What we're here for...

Making a game can be an extremely complex and time-consuming process. In order to achieve a high standard title with next-gen game play a wide range of expertise is needed. Within this blog, Stimula © aims to help you understand a wide vareity of job roles within the gaming industry and also how the many different types of organisations that make our gameplay possible function... We hope to give you an insight into the range of diverse skills needed to make a hit, from programmers to artists!
02. 03. 06.

Animator

What should I be able to do?

•Work effectively with other members of the studio including the artists and programmers.
•Be able to effectively plan out and visualise life-like and detailed animations, whilst taking into account the constraints of the Games Engine.
•Plan effectively using a varied arrange of techniques including storyboards.
•Use your own intiative and interpretation skills to create the required criteria, in an inivative and engaging manner..

What skills should I have?

•Extensive understanding of the "Tools of the Trade" including 3D Studio Max, Maya and Character Studio.
•Logic, Patience, Technique, Artistic, Passion, Foresight, Diplomacy, Organised, Time Management Skills, Well under Pressure, Good with Computers, Creative.
•Broad skills base including 3D Modelling, 2D Texturing, Modelling, Rigging, Skinning, Kinematics and Cinematics.

What qualifications should I have?

•Bachelors Degree in a relevant Art Qualification, including education in relevant Art Packages.
•Considerable experience in the industry (usually 5 years plus).
•An extensive porfolio including various animated footage (walking, running etc.)

What are my Roles and Responsibilities?

•Produce memorable and original characters, which the consumer will be able to interact and connect with.
•Determine the best way to achieve the desired visual outcome, considering software, styles etc.
•Ensure the project runs dilligently and appropriately whilst taking into account the constraints of engines and the balance of seamless motion.
•Monitor the overall look of the game, making sure that it's the best it possibly can be.


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For futher reading on Animators, click here or here.
07. 08. 11.