Monday, July 23, 2007

Great Screens from "The Strangers" Rogue Pictures/Universal Pictures

Hi everybody!

Just a couple of links of interest for those of you who may be interested in the upcoming "The Strangers" motion picture. I worked on the storyboards for this film last year. The forum in the link is from www.lovelylivtyler.com and contains some really sweet images of Liv Tyler, Scott Speedman and Gemma Ward from the movie that were recently released. Go check it out and make sure to go see the movie when it comes out! It's creepy and we all worked extremely hard to make a really great film! http://www.lovelylivtyler.com/forum/index.php?showtopic=8438&st=60&#entry597313

Craig

Creature concept


Good Monday morning! It's been a while since I actually posted some real art on the site. Most of the time I'm too busy updating with news and projects. Anyhow, sorry 'bout that! Here's a creature concept piece. This one wasn't for tv or movies, but the video game industry and Ubisoft. I'll be doing more posts like this so keep checking in and keep me in mind for your art outsourcing needs :-)


Craig

Thursday, July 19, 2007

Re-post

Hi everybody,

I wanted to repost (re-air :-)) one of my original posts that I think deserves some additional attention and is food for thought. 'DAM newsletter'. Digital Artists Management - http://www.digitalartistmanagement.com/ and Digital Artist Management Consultants - http://www.damconsultants.com/… and contact them should you need the very best in artists placement. Great guys and great jobs for a changing marketplace. Please read on especially if you are and artist that works/has worked in games or if you are in a position to hire an artist for your video game project.

*originally published in the Digital Artists Newsletter*THE CONVERGENCE OF FILMS & GAMES: A Staffing DilemmaOver the last several years, there have been numerous discussions, debates, and panels dedicated to the convergence of the film and game industries. Much of the dialogue has been centered on plot development, photorealistic graphics, licenses crossing platform lines, and whether or not a game will ever be able to make the player cry.While all these points are certainly valid topics of discussion and the lines are coming ever-closer to merging, a topic that is seldom discussed is “What is the best staffing methodology for facilitating this convergence?” Although it may not be a flashy subject for a panel at GDC or E3, the benefits associated with Hollywood ’s practice of hiring product development specialists into temporary, on-site, full-time contract positions is gaining considerable traction within the videogame industry.Up until now, the game development community has focused almost exclusively on hiring artists, animators, designers, and engineers into full-time positions. This methodology has prevailed because of the desire to secure and retain top development talent, protect intellectual properties, and keep innovations and proprietary technologies confidential until products ship. But in order to meet the development scope for next-generation content team sizes and budgets will likely double or even triple. While there will always be a need to hire and maintain a core team of key players on staff, it is becoming increasingly difficult and, in some cases, unnecessary, to have the entire development team employed in permanent positions. Film and effects houses have long seen the value in contract employment because of the project-oriented nature of their work. Similarly, the project-oriented nature of games development could likewise benefit from utilizing temporary or contract resources on a broader scale.For employers, hiring contractors immediately eliminates many of the HR, benefits, and insurance costs inherent with hiring each new employee, especially when the staffing agency assumes the liability issues associated with co-employment. Under this scenario, the staffing agency is responsible for the contract employee, including all HR-related issues, payroll, state and federal taxes, workman’s compensation, unemployment, and liability insurance, while the employer gets much-needed resources to alleviate workload and bandwidth pressures on the typically heavily burdened permanent staff. Contract staffing also provides a lot of flexibility for employers to test-run candidates before making a permanent hiring decision based on an interview, a demo reel, or a gut feeling. When the contract is done, there are no false or misconceived expectations, and the employer has the options to move on, renew the contract, or convert the contractor into a permanent employee. Moreover, utilizing contract employees can help companies avoid much of the awkwardness and negative publicity that often results from layoffs and downsizing at the end of a project because most companies cannot financially sustain the entire development team once the product has shipped.For individual developers, there are some equally compelling benefits to the contract employment model. From a creative perspective, contracting affords the opportunity to work on a variety of different projects over the course of one’s career while broadening one’s network of contacts. Contracting can also provide a stop-gap between permanent employment stints since it’s always nice to receive a paycheck while you’re looking for a permanent job. Most notably, working on contract often allows an individual to get the proverbial “foot in the door” with a studio that may have otherwise been reluctant to make a permanent commitment upfront.So while the debate over the impending union of film and games content marches on, the benefits of a convergence in hiring practices are becoming increasingly clear."