Archive for the ‘Unrelated’ Category

Geomerics: 1 Year

Wednesday, July 2nd, 2008

So, one year ago today, I started my first day at Geomerics. This warrants some delicious Portal cake:


Mmm, tastes of some delicious, chocolaty neurotoxin.

I’ve done a lot of things this year. Writing blog entries has not been one of them. I shall resolve to talk a bit more about my experiences over the last year, and how my thoughts on computer graphics (specifically related to computer games) has changed because of them.

In fact, that reminds me: in a few days, I should write up some of the wisdom bestowed upon us by the total legend Jeremy Vickary - a previous lead lighting artist from Pixar - who came to visit us for a few days.

Oops!

Friday, June 6th, 2008

For those of you who have visited before, you may notice that my old website is… gone. Frankly, I broke it like a dork. At least I managed to keep all the gibberish posts. This will have to do for now, until I am able to get Version 2.0 done.

New Server; Preview

Friday, March 2nd, 2007

Hello everyone. A short post today due to limited time. So much work…

Switched to a new server at DreamHost.com, who rock. Like, a lot.

Coming soon: my implementation of Debevec’s median cut algorithm, and some cave troll previews. Watch this space!

Cave Troll: Mocap Session

Friday, February 9th, 2007

Thanks to Andy Cousins at Access Mocap for the use of his motion capture facilities!

Cave Troll: Principle Photography

Sunday, February 4th, 2007

A group of us (Malcolm Childs, João Montenegro, Johannes Saam, Djamalkhan “Jamal” Ahmedov, Richie Moore and myself) have come together to try and produce a short C.G. creature animation of a cave troll. Yesterday was the only day of principle photography, and here are some photos of our crazy excursion. I will post up some more details and photos soon.

Photos and more photos!

Website Update

Wednesday, January 10th, 2007

I’ve discovered the joys of CSS lately, so the site has been revamped slightly. I can’t seem be able to think of any kind of colour-scheme except ones that consist of varying shades of blue. Any tips would be gladly taken on board.

Going back to Bournemouth on Sunday after a long and relaxing holiday. This is probably the first time I haven’t done any work since my A-levels (ha!). I’ve forced myself to have a proper holiday so I can go back to University and regurgitate all my pent-up code onto a keyboard.

In the meantime I have been writing a small story, which isn’t so small any more. If any of you are interested in fantasy fiction (I hate that expression, but I can’t think of any other phrase to describe it) then check out the Prologue. Please ignore the disgusting and blatant use of CSS hacks, but do check out my HTML formatter script. I’m rather pleased with it.

I hope you all had a nice holiday!

Technical Director: Job Description

Thursday, September 21st, 2006

Since I decided to turn to computer graphics in film instead of games, many people have asked me, “what exactly does a Technical Director do?”. Conveniently I have come across this description given by Industrial Light & Magic which was referenced from an interview with Beth Sasseen on ILMFan.com.

The original document details all the positions that are available at ILM and is certainly enlightening. ILM also recommends applicable books and even a list of schools and colleges, including Bournemouth University (though it’s listed as Bournemouth Polytechnic).

TECHNICAL DIRECTOR

Division: Industrial Light & Magic, Computer Graphics Department

Duties: Technical Directors (TD) work with direction from the Visual Effects Supervisors and CG Supervisors to create the look of computer generated objects and scenes. They are responsible for lighting, shading, rendering, some compositing and for creating the motion dynamics and look of simulated effects such as water, smoke, fire and hair. TDs work with other artists such as Character Animator, Rotoscope Artists and Compositors to bring the shot together. They must be familiar with the ILM render pipeline and be technically adept to identify and debug any problems.

How to prepare yourself/what we look for: Technical Directors typically combine strong computer programming abilities with visual arts skills. Qualified candidates have a Bachelor’s degree in Computer Science or Computer Graphics with at least 2-3 years production experience. A strong working knowledge of UNIX, C programming and shell scripting is necessary as well as knowledge of Maya, Renderman or proprietary high-end software packages. To gain the necessary production experience people typically begin as Computer Graphics Technical Assistants, eventually moving into an Assistant Technical Director before becoming a TD. Other ways to prepare yourself for this role include working on live action/CG integration project, spending time learning how to install CG characters into a plate, light it and applying shadows.

