Scott Hsu-Storaker

Job Resources

Call me crazy, but one day I would love to be working as an artist creating worlds as a full time profession. Does anyone here know of some great resources for working towards that goal? I know for companies that are more game-focussed (like ones that make MMORPGS and such) gamasutra.com is a great place for finding companies and (more useful to me) for researching what skills companies are looking for. Is there a similar resource for up and coming virtual world companies. I am thinking beyond the SL forums where you can get a job as an in-world escort for $L1000 per hour. Places where funded groups who have not even gone beta yet are looking for artists to become part of the team.
Scott

Tags: artist, builder, job

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Hello,

I build 3d worlds in VRML exported from 3d max. Though I can read and implement
javascript, it is NOT my strongpoint. I view myself as a Cyber Construction Worker
and am looking for a job that will allow me to contribute to the building process.
That's all!!!!
But there are no jobs like this. Almost all jobs require programming. And a lot
of programmers are able to 3d model too.
Perhaps, they need to do the opposite of consolidating and instead break
the job up into two areas.
Besides, since artists lack programming skills we are balanced with
somtimes-out-of=control imaginations, which can be bad and real good.
I actually found an opening for an x3d designer in England. I lost the link
for the website, as my ancient telegram machine(see another discussion, heheh) had to be reformatted.
But the site specialized in jobs for Games.

Personally, I am only interested in Online 3d.

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I have found some listings for 3D world builders here and there. Mostly I find them on craigslist because where I live (SF Bay Area) is still pretty much the hotbed for this kind of development, but they are rare and usually buried. I would love to see some sort of central place like game communities have. It probably exists, but I have not found one yet.

For example

GameDev
Gamasutra
Polycount
ConceptArt.org

Scott

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I used to live in San Francisco. I also attended SFWEB3d evening meetings until I had to go to my job.

http://www.gamesrecruit.co.uk/Index.aspx

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There are zero to five jobs like the one you describe. Unless of course you
have a Second Life. Then it seems there are companies that are funded who
do nothing but Second Life. ANd from what I understand you dont even need
3d software?

oh, I applied for second life beta.... but no response and my telegram machine
just kept blowing smoke. So I just stuck to my own site.

I've also applied to all the web3d companies that list openings. From Club Penguin
to Pirates to Second LIfe to There to Octaga ... everywhere.

I think jobs for normal people in this industry won't materialize until another ten years.
By that time, I should be receiving Retirement Social Security.

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You might be able to fatten up your resume by going to school.

I took courses in VRML in 97 and 3ds max. It sure has helped me to
add an extra line of uh..."skills" on my resume.
I think if you add FLash experience to your skill and focus on that,
you will have a good chance.
The only media job Ive had I dealt with audio and of course..flash. No 3d.

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I know you folks feel, I'm in the same boat. i operate mainly within Second Life, because of the opportunities there. I mainly produce 2D digital art for use as textures, skins etc and sell it in SL as framed art or use it to texture the pottery I'm learning to make in 3D and operate a custom painting service for vehicles etc.
I'd like to make all my income from my 2D art in virtual worlds but can't so stick to making most of it in real life through photography, art, design etc.
I feel like an engine with no car built yet.
Ken

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I guess, there are lots of opportunities for artists on SL.

It's a very interesting study in how an economy can be created.
The most interesting aspect is that the economy is created by
members bringing in LOTS of outside money and spending it inside.

Well, if I had 100 members each with 1000 dollars to invest/Donate into an economy,
already there are 100,000 dollars.

Second Life , utimately, is one url. I view URL's as street addresses.
Second life is nothing more than one block.

if web3d focused on bringing 3d to the individual URLS (so, a 3d world on your site)
then the internet would feel more like a real, open , world.

That , I believe, was the original focus of web3d, and that was the set of skills
I focused on.... building web3d pages. On top of that, my puter didn't run SL
anyways, so I stuck to my little webpage. I haven't yet had the chance to even
see what the building interface in SL is like, its a foreign tool to me. At this point,
SL feels like downtown new york and I opened up shop in the tropical islands.



The one thing SL did was bring awareness of web3d.

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I've noticed the market for 3d talent is arranged thusly:

-Companies that want 3d assets for their product but either aren't terribly concerned about next-gen quality or that have no taste will shop the work out to the philippines, malaysia, china, india, etc., where it's done for $9/hr by students.

-Companies that want 3d assets for their product and are very discriminating about quality will hire one (1) art director with five to ten years of production experience who will then shop the work out to a top-flight freelance house like Massive Black, Lamplighter Studios, etc, that are staffed entirely by dudes who also have a level of experience comparable to the art director's.

-Students and other newcomers to the industry can pretty much only hope for employment at a grind mill like EA, take their licks and move slowly up the ladder until they've got a year or two of experience and a title under their belt and can then work some place that will treat them like human beings.

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I guess what I'm saying here is art is not a big concern to companies moving into the virtual worlds industry; it always seems more like an afterthought. That's why content specialists like Anshe Chung, Millions Of Us, etc., are able to carve out the niche they do; nobody's got the budget or even the need to hire an in-house art staff, because once the art is made you don't need an artist any more.

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Brian
Unfortunately I have to agree with a lot of what you said, i'm going down a slightly different route of self employment it may be a bit tougher at the beginning, but if I build up a rep for quality, I also get known for not having any baggage from working in factory conditions.
Which ever way we go its a gamble, unless we raise our own profiles.
Ken

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I agree with all you said about categorizing jobs. I view myself as a builder more than an artist.
I've focused on the skills required to build in web3d.
In Web3d, as within HTML, content changes. This is where the "artist" comes in, much like
the old 2d web designer. The 2d web designer lists graphics and html as his skill, but he
obviously has other skills too, it comes with the territory.
(with second life its great because it seems that one can make changes all on his own,....
kinda like working with a template?)
But what if you needed more specific designs and had more specific requirements and
wanted to build a 3d intranet that is meant for internal use and navigation?


Nine dollars an hour goes a long, long LONG way in other parts of the world and there IS
a lot of very good international talent. However, I think these jobs should be given to
local people. And I will bet you that they can still find people to do this at that rate here.
When I worked audio, I made 18, until a nother guy came in making ten an hour.
This is not an exxageration. ! But this illustrates a fundamental problem.....
equal skills but not equal exchange rates. thus equal skills are not being paid equally.
(I wonder if time and economics and marketplace dynamics will equalize wages....
across the world?) (anyone want to create an INTERnATIONAL 3d workers union?)

The content specialist you mentioned are all associated and backed by Second Life.
They had nothing to do with carving out this niche, this niche was carved out by second life.
Their only focus is Second Life, which is like focusing on Macy's when actually Macy's is
just one department store among thousands. What if you wanted to build your own seperate
department store? Then you would have to find a REAL web 3d company.

Web3d has been trying to get a foothold for a long time now, and so far only SL hasbeen noticed
by the mainstream media. I believe this is a result of a concentrated marketing effort
and the emergence of blogs, both which SL uses very well.

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oh, and I'll venture to say that 3d web designers are probably already very skilled at 2d web design. It's like stepping stones.

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