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2014년 8월 27일 수요일

My work from first year of Ringling #3




     This work is academic drawing which was the last assignment. I did not remeber exactly how much, but I spent a lot of time for the process. Professor told us that this is rare opportunity to draw one pose figure for such a long time. I enjoyed figure drawings and loved the figure drawing class, however, I spent quite long time to overcome my weakness; proportion. I did several attempts to get the right proportion, and I felt accomplished in professing the proportion.

My work from first year in Ringling #2




     This work is the first assignment in 3D GAD major class. This was quite challenging because I have never carved the wood before, and I was perplexed in the first place. It was not easy to get the material, and wanted to quit, but I finally learned if you stick to the difficult assignment, I can finalize it someday. And I felt really accomplished due to the good result of the work, which I did not expect much of it. I learned how to work through 3D process, proposing ideas, working on the design, and finishing 3D works for the first time. This experience gives great help till now.

My work from first year in Ringling #1




     This drawing is assignment from Drawing 2. I was not fond of still life drawing, and I was not used to give values by using color conte. It was difficult when I started but I get the fun of it day after day, making good result. I learn the importance of the light and how the light change the object, and relation between the color of shadow and the color of light.

2014년 8월 24일 일요일

Interview alumni of Ringling Art&design GAD

Moon Su Park

Blizzard Heroes of Storm team FX artiest


What is the daily routine of FX artist?

     I go to the company around 10 am, and the meeting starts right away. The artist meeting holds with all FX and animator teams, because both departments  work or collaborate together often. The modeler team discusses the games with background and character teams in the meeting. The real work commences with the extensive meeting in every morning, discussing the current development circumstances of the effects, gathering up opinions from other team members, catching and solving any problems that have been occurred.  As the meeting ends, I start up with effect works in my desk. After having the lunch, I  do the game test which is currently developing and have fun with other team members.
I resume the effect work after lunch time, but if any important issues occur, there is one more meeting at 2 pm. This meeting is for brain storming the new characters or changing the effects in the games. Every team including producers, designers, sounds, animators joins the meeting. I work on the effect development until I get off, and wrap up daily works with one last meeting.


The difficulties when you first adapt to the company.

     In our school, Ringling Art and Design, uses Unreal engine, but other companies use their own pipelines. For example, my "Heroes of t Storm" team in Blizzard Ent., uses the pipeline of "Starcraft 2" ,thus, I have to work on 3DMAX. It was hard to change the tool from Unreal to 3DMAX at first time. But nothing to afraid of, because of the similarities of every game engines, it needs about a month to get used to it.


The motivation to be an FX artist.


     I liked the technical parts like materials, I have started learning effects during preparing the senior work for better producing. I fell in to the effects, and when I first applied in to Blizzard Ent. for joining the team of "Heroes of Storm" , I have had enough effect works for the portfolio.

Heroes of Storm Trailers


     Two reasons why I posted 'Heroes of Storm' by Blizzard Entertainment game tailer, which I like most,

     First, for the game engine. This engine originally from Starcraft 2, Blizzard spent a decade for developing this engine, put lots of budget. Even though Starcraft was not succeed like Starcraft 1, but could not compared to other games from other company.  If you see the second trailer for players, it already optimized to the users although it is an alpha version. The effect of the hitting and control sense is excellent.


     Second, The narrative of the trailer has cool concept, seems unrealistic but  it is the compression of the Blizzard characters, similar like Avengers. It represents the imagination of the Blizzard fans who always dreamt about.