Metaday 36: Unterschied zwischen den Versionen

aus Metalab Wiki, dem offenen Zentrum für meta-disziplinäre Magier und technisch-kreative Enthusiasten.
Zur Navigation springenZur Suche springen
(→‎Lightning Talks: added devops lightning talk)
Zeile 4: Zeile 4:
 
<div style="font-size:larger;">Das Metalab lädt herzlich zum Metaday #36</div>
 
<div style="font-size:larger;">Das Metalab lädt herzlich zum Metaday #36</div>
  
: am '''Freitag''', den '''12.11''' 2010, 19:30 (Beginn 20:00) <br />
+
: am '''Freitag''', den '''12.11.'''2010, 19:30 (Beginn 20:00) <br />
 
: im Metalab, [[Lage|Rathausstrasse 6]], 1010 Wien – Eintritt frei
 
: im Metalab, [[Lage|Rathausstrasse 6]], 1010 Wien – Eintritt frei
  
Zeile 12: Zeile 12:
  
  
=== Von der Langeweile der Cyber Inzucht in digitaler Kunst und Game Art design ===
+
=== Von der Langeweile der Cyber-Inzucht in digitaler Kunst und Game Art design ===
  
 
{|
 
{|
Zeile 20: Zeile 20:
  
  
10 years of experience in the games industry it from almost every possible angle. I have worked for small budget game developers as well as in big triple-A studios. In particular the tight constraints of budget game development at the beginning of my career were a tough training and most valuable experience, putting my later experience in big studios into the right perspective.
+
Julian has 10 years of experience in the games industry, from almost every possible angle. He has worked for small budget game developers as well as in big triple-A studios.  
Just as familiar with managing external art suppliers as with being an external contractor myself. I know well how to bring out the best of an artist, but I also spot quickly if somebody is not capable of any given task.
 
My traditional art background as well as diverse experiences of work not related to game development, enable me to think outside the box.
 
After these 10 years of ups and downs on the game development roller coaster I have developed a keen sense of what works and what certainly won’t.
 
  
 +
''In particular the tight constraints of budget game development at the beginning of my career were a tough training and most valuable experience, putting my later experience in big studios into the right perspective. Just as familiar with managing external art suppliers as with being an external contractor myself. I know well how to bring out the best of an artist, but I also spot quickly if somebody is not capable of any given task. My traditional art background as well as diverse experiences of work not related to game development, enable me to think outside the box. After these 10 years of ups and downs on the game development roller coaster I have developed a keen sense of what works and what certainly won’t.''
  
Julian Kenning comes from a fine art background as a painter. He is still a painter at core and as comfortable with digital tools as with a simple brush and camvas to create his art.
+
 
 +
Julian Kenning comes from a fine art background as a painter. He is still a painter at core and as comfortable with digital tools as with a simple brush and canvas to create his art.
 
*Painter
 
*Painter
 
*Art Director at Deep Silver GmbH
 
*Art Director at Deep Silver GmbH
 
*Senior Character Artist at Rockstar Vienna
 
*Senior Character Artist at Rockstar Vienna
 
*Lead Character Artist at n-fusion interactive  
 
*Lead Character Artist at n-fusion interactive  
 
 
  
  

Version vom 11. November 2010, 20:44 Uhr

Einmal im Monat lädt das Metalab Vortragende aus aller Welt ein, bei uns von ihren Projekten und Ideen zu erzählen. Anschließend gibt es Platz für Lightning Talks, wo Besucher aktuelle Unternehmungen und Vorhaben vorstellen können, sowie ein Buffet und gemütliches Ambiente für Diskussion und Austausch.


Das Metalab lädt herzlich zum Metaday #36
am Freitag, den 12.11.2010, 19:30 (Beginn 20:00)
im Metalab, Rathausstrasse 6, 1010 Wien – Eintritt frei


Von der Langeweile der Cyber-Inzucht in digitaler Kunst und Game Art design

Vortragender:    Julian Kenning
http://www.juliankenning.com/gameart.htm


Julian has 10 years of experience in the games industry, from almost every possible angle. He has worked for small budget game developers as well as in big triple-A studios.

In particular the tight constraints of budget game development at the beginning of my career were a tough training and most valuable experience, putting my later experience in big studios into the right perspective. Just as familiar with managing external art suppliers as with being an external contractor myself. I know well how to bring out the best of an artist, but I also spot quickly if somebody is not capable of any given task. My traditional art background as well as diverse experiences of work not related to game development, enable me to think outside the box. After these 10 years of ups and downs on the game development roller coaster I have developed a keen sense of what works and what certainly won’t.


Julian Kenning comes from a fine art background as a painter. He is still a painter at core and as comfortable with digital tools as with a simple brush and canvas to create his art.

  • Painter
  • Art Director at Deep Silver GmbH
  • Senior Character Artist at Rockstar Vienna
  • Lead Character Artist at n-fusion interactive


Lightning Talks

Lightning Talks sind Kurzvorträge. Hier sollen aktuelle Ideen, Projekte, und vor allem Work-in-Progress vorgestellt werden.
Die Dauer der Vorträge ist auf 5 Minuten begrenzt.

Wer? Was? Beamer? record?
japhy: DevOps

Afterparty

Buffet, Wein und Ambient/Downtempo Chillout Musik