Blog Post #1 - First steps
Before the start of this trimester, I was still unsure with what I wanted to specialize in, as I still like so many of the roles in the animation industry. I would love to work in the games industry a bit more than the others, only because of how 3D models and animations are used in an interactive way. There's an appeal to me when it comes to games and animation with the addition of an interactive element that to me makes animation feel more fun, and also a sort of power to give that animation life at the push of a button. So I made a promise to myself this trimester during my studies that I would only stick to 3D modelling.
As a 3D modeler, I plan on focusing my professional development in hard surface modelling so that I can better gain the skills I need to get into the industry. Getting this far in my course and having worked in a few new software, I would love to work towards a game industry role. One studio that stood out to me over the course of my studies is Respawn Entertainment, as I was introduced to games developed from them by a friend a the beginning of my course. I love the work they have put into the 3D modelling of the game assets and the creation process behind some of the futuristic styles of modern weapons in the game.
My self development project idea so far is to make a 3D asset of gatling gun. I picked to replicate a model of a M134 Minigun for this project because it seemed like the best suited version of a minigun to replicate if I were to implement it into an First Person Shooting (FPS) game.
While I am pretty confident in my own skills in 3D modelling, I want to improve my skills further in the pipeline such as texturing and I even plan on giving sculpting a go to add textures like scratches and dents. My goal for this project it to be able to create a game ready asset good enough for a triple A game.
My ideal target audience for this project is at game studios who are interested in hiring 3D hard surface modelers. While researching for studios who recruit 3D asset modellers, particularly in weapon modelling, I found an application add for Blizzard Entertainment that had these requirements;
"A minimum of 3 years’ experience in game development modeling and texturing weapons, equipment. or vehicles using Maya, Z-Bush / Mudbox, and Photoshop. An exceptional understanding of hard surface modeling techniques for use in creating complex mechanical objects, such as, weapons and vehicles. Superior eye for light, shade, color, and detail in creating texture maps and materials. Self-motivation, good communication skills, and a great team-player attitude. Able to work creatively as part of a large or small group. A passion for video games." (Get a Job: Blizzard Is Hiring a 3D Weapons Artist, 2013)
Working as a weapon modeler would be a pretty fun position, as I've seen some very cool and creative models in video games I've played and online in places like Artstation. I feel like my weakest point while working on this project will be when it comes to sculpting details in Z-Brush, and while I've used Z-Brush a few times now, each time I still find the layout of the program hard to navigate after modelling in Maya for a while. I'll have to practice my workflow between the two software's.
I decided to sight this blog by Emil Skriver, as they talk about his hard-surface workflows used in a couple of projects and shared a handful of helpful tips and resources for game artists. They also shares about how they got into the games industry with an internship at IO Interactive
Skriver also goes over industry roles that they've had as a 3D modeller.
(Skriver, 2020)
There is also this blog by 
Michael Pavlovich, where they point out the importance of specializing in an area of the industry that you can do better than most, and to hone the skills in that area. (Pavlovich, 2020)
During my time at SAE, I've learnt a lot about the different roles in the animation industry, and the tools and skills required for these roles. While I do enjoy a lot of the work and have fun while working in different roles, at this stage I feel it is important to place my practices mainly into hard surface modelling if I want the chance to have an amazing portfolio.
Pavlovich has written about the importance of having a role specific portfolio with impressive pieces, as this will help me with impressing my target audience which are my potential employers.
References:
Pavlovich, M. (2018).How to “Break Into” the Games Industry [Blog Post]. Artstation. https://www.artstation.com/blogs/michaelpavlovich/yrZ4/how-to-break-into-the-games-industry
Skriver, E. (2020). MA6-E Machine Gun [3D Modelling]. ArtStation. https://www.artstation.com/artwork/BmW3gr
Get a job: Blizzard is hiring a 3D weapons artist. (2013, December 26). Game Developer. https://www.gamedeveloper.com/art/get-a-job-blizzard-is-hiring-a-3d-weapons-artist
Sergeev, A. (2019, July 15). Jobs: Weapons Modeler at Hi-Rez Studios. 80 Level. https://80.lv/articles/jobs-weapons-modeler-at-hi-rez-studios/
Pavlovich, M. (2016). Substance Painter Quickstart Tutorials [3D Modelling]. ArtStation. https://www.artstation.com/artwork/Z0501
Blog Post #2 - Looking to the future
When planning how to promote my polished "vertical slice" work online, the first place I think to publish is on Artstation.  I'd market myself on portfolio websites like ArtStation so that I can have an easily available portfolio ready for when I'm looking for jobs. This would also make it easier for me to market myself to potential employers, as I can send them a direct link to my portfolios. It's on Arstation that I've also seen work presented by professionals in the industry like Andrew Hodgson. Artstation also allows commenting on work which is great for receiving feedback from a wide range of users, from people learning to industry professionals. 
