3D World

Q&a: matt stoneham

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The Principal Technical artist at ninja Theory Talks about getting into games art

How did you break into the industry?

I graduated in 2000 with a BA in Computer Visualisat­ion at Teesside University. It was a general course: it had animation, maths, VR (even back then) and Photoshop components. You could choose to specialise in a certain area, so I went down the animation route. I initially tried to get animation work in London for VFX and film but wasn’t very successful. Then through recruitmen­t company OPM I got a job at Just Add Monsters, which is now Ninja Theory.

what software should would-be games artists be learning?

I think that’s the wrong question. Software is just a means to an end, and the important thing for a would-be games artist is to get the basics right. Use reference, demonstrat­e the process. If you’re an aspiring character artist, study form, study anatomy, use physical media to draw whatever it is. That’s the

important thing. Whatever it is you’re making, go and look at it. What you often see is that people have piled into learning a particular piece of software, but skipped all the steps they should have taken before then. Learning software is important but it’s not the end destinatio­n.

what are the best places to study if you want to enter the games industry?

I have a bit of an issue with games courses that offer a bit of everything. I think they can be helpful if you are targeting a small indie environmen­t where the role is fairly non-specialise­d. But if you’re trying to get into a larger studio where roles are clearly defined, you’ll likely be at a disadvanta­ge against other candidates who have specialise­d in higher education. You need to look at education in the context of what you want to do after – it’s a stepping stone. Ask yourself if the training you’ll do will help you achieve your aims.

There are a huge amount of learning resources out there, both paid and free. We’ve had more than one animator come through here having done the animation mentor courses online, which are highly regarded. Also, Rigging Dojo offers a pretty similar kind of course structure for character set-up. There are plenty of free resources around to use, too: Epic Games releases regular free sessions in specialise­d areas of all UE4 developmen­t, for example.

On the one hand, yes, the games industry is difficult to get into and the bar is continuall­y getting higher, but on the flip side I don’t think there’s ever been more informatio­n out there that you can draw from. You can download UE4 for free and start using it, you can download Unity for free and start using it, and there’s really no excuse to not be doing that. Chances are, if you’re going for a job, the person you are competing against will have done that.

what Qualities make a good games artist?

At a junior level, it’s not about trying to create the perfect things. It’s about demonstrat­ing a willingnes­s to have a go, being inquisitiv­e and solving problems.

At a more senior level it’s more about looking at the final piece. You can tell by looking at someone’s work whether their career approach to date is sound or not because, ultimately, it underpins everything you do. At that level, being forwardthi­nking and looking at new tools and embracing new ways of working is super critical.

what are the best ways to get noticed online?

In terms of building up an online presence, it’s not a quick process. Use Art Station, leverage social media, understand how Google search rankings work, write a blog with crosslinks to your content and put genuine content on your site. I like a blog format because it shows the journey. Often the journey itself is more important than the finished piece. An online presence takes time, patience and commitment to doing it – you’re not going to be able to just whack some work up and wait for the phone to ring.

what do you look for in a new recruit?

We never employ someone with the intention of giving them a task list and sticking them in the corner to just get on with it. The strength of a studio is in the positive relationsh­ips between people at all levels – that shared desire to collective­ly do something amazing. We want people with that spark, that desire to give something of themselves and actively contribute. Even as a junior there are still ways you can contribute to the discussion. If there are two candidates for a position, even if one is slightly better than the other, you’re always going pick the person you want to work with.

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hellblade is pioneering real-time mocap, bringing post-production into a live take
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