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jueves, 28 de mayo de 2015

Reflecting upon this year

Hello! This blog post is a shorter, more informal version of the reflective essay we had to submit a few weeks ago.


My second year as a Game Art Design student at De Montfort University has been a journey of personal growth and self-acceptance of my own weaknesses and strengths. It has been a period of change and transformation, a time for experimentation but, above all, it has been a stage for important decisions to be made.

Working in a team has been a positive and rewarding experience. Every group project I have worked on this year involved a process of adaptation. From time to time I disagreed with the group and in some cases one would attempt to enforce an idea, resulting in an uncomfortable situation.  To begin with, I found it difficult to convey my ideas and thoughts and I felt invisible to the rest of my team members. This could be attributed to a lack of confidence in my own skills, as I am an introverted person.

As I progressed through the year, I gradually came to realise that my ideas were at least worth consideration and that certain projects could have been different with my input; I wanted to be heard. It was not until the Container City project that I broke through the shell and began to have a bigger impact on group work.  

Being part of a team has given me a sense of responsibility and tolerance. Working together meant we were able to share the workload, thus achieving a higher productivity rate within the time limit. As artists we work in diverse manners, with different speed and it is only when we move in accordance to our colleagues that we progress. I have experienced both sides of the spectrum this year, for example working in fast-paced dynamic teams would occasionally result in falling behind on my work, which made it seem like I was slowing our productivity. I discovered the complexity of adapting to a pace one is not comfortable working at and I learned that rather than riddling myself with guilt I should strive to contribute faster every time. On the other side of the matter, working within a team with a lower productivity rate can often become frustrating.  If I would try to push each one to produce work faster then it would only decrease performance. Therefore, the only available action was to be patient and encourage them to work harder via positive reinforcement. In theory this may have been the correct method, but it also proved to be tasking in terms of meeting a deadline.


Also, this year has been demanding in terms of technical skills required and I have been under constant pressure to achieve the expected high level of commitment to the course. From day one I was asked to produce vast amounts of work over small time periods. I also switched from working in traditional media to digital media (with exception to life drawing) almost instantaneously, which I found overwhelming. Furthermore I had to change diffuse and specular maps methods for PBR texturing. It was difficult to adopt this complex method and I struggled trying find the logic behind it, causing much frustration. As the year progressed I began to understand the concept of PBR texturing in depth and it resulted in lower stress levels, whilst instilling a boost of confidence to my skills as a game artist.  
 On the Visual Design side of the course I went out of my comfort zone by using new methods of creative designing such as silhouette design and photobashing. 

The biggest challenge I have faced this year has been presented in the Off the Map competition, sponsored by GameCity and the British Library which we just finished.  In such an ambitious project I set high expectations for myself, thus I decided to create a fully animated rabbit that would run through the level. Our course promotes independent learning and as one progresses into third year the amount of taught lessons decreases, meaning for this animation task I was to work alone. I sought help from books and video tutorials and gradually the pieces of the project began falling into place. As the project continued, I became familiar with independent problem solving and, because of this, partially losing contact with teaching staff was not a huge concern. I now realise that upon entering the workplace, in this case the gaming industry, constant work supervision will not be provided so I also appreciate this process of detachment that my university tutors encourage. Furthermore, this has given me a greater analytical way of thinking when perceiving feedback, as I have learned to decipher key information to react, implement and change. After a trial-and-error animation process and several challenges I came across when implementing the character into the game engine, my group currently has an AI-controlled rabbit guiding the player through the level. The appreciation I have received is the most rewarding feeling I have had of yet and feeds my appetite for producing more successful pieces of game art.

During the course of every project, I have had to present them in front of a small audience, mainly composed of the Critical Studies team and peers, with focus on testing my “soft skills”.  I approve of this method, because I believe that in order to succeed one must be able to present themselves properly, to communicate well and to convey their ideas in a non-imposing manner. Positively reacting to feedback is also important, so through publically exposing myself to constructive criticism is a great way to improve and build confidence. I still feel nervous when talking in front of an audience, especially if it is a topic I am unfamiliar with, but I have learned a certain degree of improvisation and also to stay positive throughout presenting.

            I can see now that not only have I refined both technical and soft skills, but also my personality and future vision have both been enhanced for the better. At the beginning of the year I was adamant that I wanted to become a concept artist, because I have always been enthusiastic about expressing my creativity through drawing and painting. However, as time progressed and I became more proficient using 3D tools I started second guessing my career vision as I questioned whether concept art was the path that I desired to take. As a result, I sought clarification by choosing to experiment with as many aspects of game art as I could. At this point in time, I have sculpted figures via 3D software, completed VFX work, animated characters and completed forms of coding via blueprints in Unreal Engine 4. After having a feel for all those different aspects of creating games I thought I would be able to establish a preferred area to work in, but the truth is that I still cannot choose one and this worries me. Not being able to see a goal in my future career is proving a daunting thought. I feel that my third year focus should be to improve all range of skills previously stated in order to provide an excellent understanding of many aspects that will make deciding job aspirations easier. 

If I had to pick my ideal job then it would likely involve working as a freelancing concept artist. My main reason is the freedom given to work from anywhere in the world and the enjoyment of working in many different projects and clients instead of being bound by the restrictions of being part of a company. However, I have been considering other options due to the realisation that it would take me many years to develop the skills needed to become successful. I feel may be so focused on my weaknesses that I tend to disregard my strengths. I think I need to analyse my personal findings and reflect upon them to choose the best course of action.

I am uncertain of what career lies ahead so I will learn as much as I can on various aspects to end up with a broad range of skills that would improve my employability. My plan of action for the next few months is to train my fundamental skills such as life drawing, perspective drawing and rendering techniques. I also want to revise my character work, produce better models by improving silhouettes and topology as well as learn new techniques to be able to work more efficiently. I wish to improve my texturing skills for stylised and realistic characters, as well as improving mesh deformation in the case of applying animations. Last but not least I'd like to learn more about Unreal Engine 4 to create better looking games. I also need to brainstorm ideas for my FMP (Final Major Project), considering it is the pinnacle of all the knowledge I have gathered during my three years as a game art student.


To conclude, this academic year has broadened and refined my technical knowledge, from sketching the human body to placing playable characters into a game. It has taught me about the value of team work within the video games industry and by losing the fear to speak my mind I have been rewarded with the necessary tools to be able to communicate properly and to work in a sociable environment. This experience has also promoted my independent learning as well as increasing my adaptability and tolerance to work with different people. It has also fomented the importance of good organisational and planning skills and opened my mind to new career paths that has made me question my future aspirations. 


I know it's still long but this has been my second year at DMU. Thank you for reading and see you soon!

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