Tuesday, August 14, 2012

The Plans Ahead


Industry Analysis

REP Video & Broadcast Media

Graphic Artist

Chicago, IL, USA REF8Z


Company Description
REP Interactive is a full-service production company that specializes in creating online video, broadcast media, and 3D entertainment for corporations around the world. We are the company of choice for Coldwell Banker, Marriott Hotels, the Los Angeles Dodgers, GE Healthcare, and many more. Our production process has been streamlined from the ground up, which allows us to easily film and edit projects in any location on the planet.
Job Description
We’re looking for expert graphic artists who are passionate, driven, and hardworking. Graphic artists will work collaboratively with the marketing team to develop and maintain brand standards, logos, and color pallets.​ 
Qualifications
  • Bachelor's or associate degree in graphic design, illustration, photography, fine art, or animation
  • 3 years minimum experience with online media
  • Knowledge and experience with Adobe CS3 or higher with emphasis on Photoshop, Illustrator, and InDesign
  • Excellent ability to communicate, collaborate, organize, and multi-task
  • Ability to work successfully with a positive attitude in a fast paced team environment
  • Must have the ability to work flexible hours including weekends and evenings
  • Basic knowledge of NLE editing systems and Adobe After Effects
  • Highly organized work flow and knowledge of media management protocols
  •  
Additional Information
We look forward to receiving your application! Please click on the Apply Now Link below. Please be sure to attach a copy of your resume so that we may appropriately evaluate your credentials. Only online applications will be accepted.
All your information will be kept confidential according to EEO guidelines.
http://www.smartrecruiters.com/REPInteractive/1079289-graphic-artist?fp7=613&sh_aa=1&utm_source=simplyhired&utm_medium=jobclick
WMS

Artist
Job ID #: 1560
Location: Chicago, IL
Functional Area: Game Development
Department: 00405 Game Development
Position Type: Full Time Regular
Education Required: Bachelors Degree
Experience Required: 1 - 3 Years
Relocation Provided:






Position Description

Job Summary:

Core artist working independently to create and document all aspects of a game from reel symbol sets to interface layout to fonts. Staff Artists are expected to already be well-versed in several Adobe products, but also expected to continually learn new software skills. Staff Artists are expected to have strong artistic abilities in drawing, rendering, graphic design, color theory, layout, character design, and animation.

Essential Job Functions:


  • Create high-caliber art, maintaining excellent art quality in regard to character design, color theory, layout, text treatment, and animation ability.
  • Continually sharpen artistic abilities through company training, independent learning, and learning from other team members.
  • Continually sharpen software expertise through company training, independent learning, and learning from other team members.
  • Work closely with Senior Artists and the Lead Artist, producing high-quality art in an iterative process.
  • Display a high degree of professionalism at all times, accepting critique from team members.
  • Show efficiency in self-managing time with a reasonable degree of accountability and minimal instruction

Other Duties and Responsibilities:

  • Demonstrate excellent file structure and organization
  • Create art assets and document all art assets created with minimal mistakes.
Position Requirements

Qualifications:

Education:   


  • Bachelor of Arts in art/animation

Required Experience:

  • 1 year previous experience as an Associate Artist or 1 year experience as a Staff Artist in a production environment

Knowledge, Skills, & Abilities

  • Excellent drawing and rendering abilities
  • Excellent written and verbal communication skills
  • Proficient in Photoshop, Flash, After Effects
  • Working knowledge of MS Office
  • Working knowledge of Illustrator, Studio Max or other 3D platform
  • Ability to create art and animation for all game aspects (screen layout, symbol sets, etc) with minimal guidance.
  • Understand how to design art for various themes and platforms
  • Display a proficiency in Photoshop and a working knowledge of After Effects and Flash.
  • All applicants MUST provide the following in the event of an interview:
  • Portfolio (website or blog required for pre-interview)
  • Samples of sketch work (sketchbook or loose-leaf)
  • Layered working Photoshop, Flash, After Effects, and Studio Max files as appropriate to the position
  • Animation samples if animation is core ability (AVI, Quicktime, or website)
  • Please provide all links or DVD upon application

WMS is a gaming company.  Any of our employees may be required to obtain a gaming license within one or all of the gaming jurisdictions that WMS conducts business.  If you are requested by WMS to obtain a gaming license, your continued employment with WMS may be contingent on your ability to obtain that gaming license.