In the aforementioned interview, Beth had some interesting ideas on what should be in an applicant T.D.’s demo reel, which is invaluable information. I’ve decided to copy it out here for those who don’t want to go go trawling through the whole interview:

The role of the technical director is the finished look of a shot where CG elements have been integrated into a live-action plate. Given that is their mission, it would be great to see the entirety of the process: background plate, cg element that’s going to be integrated into the scene, other elements that will give it its sense of realism (explosions or whatever), subtle lighting and shadowing, realistic textures, etc. The finished look is what we’re looking for. Are the light sources natural to the surroundings or do we look at it and say “Oh, that looks CG.” Does it look as though the model is standing in the middle of a stadium where the lights are on for a night game, not allowing the subtleties of the shadows in the scene? Things like that. It’s always great to see the “before and after.”

Also, speaking of Bournemouth, I’m heading over there on Sunday. I’m living in halls for the first time ever (Cranborne House) though I have no idea what floor/room yet. I guess I’ll find out on the day. I’m split between anxious and excited, which seem to cancel out so in the end I don’t really feel anything.

I’m worried that I can’t seem to come up a good idea for my thesis. I have a few half-formed ideas floating around my head but nothing solid. I guess it’s because I’m not sure what the industry needs yet, or what’s possible in the time-frame… I suspect something will come to me while I’m there, but I want some back up ideas just in case.

Links: Industrial Light & Magic, Original Document, ILMFan, Beth Sasseen Interview.

First Class

Saturday, July 22nd, 2006

I got my results yesterday! I’m very, very happy. I got a First class with Honours, but also I got one hundred percent in my raytracing module. Holy. Crap. I’ll have to update my C.V. and also write my personal statement for Bournemouth today.

The toolbox has grown a bit. It’s now able to do HTTP content serving: screenshots and videos are here. The video’s quite big so I apologise for that.

Fear my elite After Effects “mad-skills”.

“I need another game designed!”

Tuesday, July 11th, 2006

Does anyone want to be a game designer? This is how!

It’s so unrealistic. As if there’d be a girl in the games industry. Yeah right. Pah.

Church Hill

Tuesday, April 18th, 2006

Back in Portsmouth for the Easter break to visit my parents. It’s nice and sunny here because unlike Middlesbrough the sun’s rays don’t have an impenetrable layer of smog to get through.

I have updated the links on the right. They were still game development oriented, which was not really very appropriate given my choice of career. I have now removed some of the links and added a new category. I’ve also shuffled the order of the groups, too. I started writing a list of visual effects companies that are currently still operational today, but during my search I actually found a more comprehensive one. It’s a pity that it lacks a search feature or more detailed information. The link is available on the right.

I have decided what is going to happen to me over the next stage of my life. Unfortunately, I will not be returning to Teesside University next academic year for a Masters because they are unable to fund me. However, I am beset with the Masters idea and so I will be doing one in a place that I can hopefully afford to live in, namely my home city of Portsmouth. Portsmouth University have started an MSc in Computer Animation, which mixes 3D animation, stop motion, programming and other stuff. This large scope of topics is actually more of what I wanted from a Masters, so I guess it’s for the best, actually. Despite this, Portsmouth have never run this degree before, so I remain just a little skeptical.

It is sad that I won’t be returning to Middlesbrough, even though it is a total dump. I have made good ties with various people there and it would be a pity to have to pay nearly £90 to go and see them. Yes… £90. You can see it for yourself. However, because Portsmouth is my old home I do still have friends here, but I still despise the city. It’s a lot prettier than Middlesbrough, but because of it’s sheer enormity I feel overwhelmed by the amount of places to do things, but the distinct lack of stuff to actually do. I feel - well - oppressed here. Not by any particular individual, but by the actual city itself.

Anyway, Jack Churchill was a dude.

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