Steve
Theodore
Animator/Character Designer, Valve
Software
Current project:
Team Fortress
2, CounterStrike. I help design and animate characters for multiplayer
online action games. I also helped to design the animation system and
the tools we use to build the character models.
Academic Info
College:
Williams College (BA), Brown University (MA)
Degree: Classics (BA), Roman History (MA)
Were there any particular projects or areas of study that you pursued?
No.
Did you do any
internships?
No.
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?
When I graduated college I intended to be a Roman historian, and I spent
several years working on a PhD. While I was a grad student I started doing
freelance work as a graphic artist (this was the early days of desktop
publishing and there was a lot of demand for people who could use tools
like Photoshop and Illustrator).
Eventually one of
my clients needed some animated titles for a video production, so I started
experimenting with cel animation packages like Director. Consumer-level
3D was just in its infancy but I started following the field closely.
This was in the early 90's, when revolutionary jumps in computer graphics
seemed to be happening every few months. As the field became so much more
interesting I found that grad school couldn't hold my interest. I spent
all the money I made with the business on an SGI workstation and a seat
of Alias PowerAnimator ($40,000 at the time!) and sat down to teach myself
how to be a "real" CG animator. I ran my own freelance studio
for three years before deciding that I wanted to work on something more
fun than architectural presentations and corporate training videos.
My first job in games
was with FASA Interactive in Chicago, where I worked on MechCommander
and MechWarrior 3. I found out about the position at the SIGGRAPH job
fair in 1995 and submitted my demo reel at the show. At the time I had
a big advantage as FASA used PowerAnimator, a very expensive package which
relatively few people knew how to use. I'm not sure I would have gotten
the job if there had been more competition.
I worked primarily
as a modeler and texture artist on MechCommander. At first I built and
textured Mech models and environments which were passed off to other animators.
Since we were working on sprites, rather than real-time models, I got
to be very lavish with textures and modeling detail, which was great practice.
Once the model library was finished I helped to animate the big cinematic
sequences for the opening and ending of the game. Some of our shots took
more than 12 hours to render each frame! While I was sitting around watching
progress bars all day I started to get interested in modeling and animating
for real-time 3D (this was just about when Quake was released) to escape
the lag-time in cinema work.
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 left FASA in 1998 and came to Valve. Valve knew I didn't have a lot
of real-time modeling experience but they were willing to bet that I could
learn it. I was very aware of the chance they were taking on me and I
spent a lot of time and energy absorbing the rules of low-polygon modeling
and restricted texture budgets. I joined the Half-Life team, where I worked
as a modeler and animator.
When Half-Life shipped
I started working on Team Fortress Classic, which led me into my current
specialty as a character animator for online games. Since HL I've worked
on Team Fortress Classic, Ricochet, CounterStrike, and am currently working
on Team Fortress 2. In addition to design and production work I also do
a lot of 'translating" between the coders and the artists, who have
to work together even more closely than usual in a multiplayer environment.
I also do a lot of work with the mod community, supporting mod teams and
other companies who have licensed our engine.
Advice
What fields
of study, specific courses, or life experiences would you recommend to
students interested in your field?
A good art education is essential, although this does not mean you have
to attend an art school - in some ways I prefer people with regular 4-year
degrees, since they generally have a broader set of experiences to bring
to their work than people who've spent 2 or 4 years isolated in a studio.
For animation, you also need to have good command of one or more of the
tools packages - being a good illustrator - or even a good traditional
cel animator -- doesn't guarantee you'll make a good CG animator. It's
important to realize that knowing 3D Studio Max or some other package
is not the same thing as being an animator - but it's not possible to
be a good animator without a solid knowledge of at least one tool. Fortunately
the two most common tools, 3D Studio Max and Maya, both offer "introductory"
versions for people who want to learn without shelling out $3-5,000.
Is there anything
you wish someone had told you before you got into the games industry?
Is there anything you would have done differently?
The games business is in transition right now. When I started companies
were usually smaller and in a lot of ways more amateurish. The good thing
about those days was that companies were very eager to find people, and
there were a lot of opportunities for folks who were bright and talented
but didn't have formal training in the areas they wanted to pursue - most
of the people I knew back then were largely self taught. As the industry
matures, paper qualifications and resumes are becoming more important
which is a shame, because it means people need to decide on a career path
earlier and be more narrowly focused. On the other hand, the quality of
people coming out of computer graphics programs today is much, much better
than the general run of people in the old days, so it's a trade-off. There
are still a lot of openings for people who have talent and drive but no
track record - certainly much more so than in older industries - and the
constant bubbling up of new startups and boutique companies means there
should always be a "backdoor route" for outsiders. I hope that
the large mainstream companies don't become to bureaucratized and continue
to take risks in hiring talented folks, whatever their backgrounds.
As games increase
in complexity, what are the various kinds of jobs that you foresee development
companies needing in the next five years?
The line between artists and programmers is getting blurrier all the time.
While there will always be a need for people with strong traditional skills
like illustration and design, there is going to be increasing demand for
people who can apply artistic judgement and design skills but who use
code, or hybrid code-art tools like scripting languages, to create game
content. People working right where art and programming intersect are
going to be very much in demand in the near future.
Do you have
any other advice or recommendations to share with students who are interested
in doing what you do?
The single most important tool for somebody seeking work as an animator
or modeler is the demo reel. Companies will be glad to know if you have
a portfolio of figure drawings, a scrapbook of performance art pieces,
or a straight-A transcript in your studio classes but the thing that will
make or break your job search is the demo. A good reel is concise, under
5 minutes. It showcases only your best work - if you put on something
you know isn't great just in order to pad out the time, viewers will think
you don't know the good work from the bad. The choice of material will
say a lot about you as an artist and as a person, so consider carefully
what kind of impression you want to make.
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