Kameo: Elements of Power was an Xbox 360 launch title and one of the first projects I worked on after joining Microsoft’s Rare studio. Shortly after arriving, I was briefed to create a range of character renders for PR and marketing materials.
It was a particularly memorable introduction to the studio. I was asked to jump into the project with almost no experience of the software being used. My boss dropped a large Maya manual on my desk and simply told me to get on with it. This was before the days of YouTube and comprehensive online tutorials.
Although I was working with relatively low-polygon game models, careful posing, lighting, composition and art direction allowed me to transform them into polished promotional imagery. With limited technical experience to draw upon, I relied on instinct and a strong eye for what worked visually.
It was a steep learning curve, but an extremely rewarding one. I have a feeling that kind of sink or swim introduction would be unlikely to happen today.
It was a particularly memorable introduction to the studio. I was asked to jump into the project with almost no experience of the software being used. My boss dropped a large Maya manual on my desk and simply told me to get on with it. This was before the days of YouTube and comprehensive online tutorials.
Although I was working with relatively low-polygon game models, careful posing, lighting, composition and art direction allowed me to transform them into polished promotional imagery. With limited technical experience to draw upon, I relied on instinct and a strong eye for what worked visually.
It was a steep learning curve, but an extremely rewarding one. I have a feeling that kind of sink or swim introduction would be unlikely to happen today.