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The Contest Forum
is online here.
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The contest online forum is for contest entrants and other 3D artists to post their works-in-progress and concept sketches, as well as ask questions and make suggestions.
The forum is open to anyone who is interested in 3d art for games and 3d art techniques.
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As part of our 20th Anniversary celebration, GameRecruiter is pleased to announce the debut of our online 3D art contest, Battle of the SuperModelers! This one-of-a-kind contest is designed for 3D artists in the games community, professional or student.
Here’s your chance to create an original real-time character model of a monster, creature, robot or alien that might be found in a fantasy, sci-fi or horror game and win fantastic prizes! Our winners will include a Grand Prize Winner and three finalists.
Our Grand Prize package features the Area-51® m15x high performance notebook from Alienware®, accompanied by a Cintiq 12WX pressure-sensitive tablet from Wacom. Our three finalist winners will each win a Wacom Intuos 3 (6 x 8”) pressure-sensitive tablet.
All four prize packages include a selection of two copies of the following software: Autodesk® 3ds Max®, Autodesk® Maya®, Autodesk® MotionBuilder™ and Autodesk® Mudbox™. Each of our four winners will also receive a variety of 3D art instructional DVD’s from the acclaimed Gnomon Workshop.
All art contest entries are to be sent by e-mail. The final four winners will be judged on their final real-time model by a panel of industry judges. Fifty art entries will make it to the finals and be displayed on the GameRecruiter contest gallery page. Deadline to enter is Friday, August 15, 2008. Winners will be announced by September 15, 2008. Learn more about our contest prizes on our prizes page.
The Panel of Judges
GameRecruiter has announced our official panel of games industry judges for the “Battle of the SuperModelers.” Comprised of game industry experts in 3D art, the panel consists of judges invited to participate in the “Battle of the SuperModelers” contest review and judging process.
The confirmed judges include Dianna Davies,Visual Development Director, Vicarious Visions;Jason Manley, President of Massive Black; Eric Nofsinger, Chief Creative Officer for High Voltage Software; David Perry, Chief Creative Officer for Acclaim Games; Bryan Pritchard, President and Chief Creative Officer of Barking Lizards Technologies; Shawn Robertson, Lead Artist for 2KBoston; and Mark Snoswell, President of The CGSociety, and Nate Wells, Art Director, 2K Boston.
Judge Bios
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| Visual Development Director, Vicarious Visions |
Di Davies has worked in production for 25 years; in the games industry for 17 years and in traditional animation for 8 years. Di has worked for EA Canada, the former Angel Studios, Bullfrog Productions, and a few smaller companies; she currently works for Vicarious Visions. Her game credits include 6 versions including the genesis of FIFA Soccer, Midtown Madness, Dungeon Keeper, Ken Griffey Slugfest, Crash Nitro Kart, Spiderman PSP, and scores of handheld games.
Shifting from animation production, Di has served in art direction and art management roles for the past 9 years. At Vicarious Visions, Di launched the first Art Group Manager role and put into place processes and mentorship programs still in use at the studio. In her current role as Visual Development Director, Di is responsible for product art quality and mentorship of lead artists. She has also pitched in and art directed on nine DS skus since 2005.
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Jason Manley is President of the global entertainment developer Massive Black Inc. After defining and refining company vision, he built the largest, most respected client list of any art outsourcing studio in the field. His clients include Sony, Nintendo, Microsoft, id, Blizzard, NCsoft, Guerrilla, THQ, Sega, EA, Capcom, 18 of the top 20 game publishers and 100 other major entertainment developers. His company has gone on to complete more than 175 video game, film, toy, comics, and new media projects, a remarkable feat given the company start-up capital was a meager 6000 dollars.
Jason is Founding Director of ConceptArt.Org , the burgeoning industry creative portal and Non-Profit which manages 10,000,000 page views per month and holds over 115,000 registered artist members. He is also the creator of the International Art and Design Workshops which have been held all over the world and seen more than 150 entertainment companies and 2300 students attend. He later helped found the ConceptArt.Org Atelier, a highly-competitive industry art educational program in San Francisco which focuses on helping the top talent entering the games and entertainment industries. Jason is an accomplished educator and creative executive and has presented at on art and the business of entertainment at GDC:San Francisco, GCDC:Leipzig, Ringling School of Art and Design, The Guildhall, all International Art and Design Workshops, AnimFX New Zealand, and D.I.C.E 2008.
