Definitely how to develop your presence and get work, as well as
adapting your style to meet the needs of a project. I'd love to hear
any tips on building yourself up as a brand. A shame we don't have
much time because all of these sound awesome!
On Sep 1, 11:18 am, <
richd...@atlanticbb.net> wrote:
> Hi everybody,
>
> I have way too many topics I'd like to cover during the time allotted from
> the business of game art to the art of game art. If any of these sound
> particularly interesting...or particularly boring...let me know and we can
> focus it down a bit.
>
> -Modular environment design: Why it's awesome, why it sucks, and how to
> make it work well. I've been told we have a pc and projector in the room so
> we'll have some playable demos setup in Unity3D for this.
> -How to develop your presence as a freelancer to get work.
> -Why mobile gaming projects are extremely fun and challenging to work on and
> why mobile gaming projects are a terrible way to make a living. (With Unity
> demos)
> -How to adapt to the style and techonology of any project.
> -Techniques to create game art and assets efficiently (wait for it....more
> Unity demos)
>
> See you the 7th!
> Rich DiGiovannihttp://
www.ancientidolstudio.com/
>
> On Wed, 31 Aug 2011 08:25:52 -0700 (PDT)
> Frank <
fxserr...@gmail.com> wrote:
>
>
>
>
>
>
>
> > Hey everyone, some quick reminders in case you missed them:
>
> > Be sure to register for the Sept 8th open drawing night at the Art
> > Institute if you're planning on going. I'll be sending the list to AI
> > sometime tomorrow, so try to get your name in before then. View the
> > ticket here -
http://www.eventbrite.com/event/2098620029