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Chris Mead
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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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