Tuesday 11 November 2014

Funding

Kickstarter
Kickstarter is an online website to get funding for creative projects. Anyone can start their own kickstarter (if they meet the guidelines). The project creator just gets to set a funding goal and a deadline. Kickstarter is an all or nothing funding website though. this means if you do not reach the goal, you don't get any of the funding.

Pozible
This is another website to get funding fror creative projects. When people pledge money they will also recieve rewards matched to the level of money donated. They also alike to kickstarter only do all or nothing crowdfunding.

Indiegogo
Indiegogo is alike to both Pozible and Kickstarter. It's a simple funding webstite. Indiegogo charges a 9.0% fee on the funds you raise. If you reach your goal, you get 5.0% back, for an overall fee of 4.0%.

SA Film Corp
They are a government corporation that supports the film industry in SA. They offer different ways to apply for funding.

Media Resource Centre
This is a non-profit centre to support filmmakers. They also offer different ways to apply for funding.

Tuesday 4 November 2014

Uni Folio

http://www.flinders.edu.au/courses/undergrad/bca-digital-media/digital-media-entry-requirements.cfm

Due: 28 Nov 

DVD, Portfolio and other supporting material

Applicants who wish to apply for the Digital Media production program in the Bachelor of Creative Arts must submit examples of their original work. The entire application should be no more than 20 items.
This work may include:
  • A DVD or CD copy of any screen-based work (no more than 15 items).
  • Written work, short-scripts, storyboards or other examples of creative conceptual planning, including concept documents or works in development (no more than 10 pages).
  • Examples of photography, original art work, graphic design or other visual material (a small portfolio, ie no more than 10 examples). Can be either printed, on-line or on disc.
  • Evidence of an ability in the producing or production management of digital media products, including preparation of budgets and production planning/user documentation, grant proposals (no more than 10 pages).
  • Other materials you feel would strengthen your application (no more than 10 pages).
Applicants must also submit a statement of no more than two pages (500 words) in length, explaining their reasons for wanting to study for a Bachelor of Creative Arts (Digital Media) and indicating their preparedness for this type of study.
In this Statement, the applicant should answer the following questions:
  1. Why do you wish to undertake Digital Media at Flinders?
  2. Where would you like to work on completion of your training? 

Folio options:
- walk cycles
- game cycle
- heavy vs light
- dance
- model
- model animation
- warehouse model
- title animation
- commissioned trailer?

Reflection

Where do I go from here?
My plans from here are mainly to finish my folio for Uni by the 28th. Look into my career options by finding people in the industry to talk to. I've come to terms with the fact that my passion is editing, but I'm also interested in the film and animation industry and would definitely want to build my skills there. I would like to contact someone who's in editing as a profession, and look into how they got there. And if they have any advice.

What's out there in terms of:

  • Future employment (existing companies, industry sector)
My plan is to do internships for the hope that will help when looking for future employment. But at the moment because I don't know the exact job I wish to pursue I don't know what existing companies I would be looking into.
  • How things are changing (eg. big companies, grass-roots indie, mobile media vs desktops, cloud services, 2d vs 3d, local vs national/internet)
There might be a change occurring in the industry but that won't effect me because I'll be learning along the way with the change. 
  • Support for creating work (money: government and crowd source online)
In terms of money for projects, I would probably want to go to the online community because the people who would donate would also be interested in the final product.
  • My strategy for moving forward

Develop a YouTube reputation with things such as B Team Animation
Find a small job related to the industry (even at EB games or Game Traders)

PAX Aus 2014: PANELS ATTENDED

Queering Video Games: LGBT Representation and Why It Matters
How can video games explore queer themes and stories? Why is it even a problem if they don't? What impact does the lacklustre depiction of LGBT characters have on gamers? Most importantly, what steps are developers taking to improve that representation in games? Join a panel of experienced queer developers - ranging from indie to AAA - for an inside look at "gay games", LGBT content in mainstream titles, and the challenges of making games that represent the diversity of the people who play them.
PANELISTS: James Dominguez [Games Writer, Fairfax Media], Jeffrey Yohalem [Lead Writer, Ubisoft Montreal], Liam Esler [Writer/Scripter, Beamdog], Luke Miller [Indie Developer, Up Multimedia], Maya Kerr [Lecturer, SAE Institute]
What I got mostly out of this panel was that representation needs many variations. You need characters who's storyline is about them finding their sexual identity and we also need normalisation of queer characters. There needs to be a varied amount of personalities and queer experiences. Jeffrey Yohalem who worked on some of the Assassins Creed games, simply said: "A stereotype is a short cut." It definitely made me look at my writing and characters in terms of representation and what I've been conditioned to write about and how I should explore other characters in terms of their dimensionality. 


