This month, we make a departure from our current series to have a look at Getting
a Job in CG, a joint effort between Sybex
and Maya Press. If
you’ve been looking for a job in 3D, this book offers valuable information
that can help land you that dream job.
Topics covered in the book are:
Chapter 1: What 3D Job is Right For You? Chapter 2: Technical 3D Jobs and Other Industries Chapter 3: What To Learn Chapter 4: How and Where to Learn Chapter 5: The Demo Reel, Portfolio, and Resume Chapter 6: Finding Jobs Chapter 7: The Real Goods: Who You Know Chapter 8: Working with Recruiters Chapter 9: Interviewing for the Job Chapter 10: Frequently Asked Questions—Insights
from Reel People Appendix: Real Reels
In the course of reviewing this book, I had several questions. Some of these
were answered in the book itself, others were answered by Danielle Lamothe,
Product Manager for Books and Training at Alias software. I asked: What was
the impetus for writing this book. Why now?
Danielle said: “3D, and Maya in particular, now dominate the Film and
Games markets. There are a lot of jobs available to the skilled user, but as
the industry matures, the competition becomes tougher. We felt it was the right
time to provide a resource that could help people find out which jobs are out
there, and then find the job that was right for them.”
Nathan: Who will benefit the most from this book?
Danielle: “Anyone interested in pursuing a career in the CG industry.
This book is not only helpful to the recent graduate looking for his or her
first job in the industry, but also to the more seasoned veteran who might be
looking for a change of pace or a better fit.”
Nathan: Is it better to go to school or to learn at your own pace?
Danielle: “In most cases, your demo reel will determine whether or not
a company will hire you and the biggest factor in getting a job or not will
be talent. How you got that talent doesn't always matter. However, school does
provide an excellent opportunity to get to know your peers through team work
and networking. In the working world, you'll likely always work as a part of
a team so learning to do that is critical. This book will also talk about how
former classmates can often prove quite valuable in your job hunt so don't rule
school out.”
Nathan: “What suggestions do you have for the aspiring artist who is
talent-rich but
cash-poor?”
Be visible, keep working at it and don't quit your day job! Sometimes, finding
the right job takes time, but the reward is huge. Don't give up if that dream
job with the big paycheck doesn't fall into your lap right away. Get out there,
make sure people see your work and, if you can't get paid, volunteer. You'll
get valuable experience, make industry connections and improve your demo reel.
Brian Freisinger, one of many artists interviewed for this book, repeatedly
emphasizes that: "The most important part of preparing for a job in 3D
is to master the fundamentals of art. A basic education in fine art includes
courses in art history, film history, drawing, painting, sculpture, architecture,
and photography. More specialized areas of instruction include graphic design,
storyboarding, character design, character animation, and cinematography. Although
all of these studies are valuable and teach skills that will stay with you throughout
an art career, many artists get only a fraction of this scope in their education.
What they all get, if they’re going to have a prayer of success, is an
understanding of the fundamental aspects of art: line, color, composition, form,
and proportion."
Several of my questions concerned whether an aspiring artist work at being
a generalist or only pursue their area of interest, such as modeling? And secondly,
what would be the advantages/disadvantages of doing so?
I found the answer to this question in Chapter 3, where the authors state:
"While there’s no clear path to educating yourself for a job in 3D,
there are some basic rules you can follow. Be a generalist when acquiring art
and visual storytelling skills; the more you know, the better you’ll do
in any 3D career. Specialize in at least one core talent and devote yourself
to perfecting that talent; all studios, whether game or television or film,
are looking for people who do at least one thing exceedingly well, but have
a core understanding, if not applicable skill in other areas of CG. Embrace
the technology you’ll need to make your art but do not become a slave
to it. 3D is a technical field, but remember that the tools change constantly
and without warning; expertise in one tool cannot match a core competency in
creative arts."
Conclusion
In truth, an article can only give you a taste of what is necessary for a career
in 3D. If you want to give yourself the best chance of success, it's important
to have an organized, effective plan of action and this book can help you make
the right decisions. In two weeks time, we’ll be featuring an excerpt
from Getting a Job in CG. This is Chapter 3: What to learn. This excerpt will
cover information about Fundamental Skills, 3D Graphics and Other Skills, followed
by a Summary.
On the CD
On the CD are demo reel samples from artists who obtained the jobs they were
after in the CG industry. These reels can help you in tailoring your own for
your job search.
References
This book's companion website, www.3djobs.net,
serves as a research hub packed with supplementary information and links to
vital sources.
Currently a technical director at The Orphanage in San Francisco, Sean Wagstaff
has been a lead 3D artist in games, a freelance modeler, effects artist, and
an illustrator since 1993. He wrote the first books on Macintosh 3D graphics
and animation on the Web and has written for several publications including:
MacWorld, MacWeek, MacAddict, MacHome, Wired, DV, DCC, Computer Graphics World,
and CNET. He is a contributing editor to Creativepro.com.
Dariush Derakhshani is currently involved with national TV commercials and
music videos. He also teaches animation and Maya classes in Los Angeles. Author
of Introducing Maya 5: 3D for Beginners and contributing author to Maya 5 Savvy,
Dariush received a Masters degree in Animation from USC Film School.