A SUBMISSION POST-MORTEM
It’s been one hell of a year. The workload has near killed me, I wouldn’t be surprised to notice that my roots are growing out white the next time I need to dye my hair. But I guess it was worth it? It’s not only the last week of this year, it’s the last week of the last year. 4 years are a 6th of my life, which is quite a lot. I’ve learned a lot.
The opportunities that Abertay provided put me in a position where I could enter the industry after 3 years of my studies. “To become employable” was my initial goal for coming to uni. I have had my hand in over 15 games projects of various degrees of complexity and success during these 4 years. I have understanding of game production pipelines. I have worked on various projects with various people and faced various challenges. I will graduate with just over a years experience of working full time in games! I have learned a lot about what kind of work environment I can and can’t thrive in - mostly at uni, but I’ve had the opportunity to affirm these ideas in the work place. My honours project specifically has played a major part in my professional awareness as I’ve done research concerning both the past of games as well as their future in more depth than I perhaps would of if I were left to my own devices. So as much as I might hate my dissertation and academic writing, the research has certainly been good for me.
When I started at Abertay I had only the vaguest idea what game engines were. I had never heard of a sprite or about unwrapping. I had never worked with 3D software, I had never animated and I had never created anything interactive. I wasn’t aware of the thriving indie games scene or the equally expanding smart device market. Now my life revolves around all of these things. When I came into uni I had nothing resembling a personal visual style because I had barely experimented with stepping out of my comfort zone when it came to art. Now I still don’t have a personal visual style, because I can’t stop experimenting with new styles. They say that we all have 10 000 bad drawings in us, you just need to get them out. I think I’ve got a fare share out while at Uni. I wouldn’t say I’m an expert at anything, but I’m certainly proficient at a lot of things. I have learned to work with game engines, 3d software and programmers. I’ve learned to animate, to deal with the demands of a client, and to ride the caffeine and sugar wave through all nighters. The last year I’ve spent a lot of time asking “why”. Some of it still escapes me and probably always will (art is a fickle mistress) but I think my approach to my tasks and art in general is much more critical, creative and contextually aware.
And this last year, while trying to carry more than I can lift I’ve learned I have some amazing friends that will help me when I need it most. <3
The project might not be at a stage I had hoped it would be, but what is there is done to a standard I’m reasonably happy with. I overcame any hiccups I had on the way technically, however the self discipline necessary to work 75 hours a week was somewhat beyond me. I’m fairly disappointed with myself in that regard because I see what Dawn could be and I didn’t have time to take it to that level.