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Janet Merai 3D 6 WIP4
Title can't be empty.
Title can't be empty.
Imported from SF2 with no description.
15 years ago
961 Views
0 Likes
3DS Max 2011 :3
I got 2010 back in the summer of 09 in a game design contest held by ASU. Myself and my team got first place, the program, and a little letter of achievement from the ASU professors that held the contest and Rainbow Studios that judged the entries. I absolutely love it, and it convinced me to continue on in college at ASU in Digital Culture with a cert. in Game Design. Best choice in my life.
So what all have they improved on, the viewports look relatively unchanged?
I dream to create my own games, which I am in the process of making one, and possibly work for another company for a broader view on game design than reflecting on my own designs :3
Just features really, there have been some obvious changes to the program internally because it is faster than I have ever seen it.
Even with, in the past, 6,000 polygons on-screen my viewports would start lagging but in Max 2011 I can have thousands of polys without fear of degradation :3
Seeing as how you told me your achievements its only fair I do the same lol
Back in 2003 near 2004, I was taking a College class on Digital Painting with Corel Painter and discovered the world of 3D thanks to a student who was working late, after my class session ended after an hour, to get those last minute finishing touches on his 99% complete model (now a process I am accustomed to where the model is final and finished but there are a few adjustments to make).
Not sure what program is that he used but I asked him about what he was doing and he explained it which entirely changed my career path from a simple Illustrator to a full blown 3D artist :3
For years now I have dreamed of making games for a living and I found that passion after stumbling upon the beta and prototype leftovers in Ocarina of Time... that made me want to tinker around in game development and it was there on my fan-game I decided to become a 3D game designer/developer and artist :3
I think I spent over 3 and a half years purely fooling around in figuring out how Ocarina of Time works from programming to the very simplest texture and models plus how the game handles its design architecture.
Animation was the toughest part to study seeing as how animations are triggered by certain events and button preses :P
Now here in the present, I have a creative drive and passion to create games and I am currently in the process of developing characters for an iPhone game I intend to sell... for years I have been working hard at making game assets and only a year ago I decided to actually make a game than talk about it :3
So here I am, modeling all the time and drawing just to get my life in-order, go figure XD
I would go to College but after taking around four-five months to think about it (a long time to figure out the pros/cons), there have been new investments, technology and other sorts of supportive help out there online and offline to get your first game going if you can manage that.
Plus with the new movements in game design and the new technology breaking through the industry, making a game now, thanks to Unity3D, has become a minimalist effort even with cheap games from the iPhone App Store.
So yeah, hopefully I will make some decent money through this and become a professional and possibly go for a degree, if required, to get somewhere.
He was right of course, but the thought still plagued me for a few years. Until I read Hatchet. It sparked something inside of me, namely, the urge to fly. Now nine years old, I absolutely KNEW I wanted to be a pilot. My father was hesitant to say in the least, but over time, acknowledged my infatuation with flying to be more than a passing wanton urge, so he supported me. At around 15, I really began to get into it, giving up the books and instruction manuals for actual flight lessons with the money I had saved over the years.It was not long after that, that the world around me turned into a complete sh*t hole...
Febuary 15, 2009. I was riding my dirt-bike in the dunes with my father and a few family friends. One of his and mine favorite pastimes, was drag-racing. our last race was at about 11 o'clock in the morning. I was behind but catching up, when my front wheel jostled out of my control. I landed on the top of my head and heard a resounding crunch.
As it had turned out, I crushed 6 vertebrae and internally sheared off my right ankle and everything attached to it. The foot required surgery and pins, and a full neck/ torso cast for my back. While the doctor doubted i would ever walk again, one thing was certain: I would never fly again.
With no real purpose in life, I only strived to complete high-school and figure it out as I went along. but later in the year, around May, I found an email sent to me from ASU describing the game design contest. It stirred up inside of me, that old wish to make video games. And so, as I sat in my wheelchair, enclosed in my cast, I signed up for the class, hoping beyond hope, to be able to achieve something with my life worth achieving.
The class was strenuous, yes, every weekday, 8 hours a day, but I enjoyed it. learning the small rules, tinkering with the game engine, creating scenarios in my head and attempting to apply them. In fact, I was one of the few who didn't completely loathe it. Much of the class was like my 6 year old personage, they had played the games, but never understood what went into them.
As afore mentioned, my team won, and we all received the program, with a license to sell whatever we create. My only problem is that I was not trained on 3DS Max programs as my artists were, but on the game engine itself. So upon receiving it, I had no idea how to use it.
From that point until the present, I have only been able to scratch the surface of modeling in my (scarce) free time at college. Next year, I will be taking classes on both modeling and game programing, but until them, I am content to wait and do the myriad little tutorials that can be found throughout the internet.
On a side note, I have regained complete control of both my legs, I can walk, trot, run, sprint, and I'm even on the ASU marching band. But I will still never fly a plane again due to my past injuries that still pain me, and I cannot pass their pilot's physical exam.
Sorry for the wall o' text >_> lol
Seeing as how even the professional game artists and designers compete against us makes the odds far more against us... but however the industry is changing every minute of the day to the point where even low-budget games are turning into yet another multi-billion dollar industry.
Its time for people to really come together and find their inner creative drive than saying they cannot do anything or make anything worth-while.
On the other hand its great to know you are working on trying to create games with your limitations.
I wish you good luck though, I am on a path to making games and intend to become a professional.
Most new game designers create their own small company consisting of friends of the same interest, in order to furnish their own games and get their name out there. Now with readily available programs like unity, blender, and even Game Maker, it's becoming easier for even the average joe to put something out there, stretching the employment market ever thinner.
From there, those small companies either evaporate, assimilate, or (in rare occurrences) become successful. Zipper Interactive, the company that made the Socom series, and MAG, started with just 4 or 5 friends. Now they employ hundreds of people, retaining 2 or 3 of the originals.
That, would be my ideal future, but I most certainly wouldn't mind working for one of the giants. ^^
I'd rather work for my own game but it does help to expand your knowledge :3