Game Development Reference
In-Depth Information
Technical animation This animation shows buttons being pushed on an inter-
face, or unique ways to present reward animations or things moving on the
toolbar when you access them. This type of animation can also include weather,
cloth, hair, and fuzzy objects, so being able to work with particles is extremely
important. When you showcase particle work, include the process. In other
words, show the dynamic simulations you created along with a short movie
demonstrating what the animation looks like.
Types of modeling Reels
As mentioned previously, modelers tend to be in demand for gaming proj-
ects. Even 2D games need 3D modelers to help develop characters, props, and
environments.
For any 3D model being showcased in a reel, show your process, including the
concept drawings and the mesh. All models must have textures; those that don't
generally aren't considered.
Some of the types of modeling reels are as follows:
Character Show at least one realistic human, bipedal characters, and quadru-
peds. Avoid showcasing a model by rotating it. If you're showing figures, then
pose them or have them animate slightly to indicate clearly that the models
work and won't break when moved.
props Weapons, carts, airplanes, cars—generally large, complex objects dem-
onstrate skill better than small handheld ones.
environments Some of the modeling that is done for games is derived directly
from an engine (like Unreal), but many games have large crews of 3D modelers
devoted to creating environments. Prepare a range of examples, from highly
architectural structures to organic shapes like rocks or trees. Move the camera
through the environment at about the eye level of a character, to indicate what
a player might experience if playing in a world of your creation. Show your pro-
cess, and be sure to texture and light the images.
Rigging A number of different rigs can be created for 3D models. Riggers have
a unique skill set, in that they need to be able to build the rigs and also interact
with the animators (or animation director). The animators, after all, are the
ones who need to operate the rig, so the rigger will need to communicate with
them and learn what kinds of movements the character needs to make. When
showcasing rigs, show the controls, and provide some movement of the figure to
show how the rig works and that you're able to avoid interpolation of the figure.
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