Would people be interested in a blog post about CV / folio creation for applying for #techart jobs in #gamedev ?
I've been involved with recruitment in my last two jobs and seen so many applications where we just can't tell what the candidate can do.
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W odpowiedzi do @AmesyFlo
I think the problem is a lot of people still don't understand what comes under tech art. And from what I'm seeing most schools still don't either
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W odpowiedzi do @calvinatorr
100% agree! I'm going to cover it a bit - difference between tech art, tech animation and vfx. If you have any examples of things people think are TA that isn't shoot them over! I'll credit you :)
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W odpowiedzi do @AmesyFlo
It's a difficult one because those are basically specialisms within tech art (lighting I'd argue too). But then with just "technical artists", we get involved and straight up overlap those things too
I'd definitely argue you need to be more technical than artist though1 odpowiedź 0 podanych dalej 0 polubionych -
W odpowiedzi do @calvinatorr
A tech artist can be all those things but a specialist in one of those isn't a tech artist. If that makes sense? That overlap is the key! Problem solving and flexibility is ultimately the best ta skill imo.
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W odpowiedzi do @AmesyFlo @calvinatorr
Generally if I don't see a scripting language or node based equivalent alongside one of those specialisms I'm not convinced its TA. What's your thoughts?
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W odpowiedzi do @AmesyFlo
100%. If someone says they can't code then it's an instant no from me. Even if someone is using visual scripting I'd expect an understanding of what's happening under the hood from prior knowledge.
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W odpowiedzi do @calvinatorr
I'd be okay with visual only if we were working with that tech and they could demonstrate good logic in an interview, esp for jr positions where you're looking for someone who you can teach. If I hired them I'd encourage them to learn python or something relevant.
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Yeah I could accept that for Jr but to progress I'd absolutely expect some coding knowledge. I do wonder how the skills vary in the tech art team size though. I basically do something different everyday because there's only 2 of us to split the work 
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W odpowiedzi do @calvinatorr
Defo! I was pushed a lot when I became the only TA in the studio. When I worked in a big team we were given opportunities to learn but wasn't do or die. I was optimization specialist at that point so didn't need to be strong on tools/shaders. Did mostly profiling + vis scrpting.
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