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Chris Mead

 

 


Chris Mead
Lead Animator, Angel Studios

Current project:
A PS2 character based adventure game. My roles are: 1) coordinate animation resources and document procedures, 2) track animation assets, 3) ensure a consistent level of communication between the animators and the game designer, programmers, and level designers, 4) create and update schedules, 5) provide art direction and ensure the high quality of our animations, 6) go to a lot of meetings, 7) I spend the other half of my time animating!


Academic Info

College: University of Texas at Austin
Degree: Bachelor of Fine Arts, School of Design

Were there any particular projects or areas of study that you pursued?

At the time, the program focused way too heavily on print design. I focused my efforts as much as possible on working with computer applications in my design. I didn't have any animation or 3D experience until I started working. A broad education is always the best approach. The more versatile you are, the more you'll be prepared to face changes in your career. Basically, you'll be much more employable.

Did you do any internships?
I did contract computer illustration for the company that eventually hired me out of college.


Career Info

Tell us about your first job in the industry. How did you get the job? What was it like? What were your responsibilities?
My first job was with Human Code in Austin as a computer artist. The company worked on every kind of "multimedia" project including games, edutainment, commercial websites, intranet sites, promotional pieces, etc. I got in while the company was very young and small, we eventually grew to over ten times the size from when I started. During my time there, I worked on a very broad range of artistic tasks. This was where my versatility as an artist paid off big. I did illustration at first, then web and interface design, then I started doing 2D animation and eventually 3D animation. All of this was self-taught on the job. I had a talented group of equally versatile co-workers that I was able to learn from and develop my skills. I gradually gained more and more responsibility, or just took it upon myself at times. I went from artist, to lead artist, to head of the 3D artists, to graphics group lead/director. My last year at the company was spent as the co-director of the graphics group.

What jobs have you held in the games industry thus far? Briefly describe the career path you took to get where you are today.
I have only worked at Angel Studios and Human Code. I more or less listed that above. I did try to focus my abilities toward the 3D production pipeline, and more specifically to animation. I steered toward animation because I found, over time, that I had a rare talent for that sort of thing. While it is best to have a broad range of abilities, it can be equally important to be an expert at something you really enjoy.


Advice

What fields of study, specific courses, or life experiences would you recommend to students interested in your field?
I took a very unusual path in my career. If I had it to do over again, I would have gone to a university or art school that focused on the kinds of things I do in the computer gaming industry. Unfortunately, while I was in school, I had no idea what kind of work I would be doing in the real world. It sounds strange, but I was a highly motivated individual waiting for something to float my way. I got very lucky (with a lot of hard work) and wouldn't recommend this approach. There are a number of attributes that make up a successful computer artist: artistic and creative ability, technical knowledge, experience, communication skills, organizational skills, and leadership. It is best to find an education that will give you a healthy balance of all of these. Many times in this industry, you will find individuals that are fully loaded in one of these traits, but sorely lacking in the others. People that are loaded with talent but have no technical training are not very employable, except as interns. People with technical prowess, but low artistic talent are a dime a dozen. Any intelligent person can learn "how" to use a 3D software package, but only a real craftsman can use that knowledge to create something visually stunning and worthwhile. Again, I can't emphasize enough how much companies look for these other traits, as well, in a prospective employee: communication skills, organizational skills, and leadership. These traits are somewhat rare with many artists, probably because a lot of artists tend to be introverted. It's OK to be the quiet type, and it's definitely OK to be unique or eccentric, but it's not OK to come off as weird or unprofessional. Remember, in the real world, 3D gaming is a business with millions of potential dollars out there. Companies will be selective with who they trust to make them successful. This is very important to remember when you look for your first few jobs. Maybe after you're famous and everyone wants you at their company you can start throwing around an unsavory attitude.

Is there anything you wish someone had told you before you got into the games industry? Is there anything you would have done differently?
I'm very happy with the way things have worked out for me. I do wish I would have known what I wanted to do earlier in life. That way I could have gotten a more applicable education. Some of the art schools on the East and West Coast are really turning out some incredibly talented, skilled, and well-rounded artists. I would not have been able to compete in the market place if I were just getting out of school today with the education I received.

As games increase in complexity, what are the various kinds of jobs that you foresee development companies needing in the next five years?
I think the jobs will remain the same. For a successful game, the project must have game designers, level designers, character and environmental designers, level and character modelers, animators, compositors, technical directors, art leads, and art directors. Sometimes these tasks can be doled out to individuals or groups of individuals. Sometimes, one person can do several of these tasks at once. The bigger the game, the bigger the scope, the bigger the budget, you'll need more people, more specialized people.

Do you have any other advice or recommendations to share with students who are interested in doing what you do?
There are jobs out there. You may have to be willing to relocate to get a good job, but that's just a part of being in this industry. Always look around at what other artists and companies are doing. Try to get your student work to a professional level as fast as possible. That means being a craftsman as well as an artist. Remember, the work you create is intended for an audience. You won't get very far doing stuff nobody but you thinks looks good. Make sure anything you put in your demo reel is of professional quality. A person with a killer 45 second demo reel will always get an interview before someone with a few minutes of good stuff mixed in with a few minutes of garbage. Be honest to yourself and a prospective employer. Don't tell them you're a Maya expert if you've done a few of the tutorials. You will get found out and you will not be congratulated in your sneakiness. There are tons and tons of useful information and contacts on the web, use them. Also, if you want to be a successful game animator, make sure you can really animate. Be honest with yourself. I've seen a lot of people try to focus their careers on being an animator just because that's what they want to do and not because they're good at it. Bad idea. There are too many other great jobs for an artist in the gaming industry to stall yourself out trying to do something you can't do to a professional level. It's just way too competitive. Lastly, don't get too wrapped up in your career. Remember to live your life as well as have a rewarding career. If you find yourself at a company that treats you like a slave-laborer, get out. The company probably won't be around in a few years anyway. The successful companies are the ones that have fun, work hard, and treat their employees with respect.

 

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International Game Developers Association