Saturday, March 21, 2015

Autodesk CG Student Awards

Greetings and salutations! I just learned of this yesterday: Autodesk is sponsoring an international competition called the CG Student Awards 2015. They are accepting work based in six categories. These are Student of the Year, Film of the Year, Game of the Year, People's Choice, Bootcamp Internship, and School of the Year. The main categories of art being judged in these is VFX/Animation, Film, and Game Design. The prizes are awesome but there is one prize that only winners get: an internship at a production studio of their choice available from the list of studios on the CG Student Awards website.

That is a huge deal. That is my goal is to get hired by a studio. This would help me tremendously if I can win. Thus I am entering Prism into the competition. The only problem is that the deadline is May 13th, 2015. That is less than two months away. Before I had six months to get Prism working and in a polished condition for graduation. Now I only have less than two months.

I hate rushing. Whenever I rush, I get the work done but the quality suffers as a result. However, if I can learn to get my work done faster and use good time management, I think I can get it done. I have no choice if I am going to make it in the industry. The biggest thing I think studios are probably looking for is good quality combined with speed. If a person can pump out excellent work consistently and quickly, than they could probably be a highly valued asset to a production team.

So that is the goal. Prism will be my introduction piece into the game industry via the CG Student Awards. It's going to be tough, but I believe I can do it. Making the levels modular as I explained Thursday will help tremendously with production time. It is the individual assets that make up the game that will take the longest to build. So without wasting anymore time, off I go to get Prism done!

Oh, one more thing: if you want more information on the Autodesk CG Student Awards 2015, you can find more information here.

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