I was a 3D Artist trying to make it in the local area and push my way into the game industry, but I gave that up. I realized that as much as I love to work hard and please my clients, I didn't respect the craft or work culture of the industry enough to keeping grinding day in day out, only to be trounced by fresh meat of tomorrow looking to work longer hours for a cheaper price. I also realized that I despised Lack of commitment towards building teams and developing people that most studios seem to have. Building and cultivating your team is THE key to a studio's success as it's their abilities that generate the product. By treating working partners as interchangeable cogs, these studios consistently commit to brain draining the staff, as more experienced individuals leave for other opportunities that the company cannot or will not provide. This is inexcusable and easily one of biggest reasons I left this career path altogether, beyond just being a salty conch at my lack of ability.
My warning for those who even bother to read this page: Respect your time and understand that this career is a "young man's game." There is more to life than grinding your teens and 20s in front of as computer making mass consumed media by a consumer that will not appreciate it and "fanbase" that will rally against you and your livelihood should it not check off all the box on an ever growing list. Until it is you calling the shots, you are a drone with a set of skills that can easily be plucked again from the bottomless talent pool. Management will often not bat for you and you coworkers are going to be more than likely doing what they can to just keep themselves afloat. Find a skill that makes you unique and valuable in a production pipeline and set hard limits on when and where your time can be used.
While I value the lessons and work ethic that this career drilled in me, my biggest regret was forcing my friends and loved ones to the sidelines to wait until I had "made it" or switched to something else. That is time and opportunities that I can never have back and I vow to never let it happen again.
Provided high poly sculpts of the playable characters in Tap Tap Dash 2.
Provided modelling, rendering, and texturing services for use in Marketing animations, training simulations, and concept architectural renderings.
Modeled and texture props and environments using PBR workflow for use in Unity. Contributed to work on Albatross.
Drafted production storyboards for use by team and client. Constructed animations for training simulations and market. Illustrated 2D assets for use in Flash and After Effects productions. Successfully completed projects for Exxon Mobil, General Electric, Baker Hughes, Schlumberger, Noble Drilling, Cisco, Triple B, and McDonald's.