Sunday, September 25, 2016

Rigging Artist Job Requirements

I always used to see these types of job postings when I was younger online, but I never understood much of the 3D artists lexicon. It's refreshing to go through them now and know exactly how well you can paint weights. It seems like most rigging opportunities are coming from California and other nearby cities, meaning we may need to think about travel locations before we graduate. 

I first noticed a detailed and intricate list of requirements from a company called 'KABAM!' who are stationed in California. Compared to how terse or vague many of the postings I've seen far, it gives you an idea what different companies expect from you even if the pay is similar. They talk a great deal of how you should be prepared for things to go wrong, and the importance of working as a team with others in different fields than your own. One thing I found comforting was that they required a fair amount of other qualifications, like shading/sculpting/modeling. It made me appreciate how well Full Sail tries to prepare you for pursuing multiple career paths.

One of the postings that caught my eye was a posting from Blizzard Entertainment. The first sentence of their job description immediately warns you of the complex skills you're expected to have. We have had a strong emphasis on biped characters in our modeling/rigging classes so far, but when it comes to fantasy and sci-fi enterprises you have no idea what monster you'll have to create. The thought of having to rig something drawn completely from someones imagination is quite daunting, but I think you would learn a great deal in the process. The bar for recruitment at their company is just as intimidating, requiring work from other game companies and a compelling portfolio. I imagine it would take many years after graduation, but it's important to have goals that you work towards even after landing a place in the industry. 

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