tanukivilla

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from San Francisco, CA

  • Activity

    • 6 years ago

      tanukivilla

      New demo reel is up. Still want to get some of my Maya API with Python stuff on it, but that requires finishing the code first. However, I think it's more important to just get the new reel up now and showcase (almost) all the new stuff I've worked on like The Unfinished Swan and God of War: Ascension. The API stuff is really only important to companies that require that for their tech artists, which is why I'm okay with putting this 95% complete version now and then I'll add those 10 seconds of demoing the API code once I finish that (hopefully) over the next week.

      All in all, I feel like I'm in pretty good shape for GDC, which I leave for in just over a week.

    • 6 years ago

      tanukivilla

      God of War: Ascension came out today. I hope you all bought a copy. Even if you don't have a PS3, just use it as a coaster or as a way to level off a table. We really don't care what you do with the disc, so long as you purchase one.

    • 6 years ago

      tanukivilla

      Maya API with Python is hard. And there is very little documentation online for Python; most of it is in C++, which I'm less familiar with. Oh well, pressing on. Gotta make something cool before GDC. Hopefully will have at least my own plug-in command but I also want to eventually make my own plug-in node as well.

      I'm in that stage where you are learning something and attempting to use it for the first time. There is much failure and few successes. However, usually you have a teacher of some kind or references to fall back on. When I learned ActionScript and Python on my own, this was possible because there were tons of books full of examples. The first few proto-games I made using Flash/ActionScript were basically just minor rule change variations of games that some of the books fully covered the creation of. I was then able to take those ideas and make my own games much faster and more efficient than if I hadn't had those references. It seems like with Maya API with Python, I'm skipping that second step of using the references because they just don't exist. Instead I've gone right to the final stage and it seems like that's why this feels more frustrating than previous languages I've learned on my own. Oh well, at least it's a job skill, so if Sony calls me back I'll be a better Tech Artist than when they laid me off.

    • 6 years ago

      tanukivilla

      I haven't posted a journal about this because it wasn't really that shocking, but I recently lost my job at SCEA - Santa Monica. Not just me, but about 60 other contractors all lost their jobs with Sony. Again, this wasn't shocking, we knew this was coming, we just didn't know when. Most game companies do this with their contract staff when a game goes for either final submission or cert (certification) submission. However, that doesn't mean that the ultimate outcome sucks any less.

      I took this pretty much on the chin, mostly because I knew that this would happen eventually. However, some of our younger artists took it much harder. As I told one animators, when you get pulled into a room with 50-70 other people and you are all laid off simultaneously, it's not personal, it's business. I also reminded him that we work hard and attentively, not so we don't get fired at the end of a production cycle, but so we get re-hired at the beginning of the next one.

      Anyway, I don't want this to detract any from Sony or SCEA - Santa Monica and I certainly don't hold any grudges against either studio. I'm incredibly proud of the work I did on God of War: Ascension as well as the little bit of work I did on The Unfinished Swan and I urge everyone to get both of those games. However, I can't stress enough how happy I was to get the chance to work on God of War: Ascension for almost 2 years of employment. Sometimes you spend years on a project you don't fully endorse or enjoy and I'm proud to say that this definitely wasn't the case with SCEA - Santa Monica and God of War. I just watched the Sony announcement today and the PS4 looks phenomenal. So cheers to you, Sony.

      That said, if anyone wants to collaborate with a (currently) unemployed technical artist on a project, let me know.

    • 6 years ago

      tanukivilla

      It's been several months since I've written a journal. I have just enough time off from work (while waiting for something to build) to write that I hope all of this hard work is worth it. It's been two months of 7-day weeks and 12-hour days (minimum) and it'll probably be 3 months soon enough. I haven't seen my friends in months and I haven't been on a date in just as long. I now know what the term "no life" means. Wake up, go to work, go home, sleep, rinse, and repeat. I could bitch about a lot of stuff right now, however I'm simply hoping that this all works itself out at some point. Oh well, hopefully there will be greener pastures once we ship this game.

    • 6 years ago

      tanukivilla

      If you write code, then you probably have an opinion on what is the best text editor. Ignoring Visual Studio for a moment, I'm referring to text editors for writing MEL and Python, the two main languages of Maya. Previously, I used editors like EditPlus, BBEdit, Textmate, etc... But recently I stumbled upon Sublime Text 2 (http://www.sublimetext.com/). I really like Sublime, I like that it's for Windows, OSX, and Linux, I like it's color palettes, I like it's simplicity, etc....

      However, there was a problem with Sublime which was that it only had a syntax package for Python, not MEL. However, that has all changed now thanks to this: github.com/justinfx/MayaSublime . This is the MEL package for Sublime that apparently came out 3-4 months ago that I just found. Quick and easy to download the zip and install, now Sublime Text is everything a Maya programmer could ever want.

      So, if you're looking for a text editor, choose Sublime because it has everything you'll ever need to write code for Maya.

    • 6 years ago

      tanukivilla

      I've been thinking about starting to do some Let's Plays. However, they won't be the traditional Let's Play, it'll be something I've been calling, "N00b Plays". In N00b Plays, a person who has never played a certain game (me) attempts to beat that game. There are a few "classic" games that I've just never gotten around to playing, so I think it'll be interesting for people to see how a total n00b approaches these classics.

      Watching the AH Let's Plays, which are undeniably awesome, I realized that the ones I find the most interesting are the ones where someone is learning how to play as they go, like the original Minecraft videos, watching Michael learn how to make iron, Bad Piggies, Assassin's Creed III for Ray, etc... So, I figured why not make a series around that concept, about the average n00b playing a game for the first time. I figured I'd be a pretty good candidate since even though I've played lots of games, I've missed a bunch of big name games over the years, either not playing them or simply not beating them. Anyway, we'll see what happens over the coming months and whether I actually start making these or not.

    • 6 years ago

      tanukivilla

      Spike TV was in the studio today to do some interviews. I wasn't interviewed, but still, kinda cool. More importantly, tomorrow is our Halloween party, so a good way to end the week.

      Also, I'm essentially done with 95% of my Tech Art work for the game, so I've been moved to Tech Design which means I get to learn more of the game design tools. Fun fun fun. Looking forward to the new stuff next week.

    • 6 years ago

      tanukivilla

      We've hit that point in production where I'm starting to become apathetic. Not towards my job, but towards various assets in the game. You just can't stay attached to these things. No matter how hard you worked on them or how cool you think they are, if management and production want to cut them for one reason or another, then that's that; it's solely their call to make. This is the beginning of the "cutting" season, which means we're towards the end of production, but also means that this is where sacrifices really start being made. Oh well, that's life. And once the game is out, I'll be happy that some of the things I worked on did make it and not sweat the ones that didn't make it.

    • 6 years ago

      tanukivilla

      We're starting 6 day work weeks. Oof, this might get worse before it gets better. Still, you do what you gotta to ship because that date isn't moving.

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