One of the coolest things I’ve gotten to do in the game industry was go to the Game Developer’s Conference back in 2008…February, I think it was. It was the big one in San Francisco (there are a few others throughout the year, including one here in Austin), and it’s basically just a ton of seminars — some better than others — on all sorts of things related to the game industry. You plot out your day (I frequented many art seminars personally) and then it’s go-go-go until the day is over. The seminars are given by other game developers, their payment being a free full pass (that’s well over $1,000 I believe) and obviously one hell of an item to put on their resume.
I had planned last year but ended up not submitting a proposal for a seminar; I’m very, very passionate about the visual effects field and see all sorts of problems and lackluster FX work in games that I often think is just a result of not thinking things through beforehand (though I’m sure some was just crappy artwork, it happens).
I did, finally, submit one this year. Wrapped it up and sent it off today, I hadn’t really realized how much I could do to upsell the submission though so I’m not especially optimistic about it making it through this year. I knew the requirements…100 word self bio (I hate writing those), 200 word shipped titles history, 400 word description of your seminar and a 100 word “Attendee Takeaway” where I explain what people should walk out of the seminar knowing/how they are inspired. I got all of that done, I hadn’t realized I could also do things like putting together a website showing off some of the topics I’d be discussing, or attaching a PowerPoint presentation (which is a requirement for Phase II, should you pass Phase I).
The talk aims to, essentially, inspire people to work harder with creating their visual effects — paying more attention to detail in how they use them (or don’t) throughout their game — while teaching them some of the production hurdles and crunch-inducing problems that are bound to come up and how they can prepare for them or even work right around them. The goal of the time saved comes full circle to the original point of the talk, meaning it gives the artist more time to work on FX wasting less time getting caught with their pants down when production slips.
The real bitch of it though was trying to pick a title for the talk. I got everything entered, and then right there glaring at me was the “title” field. I swear I must have stared at that thing for 10 minutes, then e-mailed a few people at work asking for suggestion. Dustin Dobson, Producer extraordinaire (and a former FX artist himself) came up with a kick-ass title…
“Visual Effects: An Explosion of Practical Wisdom.”
Dustin along with Damon Waldrip gave me some great advice on reviewing my submission and offering some points to change, but many really great thanks goes to (and a bottle of some kind of alcohol if I get accepted) our studio’s Executive Producer, Mike “Mr. Mike” McShaffry. From the moment I asked a question about submissions to submitting my final version he was making sure I was going to follow through, reviewing my early drafts and then suggesting I get some salty veteran reviews in on it to boot. Thank you, sir!
Alright…bed time. Before midnight, no less! G’night!
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