This job description should not be interpreted as all-inclusive; it is intended to identify major responsibilities and requirements of the job. The incumbent may be requested to perform other job-related tasks and responsibilities than those stated above.  WMS encourages diversity and is an equal opportunity employer.







Robert M. Houston, III
16352 Prairie Ave. South Holland 60473
Cell: 1-708-953-9438

Objective: To acquire a position which utilizes my skills and improves them.
Education
Thornwood High School, South Holland, Illinois 2006-2009
Stienmetz Academic School, Chicago, Illinois 2005-2006
Jobs for Youth, Chicago, Illinois 2009
Westwood College, Illinois 2009-present

Experience Labor Ready, Dolton, IL February 2009
·         Loading  and unloading trucks
Old Country Buffet, Lansing, IL March 2009-March 2010
·         Performed various duties such as: washing dishes, garbage disposal, and run carts
Yard work for a Sheriff
·         Remove old gravel and replacing it with new gravel
·         Spray paint separation accessory
Achievements
·         Given an award in artwork
·         Obtaining a High School Diploma in 2008
·         Given an one year anniversary pin from Old Country Buffet
Volunteering
·         Service hours for Stienmetz Academic School
Interests/Activities
·         Drawing blueprints for homemade crafts
·         Working in 3dstudio max, zbrush, and photoshop
·         Sculpting figures from household items
·         Studying lectures
Skills
·         Basic Microsoft
·         Reading comprehension
·         Researching and resource skills
·         Proficient at 3d studio max





Written Portfolio Plan

Considering the Following
(This was submitted too early and that’s the

                Since I am a beginner, my present work lacks potential. Knowing this, I try to perfect my modeling skills while maintaining a low polygon count. Most of my models held a tremendous amount of polygons, so I had to box model everything with only one segment on each side. I should have placed my work in chronological order to see the progress. So far my humanoid characters have improved and the task of using textures has become easier. One character that I used in my demo reel, but turned out awful, was my Bijawtron robot model.

                The top of his ski like foot was suppose to be his jaw. In fact, his entire body is a giant mechanical mouth that is propelled by hydro-power. At the time I was hesitant to create water. The particle systems would have been placed on the base of the head, arms, and foot of the character. 










Further test lead me to create the Shower Bot.


                This model was created not only test particle systems, but unwrapping textures as well. He has no neck, so his head would have been suspended by a fountain of water. His power core was suppose to facilitate condense H2o, or heavy water. Those extensions from his back would prevent the head from flying upwards.

I tried to come up with a little devilish character with a height complex.


                I called him “Stupid Killer” as his passion for destroying things is taken to the extreme. He sports a shirt with his symbol and some military pants. He also has steel-toe boots to kick the living day lights out of somebody. The color purple was chosen for his skin color as purple is always given to the most menacing of characters. His arm cannon contained two particle systems, one that shoots fire and the other that shoots bullets. I did do a 2D animation of this character shooting at targets. Because there were so many frames to compose, the quality lacks a bit.
There were two projects that I and my “scattered team” tried to work on. One was a video game that was similar to Frogger but with a humanoid character. Unfortunately time was not on my side at the time and our programmers were too busy. The character was an epic fail. I was told to create both a character and vehicle. I lost the first character, so that lead me back to the drawing board. But I did submit a vehicle. This Volkswagen was made in only a few hours. I also looked up references to make it. (Did not draw car)





Ok, because I am a little eccentric and admire surrealism, I made a crossing between “my hand” and a scorpion. 

  
                This symbolizes the destruction of one’s self. I went as far as to take a photo of my hand, place it in Photoshop, and create a model of a hand to and the photo to. Bones were also added to the model and the sting can move far enough to hit the target. This was done to develop my skills in unwrapping models.

                Two models that I’ve been planning to add without a doubt are these:

 I'll will be working on both characters on the third week. Shellisha has no bone system yet and LAST is almost finished as far as motion is concerned. LAST's bone system is very complex required a lot of IK solvers.
This is the link to my old demo reel http://www.youtube.com/watch?v=Bk_06vAnNRE&feature=g-upl

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