Arstation is listed numerous amount of times on sites for being one of the best platforms to use as a portfolio. (Hughes, 2016)
Although at this stage my portfolio on Artstation looks rather bare, I feel like because I'm  focusing my specialization on Hard Surface modelling trimester I can tailor my portfolio to target my that audience in the industry, as suggested by Michael Pavlovich (Pavlovich, 2020)
Two other websites that I've been using a lot are 80.lvl and sometimes Polycount, which have been great for researching both the animation and game's scenes and industry. Polycount being a little bit more like a forum than a blog webiste, though both sites have posts by people from junior to professionals working in the industry.
Articles like, "3 Pillars of a Great Game Art Portfolio" by Andrew Johnson (Johnson, 2019), and "Strategy for CG-Portfolio: Do's and Dont's" by Eugene Vasjukov, who has the tip of "Show What You Want to Do at Work", (Vasjukov, 2020). Ok, so maybe I use 80.lvl more than Polycount, but both are still handy.
I really like the tips listed by Eugene, and although I have spent a while looking at a range of portfolio tips from online and in person, there's something about the way Eugene breaks down these tips is great and I find it easy to understand.
When thinking about how I'd want to publish a verticle slice of the M134 Mini-gun I'm creating, I think about other platforms outside of Artstation that I can publish on, and the advice that I take from Vasjukov's article.
Arstation allows for 3D models to be posted using either Sketchfab or Marmoset Toolbag, and when chatting with the lecturer, they seem to think Marmoset is a much better tool for publishing work. Well actually I just looked up comparisons just now, and they seem to be pretty much the same for publishing work. I can look into the software more later down the track, but at this point I can probably stick to using Sketchfab. I've been using it for a while now and it hasn't failed me yet.
I can post a 3D model to Artstation this way to showcase the model. 3D showcasing tools like Sketchfab also allow for model inspecting, so this will be cool for showcasing my practices in industry standard modelling.
References:
Hughes, K. (2016, July 25). 5 top portfolio sites for digital artists. Creative Bloq. https://www.creativebloq.com/features/5-top-portfolio-sites-for-digital-artists
Pavlovich, M. (2018).How to “Break Into” the Games Industry [Blog Post].
Johnson, A. (2019, July 22). 3 Pillars of a Great Game Art Portfolio. 80.Lvl. https://80.lv/articles/3-pillars-of-a-great-game-art-portfolio/
Vasjukov, E. (2020, November 11). Strategy for CG-Portfolio: Do’s and Dont’s. 80.Lvl. https://80.lv/articles/strategy-for-cg-portfolio-do-s-and-dont-s/
Blog Post #3 - Why does your project exist?
I decided to create the 3D model of the M134 Minigun for my portfolio piece to showcase my interests in the animation and gaming industry that I am targeting this piece towards. Planning forward with my personal project piece, being the M134 Minigun, I have come to realize the art behind creating gun assets in artistic areas and the practicality of the asset if I aim to impress game studios. 
On the course of my research, I came across a blog post by Michał Kubas, who breaks down his process of gun asset creation. Michał writes about how they continued to develop their profession in making gun assets by making more and more during their career in 3D asset making, which Michał breaks down in his blog into a step by step guide. Michał also has listed their own pipeline of making such assets which is an amazing insight into how professionals like Michał work on such assets. (Kubas, 2016).
So why did I choose a gun?
My decision on choosing to make the M134 Minigun for my portfolio piece was and still is heavily influenced by my interests as of the time I am writing this blog. The influence starting off with having played more than a few hours of first person shooter (FPS) games such as Apex legends, mostly Apex though as I find the assets and animations very appealing. I found while researching about the gun I am modelling and gun assets in FPS games, that there is a lot of interesting studies around this genre of hard surface modelling. I also found a large following online and it has been very helpful for my research so far. I like to think by building my asset, I will be able to draw in some views from the fans and enthusiasts of FPS games, on top of the M134 asset being a portfolio piece for me.
