Maxim Aristov Biography
In the podcast of Sergei Galenkin, he spoke about his life path in the world of computer games as a 3D modeller, about the latest trends in the gaming industry and about working in Valve. About how we have already learned from Gabe Newll about how it tikes Valve, now it was the turn to look at Valve from the point of view of not the head of the company, but an employee.
Here is the main theses of the conversation of Maxim Aristov with the organizers of the podcast. The interview in Valve is very difficult, long from 9 to 18, at the portfolio look at the minimum of time, the rest - they ask questions about the game design, the development of levels and give other non -standard tasks. The weaknesses of a person are tested.
Example: how to place first -aid kits, how to ensure the treatment of characters in a team game, how to develop gameplay on a ship near the shore, gameplay on an airplane, how to make a gameplay about a garden. The main conditional separation of applicants is programmers and designers, but this line is conditional, since the team needs universal people. In an interview, programmers are tortured by different tasks.
Technical artist in Valve - are engaged in writing shaders, developing special effects, write scripts, are a bridge between artists and programmers. The requirements for the 3D model of a professional should be hired by a professional in order to evaluate the applicant with an armed gaze. The candidate is sent to other artists in Valve and collectively evaluate the level of his work.
The volume of work is appreciated and its quality is appreciated. The rules and norms of modeling in the game design are related to the criteria for hiring. Large and medium forms in the model are more important than details. The model should have areas of rest, a hierarchy of forms, there should be a modeling base - from the real world, photo, etc. The tools of the designer of Valve are very wide, you can use what is convenient.
Valve also has its own product for creating films, screensavers, etc. Tips for beginners of 3D modeliers. At this time, an ideal situation has developed for beginners - the availability of literature, resources, courses and programs. Inspiration and copying for the artist and his development is normal. You can’t say that the model is made from scratch from the head without looking at the best practices of other artists.
Formal education is not necessary, but it is important and we must not forget about the purpose of its training. For initial training, there is enough month of intense training.
Design programs for beginners are 3D Coat - for building topology when creating characters, to create complex landscapes using stationsel; Blender is almost not used in a professional environment to create games, but it is free, affordable and it quickly appears in it all new technologies; Modo and student versions of other commercial products. Why is there no cinematic realism in games?
Consoles are created for even more old technologies and are designed for 5 years, that is, they are even more behind. The role of 3D printers and 3D scanners in the development of games. All uniforms of soldiers in COD, the environment models are scanned models. Pipeline Technological process of creating a model in Valve Pipesin is based on the first design of the draft on iterations, many options are created that are shown to a wide range of people, a survey is carried out, one design is selected.
Valve does not have allocated quality control, the developers themselves play this role, they are required to play a certain time every day in the game that they develop. But it is best to hear everything with your ears in this podcast. Similar publications:.