Chris Goodswen
(3D Character Artist)
Like many others, Goodswen started with and preferred traditional mediums and techniques. He slowly started to build up on his landscapes and characters, transitioning to the 3D world. It wasn't an easy process, as at first the 3D programs seemed confusing and very complex. He told us to start learning by playing around with the tools and mechanics of a program we didn't know.
He says that 90% of a professional workload is research, complimented by a minuscule 10% of actual work. This was something I didn't expect to hear, and surprised me a little. I used to think it would be a much more balanced scale.
Research is always better when you go out and find things first hand. Goodswen researched fashion from different eras, as that is one of his main interests. This proves we can take influences from anywhere.
When doing concept work, Goodswen tries to think quickly on each individual character, spending only a few minutes or seconds on each one, and ending up with 200 to 300 small images. He tries to find interesting silhouettes through rapid painting and drawing. I think this was a very eye opening process, as I normally spend a much longer time on one character. I will most definitely be trying this.
When trying to break into the game industry, he says be relentless and keep pushing on. No matter how many times you get pushed over or ignored just keep trying. He spoke about 600 people applying for a couple of job vacancies, and this seriously demoralised and demotivated me and a few others I spoke to. He says that we will be competing against people with 10 years experience. I’m not sure if this is what fledgeling students want to hear at this point in time, but it did open our eyes to the true severity of the working world.
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