Showing posts with label video game. Show all posts
Showing posts with label video game. Show all posts

Tuesday, May 6, 2008

'Grand Theft Auto" simplifies song purchasing

Could it be that mindless violence and the old American 'self-made man' ethics makes players crave certain songs? Click here to read a Billboard article on the use of video games to sell mp3.

Thursday, April 24, 2008

Monday, April 14, 2008

UK Video Game Industry Accuses Canada of Unfair Trade Practices

Everybody knows that Canada's video game industry tax credits are very generous... And the British government is not happy about the practice, saying that it is causing a brain drain of its own talent.

More about this 'trade war' in a recent Canwest Global article you can read here.

I just hope that Canada is not setting up another Hollywood North crisis that will favor foreign studios instead of the homegrown industry... Only time will tell...

Friday, April 11, 2008

Marketing Insights: Halo 3

Gamasutra features a nice analysis on Microsoft's Halo 3 campaign. Read it all here.

Wednesday, April 9, 2008

Looking for a Game Industry Jobs in Quebec, Canada?

A brand new video game recruiting agency, Louiscleroux.com, has opened its doors in the Montreal area.

Check it out here

While we're on the subject check out this new Quebec-based video game school, Desgraff Institute.

Quebec City has also its own chapter of the International Game Developers Association, check it out at the IGDA Quebec Website (here). Access their blog here (in French).

Monday, April 7, 2008

Link to Game Developers Conference Proceeding Archive

Access here.

In-Game Ad Market to Grow to 650 Millions by 2012

The great in-game ad gurus are at it again. Apparently, the market is supposed to grow by 120 percent to $650 million in 2012. I hope advertisers will not notice that most players experience an effect similar to 'banner blindness' with in-game ads...


More info here

Thursday, April 3, 2008

Register for Games for Health 2008

More info here

Paramount Expands Interactive Dpt

Paramount has expanded its interactive department team and is putting together a slate of games which it will develop.

More info here

Wednesday, April 2, 2008

YOUR ART PORTFOLIO DO’S AND DON’TS: TOP FIVE MUST-HAVES (5 of 5)

5) Portfolio Format

CD and DVD formats are recommended for your portfolio. Use a DVD case and include a small hard copy of your resume. All graphic files must be high rez JPEG. For video files, use well known codec such as WMV and DiVX. You can also include links to your website to showcase additional work that support your application. Make sure that your website is not entirely in Flash to facilitate the bookmarking of your site’s pages by recruiters and company executives.

Good luck!

More info at louiscleroux.com

YOUR ART PORTFOLIO DO’S AND DON’TS: TOP FIVE MUST-HAVES (3 of 5)

3) Stay Down to Earth

Avoid clichés. Avoid big monsters with bug swords, funky robots and – please oh please – the infamous spaceship in a tunnel thing. Demonstrate the quality of your work by including apparently simple things done with perfect technique and inspiration. If you are a concept artist, include a collection of drawing, from early B&W sketches to the final product. Wow’em with your knowledge of perspective and human anatomy. For animators, include scenes featuring your ease with physics and human movement, down to the smallest details (animation fluidity is crucial here). A walk cycle with a natural movement, two character interactions, a character falling and then getting up, facial animations, are all winning elements. 3D professionals will feature some rigging and/or texturing work of everyday objects, faces, environments, and clothing seen form many angles and in different lightings.

More info at louiscleroux.com

YOUR ART PORTFOLIO DO’S AND DON’TS: TOP FIVE MUST-HAVES (2 of 5)

2) Be Professional

Do not include school-related work in your portfolio. Chances are your recruiter will probably have seen the same exercise a thousand times by then while looking at your classmates’ portfolio. He/She will not be impressed.

Try not to put too much work on the design of your portfolio and focus on the content side of the equation. A high quality HTML/Java GUI will never hide a content weakness. It could even lead to recruiter’s distraction/frustration.

More info at louiscleroux.com

YOUR ART PORTFOLIO DO’S AND DON’TS: TOP FIVE MUST-HAVES (PART 1 of 5)

Considering the time I spend giving advice to would-be video game artists, I decided to post an article about what to include/not to include in your portfolio. It's long but I think it can help some people. Here it goes:

YOUR ART PORTFOLIO DO’S AND DON’TS: TOP FIVE MUST-HAVES

As an artist, your portfolio is the main weapon that will help you land that job interview you are wishing so much for. However, this first line tool is rarely treated the way it should be by professional artists. Here are some advices that will help you present your talents in the best light possible.

1) Know your Public

You must tailor your portfolio for each and every company you would like to work for, as you would do with any resume or introduction letter. Do not include your Flash masterpiece in it if the studio you want to work for does offer any product in that category. Furthermore, a D&D-themed portfolio will not be a hit with company known for Party-type or casual games. Each of your portfolio elements must be a hard-hitting argument in favor of your candidacy for your dream job within a given company. Aim for quality and not quantity in that regard. It is also recommended that you put elements linked to the particular job you are applying for. You are a texture artist? Concentrate on the best work you have done in the texture arena.


More info at louiscleroux.com