from full-time education before undertaking the Access course or
International Baccalaureate: 30+ points including Art and Design at higher level grade 6 or
Art and Design Foundation Diploma: Pass 
Portfolio Required: You will also need a good portfolio according to the course guidelines as part of your application 
Interview Required: Yes, international students will be interviewed via Skype. 
We welcome applications from mature students with non-standard qualifications and recognise all other equivalent and international qualifications
English language – If English is not your first language we require an English language level of IELTS 6.0 with 5.5 in each component or equivalent


Desired Skills and Experience

Previous experience in level design roles (shipped at least 1 successful console game in this position).
Capacity to understand creative direction of the game and extend it inside level creation
Comfortable working within a fast moving, multi-disciplinary team
Experience in Action / Adventure genre
Experience of using 3D level editors and scripting systems
(Unreal Engine 3 or 4 is a plus).
Passionate about games, art, design and a keen eye for detail
Ability to work with remote team.
Good working knowledge of English


Work in levelling in within RPG’s and also work with environments in MMORPGS



CV For the Industry:

As I have not got a finished CV I have one as a "Dream CV" that will act like a sample. 


Any other information about the artist: http://www.ericv3d.com


Portfolio:

As I am doing dream CV I will also include dream Portfolio or Portfolio that I could reach in an amount of time with the right effort and work.
(I will use the same artist in this example)

These are some models that are from his personal work:

http://www.ericv3d.com/new-gallery-4/

ClassCharacter1_Render_MID.jpg

LunchCrunchCartoons.jpg


Business Card:
Image result for Business card games industry

Image result for Business card games industry
Examples like these ones shows creativity and something different. If I ever have a business card for my business or just myself I want it to be different, to do this I want to put something mine in the card and make it unique.

How may it help and Why? 

The examples I have given so far can "teach" me and make me understand an overall entry requirement for a specific area. This will help me with "standard" requirements.

It also shows what I will be doing in the future if I get a job in that specific area of working.

Also, I have chosen these examples because of my background, I am more familiar with Art and Design so examples such as the Artist Eric J. Valdes help me and help me goals to success.



Task 6 Using Project Management Techniques


Recce Report.

Recce Report
Pros
Cons

Wii U


Easy to record as it is small and compactable.
Lot of exclusives.
Backwards compatibility with old Wii games.
Off-screen play. 
Lack of 3r party support.
Game droughts.
Weak hardware.
Online interactions and communications surprisingly weak. 

Video Game Capture card

Record both console and PC.
Good quality.
Playback option (Software has to be open.
Small and compactable.
May not be compatible.
May end up broken.

The recce report has helped me in different ways, it helps to produce cons and pros of X place, method, consoles etc (Example). Gives a clear picture and it helps to develop a better understanding of what it is being shown as the example. 
 Cons: 
May not be as detailed as it should

Pros:
It help to produce pros and cons of what we are focusing on 

Risk Assessment.  


Hazards
List what could cause harm from this activity

Who exposed
List who might be harmed from this activity

Control measures
For each hazard, list the measures you will be taking to minimise the risk identified

Risk
For each hazard, decide level of risk once all your controls are in place
1
Equipment that ends up broken
Students – Teachers
Being careful with equipment and using the equipment correctly.
Medium
2
Budget
Students
Use equipment that is already owned, and do not use more money than what was in the budget in the first place. This will keep
Low
3
Noise/High level sound that disturb production
Students
Locate a place in where you can record and there is no one around, ask family to keep silent while the recording happens. 
High
4
Talent release contracts
Students
Make sure that the people that are being recorded have signed talent release contract.
Low
5
No backing up data
Students – Teachers
Make sure that the keeps being saved every certain time.
High
6
Cables around lead to trips and falls
Students – Teachers
To ensure security, the best idea is to put everything in order, tied up the area and do not leave anything around.
Medium
7
Any electric equipment around water/liquids
Students – Teachers – Equipment itself
Make sure that any liquid is far from electronics.
Medium
8
Arguments over gaming discussion can lead to a fight or unnecessary physical actions
Students
The filming should be friendly and fun, if the gameplay is from a Fighting game or racing game, that may imply playing with other people in the same room. Make sure that games are played with people who will not be mad and start over a game, so fights and violently discussions are not started.
Low






















Pros: 

Looking at mainstream information security doctrine, risk is a basic metric in security management.

After creating risk assessments,  appropriate controls are put in place to ensure reasonable and appropriate protection and to ensure the elimination of all risk. 


Cons: 

They can correctly and unambiguously compare only a small fraction of randomly selected pairs of hazards and can assign identical ratings to quantitatively different risks.



Contracts. 

Contracts are spoken or written agreements between two or more parties (Usually is 2 parties), this agreement is enforceable at law as a binding legal agreement. The most common type of contract in within the game industry is a contract that has to do with employment.
Examples of Employment contracts:

Zero Hour Contracts: 

Zero hour contracts (Casual contracts) are usually for "piece work" or "on call work".

This means:

  • They are on call to work when you need them 
  • You don't have to give them work 
  • They don't have to do work when asked 

You can’t do anything to stop a zero hours worker from getting work elsewhere. The law says they can ignore a clause in their contract if it bans them from:
  • Looking for work
  • Accepting work from another employer

You are still responsible for health and safety of staff on zero hour contracts. 

Full-time and Part-time: 
As an employer you must give employees: 
  • A written statement of employment or contract
  • The statutory minimum level of paid holiday
  • A payslip showing all deductions
  • The statutory minimum length of rest breaks
  • Statutory Sick Pay
  • Maternity, paternity and adoption pay and leave
You must also: 
  • Make sure employees don’t work longer than the maximum allowed
  • Pay employees at least the minimum wage
  • Have employer’s liability insurance
  • Provide a safe and secure working environment
  • Consider flexible working requests
  • Avoid discrimination in the workplace
  • Make reasonable adjustments to your business premises if your employee is disabled 
The next example is a really common example in the games industry, the next contract is for Freelancers 

Freelancers: 

If you hire a freelancer it means that: 

  • They are self-employed or part of other companies 
  • They often look at their own tax and national insurance contributions 
  • They might not be entitled to the same rights as workers, an example is Minimum wage 
  • You are still responsible for their health and safety 



Game Design Documents 

This type of document is a highly descriptive living design document of the design for a video game. 
A GDD is created and edited by the development team and it is primarily used in the video game industry to organize efforts within a development team. The document is created by the development team as result of collaboration between their designersartists and programmers as a guiding vision which is used throughout the game development process. When a game is commissioned by a game publisher to the development team, the document must be created by the development team and it is often attached to the agreement between publisher and developer; the developer has to adhere to the GDD during game development process. 
The game design document has a structure, The purpose of a game design document is to unambiguously describe the game's selling points, target audience, gameplay, art, level design, story, characters, UI, assets, etc. In short, every game part requiring development should be included by the developer in enough detail for the respective developers to implement the said part. The document is purposely sectioned and divided in a way that game developers can refer to and maintain the relevant parts.

The majority of video games should require an inclusion or variation of the following sections:

  • Story
  • Characters
  • Level/environment design
  • Gameplay
  • Art
  • Sound and Music
  • User Interface, Game Controls
Some of this sections may not appear in the Game Design Document.

These documents have helped me to develop a knowledge about the contracts within the game industry, they have taught how they work and how I may used them in a future. I will use them once I have a job opportunity and I will know how the contracts is broken down and how it works.