Part 1:
In class on Monday, November 7th, 2016, representatives from Spacetime Studios came to speak to us. We were visited by the CEO, Gary Gattis, the Art lead, Eva Tran, and Bryant Wood, a game designer. Spacetime Studios makes games such as Pocket Legends and Call of Champions, which are mobile multiplayer games.
Bryant talked to us about the work that a game designer typically does. He showed us several screenshots of data tables and spreadsheets of all of the calculations and information that’s behind all of the mechanics and balances of their video games. I’ve never really thought about how much math is required to build the stats of enemies, armor, weapons, and the level of the player. I’ve always wanted to be an artist for games, but I think it would be really fun to learn how to do this too since I would say that I’m pretty good at math.
Eva talked to us about the different kinds of artists involved in video game development. She mentioned concept artists, 3D modelers, animators, UI/UX artists, and particle effect artists. I knew about all of those positions except for particle effect artist, but it was interesting to hear more details about how these play out in a team. I was worried about not being an animator, thinking that was the most marketable artistic position, but they said that only 1 or 2 were necessary for a team to develop a game. I think I’d love to be a concept artist or a particle effect artist.
There were a few things that I heard from them that really surprised me. When Eva was talking about being a concept artist. She mentioned that concept artists should draw 5 to 6 hours a day, as well as have background knowledge about architecture as well as many different materials and fabrics. She said that employment was all portfolio based and that hyper-realism was extremely valuable. All those things she said really scared me because I realized how much work I still have left to do and learn before I graduate, but I’m glad I heard it because it’s something that I need to know in order to prepare myself. I also found it interesting that sound is such an integral part of video game development, but they don’t have anybody dedicated to sound in their studio. I know that they’re mobile developers and sound effects aren’t as important for the games they develop compared to other games, but I was still surprised. I felt bad for my friends who showed an interest in sound because it seems like it can be a hard field to navigate.
Part 2:
I would like to ask Tammie Rubin a question or two in relation to an article I just read about her recently by the Austin American-Statesman called In delicate yet trenchant sculpture, artist traces family history. I would like to ask her to elaborate on a statement she made, “Working in ceramics is somewhat marginalizing,” because I don’t know what unique struggles an artist with her area of expertise would face. I’m also curious to ask her a bit more about her inspiration, as I know that her identity plays a large role in her work, and that she’s expressed disinterest in nature as inspiration.
Leave a Reply