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Key skills
& requirements
for a Graduate Programmer
Key skills
& requirements
for a Graduate Programmer
1 = C++
2 = Maths
3 = Portfolio
Communication skills
C# & Unity
Unreal 4 (C++ & Blueprint)
Problem solving (complex problems - step by step methodology)
Cross platform demos
Graphics/rendering
Front-end knowledge (HTML5, Javascript)
Object oriented programming
Hardware/low-level knowledge
Majority - Generalist
AAA - Specialised
2D
Illustrator
UI
Concept
3D
Environment
Character
Maya
Scripting in Python,
PyMEL or Maxscript
Rigging
VFX
Houdini - becoming an essential tool across Games, Film and TV
FumeFX - used to create Flames, Fire, Dust, Smoke and Explosive
Real Flow – used to create fluid simulation i.e. floods, oceans, splashes
Rayfire – fragment, destroy, demolish
Engine use - Unreal Engine 4 and Unity -
realtime editors
Smaller studios - tend to use After Effects as there is a crossover of techniques in one package
Artistic judgement – having a good eye for composition, colour, lighting and shadow
or Film & TV?
Games vs Film & TV: The Differences
• Higher quality; Framerate, resolution, detail all to highest practical level
• Techniques more complex
• Simulation times much longer, unlikely to use real-time.
• Crossover in the use of pre-rendered FX (such as fumeFX, Pyro in Houdini)
It's also important to understand how you get from Concept > 3D Model > Render Layers > Post & Final Result
Other packages?
What do
Games studios look for in
Graduate Animators?
Excellent knowledge of 3D animation
packages, with Maya experience
Animators
Game Animators
Focus on special moves/walk cycles/crouching
Pay attention to in game limitations
Display work using game engines
Technical Animators
Knowledge of games animation pipeline
Rigging and skinning models
Ability to use Melscript/Python scripting
Knowledge of Motion Builder
or Film & TV?
Games vs Film & TV: The Differences
• More complex rigs - choose your
rig to animate for your showreel
carefully
• Show certain elements of the 12
principles of animation, i.e. squash
and stretch etc.
• Focus on cinematic techniques i.e.
camera use, framing, pan and zoom
• Not limited by game reqs like real-time processing
• Broader range; less use of cyclical loop sequences
• Complex facial animation where storytelling has more focus
• Realistic weights and timing
Teamwork is essential
Be adaptable & willing to learn! Take direction and feedback well, learn techniques out of your comfort zone
Accessible work - Online portfolio is essential for coders and artists.
Showreel for animators
and VFX artists.
Yan Knoop
Search For A Star & Rising Star winner
Now working at Avalanche Studios
No ads or popups
Accessible - Online portfolio link on CV
Completed game - Minimum of completed task
Video playthrough of your game
Cross platform - Show you are versatile
Well structured/well documented
Extra links to code samples
Be careful with group projects
Portfolio websites:
Finished game (e.g. a team jam where you led the game design)
Prototypes - showing off something can play and interactive
Mods & SDK - create your own levels & gameplay systems
Video walkthrough of a game mechanic you've designed, or an investigative analysis of one from a game (i.e reward system, travel process, player interaction)
itch.io is a good, flexible way to present work
Documentation of levels and ideas
Portfolio websites:
Layout – sections/folders
Quality over quantity
Wireframes & maps; not just final renders
Blog/WIP section
Join & use forums, discords, twitter and always ask for feedback
1. Name & Portfolio Link
2. Introduction/Profile - A cover letter in a paragraph.
Don't waffle!
3. Skills - Put your skills in a clear table format.
4. Relevant Experience - As long as this is
relevant games industry experience, it goes
before your education.
5. Education - Show key modules & results.
This goes before employment if you have no
industry experience.
6. Employment - Show your key skills! Talk about what you achieved, not what you did.
7. Hobbies & Interests - Games & interests
TWO PAGES MAX
Applications
Now Open!
Andy@gradsingames.com
C++ Programmers, 3D Artists
1 year placements also available through
Sumo Digital Rising Star!
Sheffield, Nottingham, Newcastle, Leamington Spa, Brighton
4 Vacancies
1 Character Artist | 1 VFX Artist
1 Animator | 1 Programmer
Farnborough, UK
C++ Programmers
Graphics, Networking, AI
Leeds, UK
5+ Vacancies
Graphics & Rendering Programmers
Cheshire, UK
Programmer
Technical Artist
Brighton, UK
Programmers x 3
(Game Mechanics Programmer, Engine, Gameplay)
Brighton, Wilmslow,
Knutsford, UK
Tools Programmer
Graphics Programmers
Liverpool, UK
Programming, Art, Animation, Concept, Design, Production
Amsterdam,
The Netherlands
C#/Unity Game Programmer
2D Generalist Games Artist
QA Tester
Internships
Business Research
Data Analysis
Leamington Spa, UK
Go to events!
Speak to people!
Be a part of the gamedev community!
Use Linkedin!
Set up a profile as you would a CV
Link to portfolio
Join relevant groups
Ask for feedback
Get noticed!
Game Development Project
to an industry brief
Final Interview Day
Many huge names in industry have gone on to hire entrants, finalists and winners!
Create & publish portfolio-ready projects
Work from briefs set & assessed by studios
Get feedback & guidance direct from industry professionals
Get seen by games professionals
from over 120 studios
C++ Code Test
90 minute test of your coding ability
Adapt and improve a Unity C# project
Develop upon a basic framework
Create & publish your own finished game
Choose your own style and creative direction
Plan & create the content & features.
Develop gameplay, AI & tech elements, playing
to your own programming strengths
Designed to emulate studio dev processes
Exactly the type of project that studios are
looking for in programming portfolios!
Programming 2019 Finalist
Maria Camenzuli, Abertay University
(now working at Boss Alien)
Create an original game character or environment
Create & publish your own art asset
Choose your own style and creative direction
Work to a professional art production pipeline
Show your ability as an artist to conceive, develop, create and present an innovative character or game space
Designed to emulate studio art processes
Exactly the type of full project that studios are looking for in artist portfolios!
Stage 2 Environment Art 2018
Simon Verstraete, Howest DAE
(now interning at eXiin)
Create an original game-ready animation or effects sequence
Create & publish your own game-ready assets
Choose your own style and creative direction
Work to a professional art production pipeline
Show your ability to conceive, develop, create and present a balanced & creative sequence
Designed to emulate studio art processes
Exactly the type of full project that studios are looking for in animation or VFX portfolios!
Stage 2 Animation 2019
Saif Munawar
University of Bradford
(now at Bulkhead Interactive)
Achievements
Huge 48hr team-based jam with international support
Work in teams of 5 to produce 2D or 3D visual effects or animations. 7 week summer competition.
Work in teams to complete a series of challenges. Finalists go to Seattle and win a cash prize of $100k.
itch.io — hundreds of game jams for solo or groups
@GradsInGames
@AardvarkSwift
Andy Driver
andy@gradsingames.com