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| Vice President of Creative Content, High Voltage Software |
Eric is currently the VP of Creative Content at High Voltage software, which translates as Grand High Overlord of a staff of over 75 artists, sound guys and designers. This makes sense, since over the 10+ years that Eric has been in the industry, he’s served in all those roles and more. Eric was one of the first employees at High Voltage, and has published over 50 games with them. When High Voltage decided to create their own motion capture studio, Eric led Red Eye Studio through their growing pains. When High Voltage decided to spin off a DVD creation company, Eric led Sock Puppet Studios through over 30 DVD releases. Eric has been running companies for longer than most game developers have been in the industry.
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David Perry is a 26-year video game industry veteran, Perry & his team developed numerous games (including The Terminator, Teenage Mutant Ninja Turtles, Mc Donald's Global Gladiators, 7-Up's Cool Spot, Disney's Aladdin, Earthworm Jim, MDK, Sacrifice, The Matrix etc.) He's had multiple #1 hits and his games have sold over a billion dollars at retail. After selling Shiny to Atari, Perry is now the Chief Creative Officer and co-founder of Acclaim Games, the largest American free-to-play game publisher.
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| President and CCO, Barking Lizards Technologies |
Bryan manages and mentors the creative staff at Barking Lizards and is responsible for maintaining a set standard of quality within the company. Bringing over 14 years of game and film production experience, Bryan is able to help guide the teams both creatively and artistically using cutting edge techniques and tried and true methodologies to deliver AAA content in a timely and quality fashion. Additionally, Bryan assists in the overall business development of the company as well as maintaining customer relationships.
Prior to Barking Lizards, Bryan worked on such titles as Tony Hawk and Spiderman for the N64, Ultima Online, Crash Nitro Kart for all major console platforms and Doom 3 port for the Xbox. Some of the more recent achievements include working at Vicarious Visions as the Console Art Group manager, in charge of the development of the art group, detailing schedules and project plans as well as driving tools and processes for future projects. Bryan also worked as animator and FX artist for the Creed music video, “Bullets” and as lead animator for the cinematics on Sonic Heroes, released for all major platforms.
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After a brief stint interning at the NYNEX science and technology media lab, Shawn started his game career in Connecticut, at a company called Funnybone Interactive in 1995. There he chiseled away at 8 bit sprites in-between all night multi-player sessions of Marathon. He moved back to Boston in 1996, working as a freelance artist and as an unpaid intern at Fablevision Animation.
He returned to games when offered a job at Looking Glass Studios in 1997. While at Looking Glass, Shawn worked on Jane's Combat Simulations: Attack Squadron and the Flight Unlimited II patch until the studio’s untimely demise in 2000. Shawn packed up his portfolio and headed to Southie where Irrational Games was located. While at IG, Shawn worked on The Lost, a PS2 title and SWAT 4 (as modeler, lead animator, and FX artist). Most recently, he worked on Bioshock as Lead Animator. He has been with Irrational Games (now 2K Boston) since June 2000.
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Dr. Mark Snoswell is President of The CGSociety, Co-Publisher & Art Director of Ballistic Media and founder of Ballistic Media. Mark keeps a fairly low public profile choosing to work behind the scenes. Mark has been a major contributor to recent CGChallenges writing much of the inspirational and technical support material.
His diverse range of experiences include: development of Absolute Character Tools (www.cgCharacter.com); development of The Ultimate Human Model set; film production work for Disney and Warner Brothers; production work for National Geographic; and teaching graphic design, 3ds Max and Painter. Mark's background also includes multimedia design and a career in biotechnology R&D. He is also an artist when time permits and a sampling of his art can be seen in his www.marksnoswell.cgsociety.org/gallery/.
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Nate Wells is currently the Art Director of 2K Boston, creators of Bioshock. Nate has over 12 years of industry experience including work on such titles as Thief, Thief 2, System Shock 2, and SWAT 4. Nate’s work on Bioshock included overseeing the conception and creation of much of the art-deco architecture that defined Bioshock, as well as being the chief concept artist and creator of the iconic “Big Daddies.”
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