How to Design a Videogame from Scratch LIVE
For our next experiment, we're going to ditch the talking and start with the creating. Live on stage, we'll gather together and create a game design document, after which we'll release it into the public for anyone to use, expand upon, build off, tear to shreds and utterly reject or just create. We want to share the process of being part of a roundtable and brainstorming how a game might work, what challenges we might face and what the best solutions to some of the perceived problems would be. 
PANELISTS: Leigh Harris [Co-Founder, Flat Earth Games], Rohan Harris [Co-Founder, Flat Earth Games], Morgan Lean [CEO, Epiphany Games], Ron Gilbert [Designer, Beep Games Inc], Ashley Zeldin [Creative Director, Adorkable Games], John Nesky [feel engineer, thatgamecompany]
This was more of the information to figure out before starting the game, such as what platform, genre/theme, character, location, the aim of the game, what the player should feel, etc. It got cut short so there's was a lot that they were going to get to that we missed.


What They Won't Tell You About Working in Videogames
Ever wondered what really goes on behind the closed doors of a development studio? Are publishers really the devil? Do journalists get paid in pizza? Why don't videogames ever look like their trailers? Our panel of current and former game developers, marketers, publishers, journalists and community managers discuss the issues and answer your questions. 
PANELISTS: Paul Houlihan [ex-PR for THQ, host of The Fourth Player podcast, freelancer for Official PlayStation Magazine], Nick Hagger [ex-Producer for Bluetongue Entertainment, GM of indie developer Robot Circus], Ben Abbott [ex-Live Producer Real Time Worlds, QA for Rockstar North, co-host of The Fourth Player podcast], Nathan Cocks [games journalist of 10 years with PCPowerPlay, HYPER magazine and Games.On.Net, co-host of The Fourth Player podcast], James Kozanecki [ex-Community Manager and journalist for Gamespot, PR manager for Indie publisher Surprise Attack], Patrick Stafford [freelance games journalist, contributing to Polygon, Eurogamer, EDGE, Hyper and Kotaku]
This was a very interesting panel because you multiple options from Public Relations, Journalists, and Game Producers. One thing they definitely talked about was how in the game industry you are always pushed for time. You could be at a point where you know the game will get finished and look great by the deadline but then it will be pushed two months early. This leads to the people working on it to feel pressure and know they can't complete the game how they want to. Even the game journalists were saying how when a game comes out and they have to review it, they are pushed to play the game as quickly as possible. Which means they don't play the game the way gamers do. They made the point that they do not need to play the whole game to understand it, and to review it. They said that you will get the same information playing a game for an hour and playing a game for 10 hours. Although the game developers defended themselves, the journalists said, if a game hasn't captured your attention withing the first hour, then it's not a good game. "You shouldn't have to play a game for 4 hours to start enjoying it and enjoying the plot." It was very interesting in terms of the difference of opinions. The debate was a great way to understand the industry.


Geek as a Cultural Identity: Do Fake Geeks exist?
After the success of "Is there Such a thing as a Fake Geek" Panel last year, the team are back to discuss more about the culture geeks create for themselves and have created for them.  How different are we to the portrayals we are shown of ourselves?  Can we finally define what a Geek is for ourselves or are we waiting for the right definition?  Moderated by Player Attack's Jessica Citizen, panelists featuring former Reality TV contestant Jimmy Reilly will try to answer these questions.
PANELISTS: Jessica Citizen [Editrix/Host, Player Attack], Jimmy The Geek [Presenter/reporter, Player Attack], Steven Gates [Comedian/Musician, Tripod]
The main thing that they were trying to say is that geek, is just having a passion for something whether it's games, comics music or sport. They didn't actually touch much on "fake geeks." They started off saying yes, there are fake geeks but didn't really follow it up with any reasoning. In my opinion, I've never come across a fake geek. They touched on other issues though, such as, women being accused as things such as "fake girl gamers." And how the environment is being treated as though it's a sand box filled with toys. Where the kids don't want to give up there toys to others, therefore they will attack and bully new people who try and take away their thing.


Rooster Teeth
Formed in 2001 with the online smash hit Red Vs Blue, Rooster Teeth has since grown into a Texan-sized production company, responsible for none other than Achievement Hunter, RWBY, The Gauntlet, Immersion, Slo-Mo Guys and plenty more. Join the Rooster Teeth staff as they go up on stage completely unprepared and wing it!
PANELISTS: Jack Pattillo [Rooster Teeth/Achievement Hunter], Ray Narvaez, Jr [Rooster Teeth/Achievement Hunter]
I attended this panel for myself more than for any gaming industry information. There were some points made that were interesting though. In terms of content creation on YouTube, Jack made a point that you have to have a thick skin with the hate. They really advertised following your dreams and not letting other people bring you down.


Penny Arcade Q&A
Immediately after Storytime with Pete Hines, stick around for a Q&A session featuring Gabe and Tycho of Penny Arcade! Two mics, one heck of a time! Also note that if you can't make it to this panel, there's another one on Sunday in the Main Theatre. These guys are givers. They give.
PANELISTS: Gabe and Tycho!
These guys were really interesting as one of them is a writer and the other an artist, and they both were involved in the creation of Penny Arcade and PAX. They didn't talk to much about things that would be relevant to the industry as the pre-submitted questions weren't about the industry.