I watched a very helpful video by Ben Marriott called "Why they're not hiring you... | Creative career tips". I have always viewed Ben Marriott as my internet mentor as he always seems to have some of the best information and advice when I need it most. In the video, Ben talks about how it is important to have creative "pieces in a portfolio that you're passionate about", as this was something that Ben had said gotten him into the industry, which for Ben is motion graphics (Marriott, 2022). 
I find this piece of advice given by Ben is important when thinking about starting a personal development project and It wasn't something that I had initially thought about when I did start my own project. When I was given the brief to start my personal development project for this trimester, I wasn't sure on what I wanted to do as I had interests in a lot of areas of animation. Being lost with the decision, I took some time to do some deep reflecting until I figured out what I was deeply passionate about in the animation, which took me back to my first trimester of my studies. I was deeply interested in hard surface modelling and upskilling in that area with Andrew Hodgson being my inspiration for that field in the industry as I have have been inspired by how he made it into the industry.
I want to conclude blog post 3 with another blog I found by Javier Benitez (2021) who had written about a chat they had with 3D modeler, Barkin Eraslan about their portfolio. The pair cover the topics of interests in 3D modelling as Barkin has built their portfolio with gun model assets. The blog gives me a good understanding of how building a portfolio around creative interests can help get you noticed by others in the industry . By finding this blog I found the Game Art Blog, Discord server, which has an online network of 3D modelers and animators. 
References:
Kubas, M. (2016). Gun Modelling for FPP Games. Piratportfolio. http://piratportfolio.com/fpp_eng/
Kubas, M. (2017). ACC [3D Model]. ArtStation. https://www.artstation.com/artwork/l8BJ5
Kubas, M. (2016). A Guide to weapon modeling for FPP games [Blog]. ArtStation. https://www.artstation.com/artwork/aaJPz
Why They’re Not Hiring You. . . | Creative Career Tips. (2022, March 24). [Video]. YouTube. https://www.youtube.com/watch?v=ONV_9bMInCk
Benitez, J. (2021, September 9). Weapons Artist Barkin Eraslan - Portfolio Interviews .01. Game Art Blog. https://www.gameartblog.com/portfolio-interview-barkin-eraslan/
Game Art Blog - A Look Into the Games Industry. (2021, October 27). Game Art Blog. https://www.gameartblog.com/
Blog Post #4
Before I even get in to deep with this blog, I had to look up what project stakeholders are (as I am writing these from questions, XD). From what I understand based on a quick Google search, "Project Stakeholders" sound very similar to how a producer would work, which helps me understand on how I can now relate my chosen gun asset project to this blog post.
While working on this project is helping me refine my skills in 3D hard surface modelling, I am also working on refining my time management skills. That's right! I think an important take away from working on more and more 3D models over time is that I will get faster and faster at it every time. During my time modelling the M134 Minigun, I have been tracking how long it takes me to complete stages of the modelling pipeline. By practicing my time management skills and tracking skills, I feel that this will help with demonstrating how I work to potential stakeholders, studio leads, producers and more. 
From reading this blog by Boola Robello (2015), I have found that there is a big importance in time management. Though it mostly aims at self time management, Robello explains how the hors of work going into animation can change from day to day, including the famous "crunch time" where animators will place extra hours into the day for working on a project. I think that by working on both my 3D modelling, time management and tracking skills, I think I can help impress these project stakeholders by demonstrating how responsible I am of the work I take on.
Blog post #4 - Project oversight
Outline who you are working with on your vertical slice output in terms of
project stakeholders and give details as to how you will be
demonstrating accountability while working with/for them (this could
include staff mentors, student project leads, external clients etc) (APA
Citations Required)
References:
What Is a Stakeholder in Project Management? (2022). Wrike, Inc. https://www.wrike.com/project-management-guide/faq/what-is-a-stakeholder-in-project-management/
Robello, B. (2020, December 16). Getting Everything Done: Time Management for Animators. AM Blog. https://www.animationmentor.com/blog/getting-everything-done-time-management-for-animators/
Project Stakeholder management. (2016, August 3). [Video]. YouTube. https://www.youtube.com/watch?v=w5hSzxG6u-4
B. (2021, August 31). Top 7 Time Management Tips for Animators. Business of Animation. https://businessofanimation.com/top-7-time-management-tips-for-animators/
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