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Aaron Scott

Member Since 29 Mar 2007
Offline Last Active Yesterday, 06:15 AM

Posts I've Made

In Topic: Resources for 2D effects

Yesterday, 06:16 AM

This is probably the best collection of resources you'll find: http://flashfx.blogspot.ca/

In Topic: Windows 10?

28 September 2015 - 07:07 PM

Totally painless, no major issues, and my favourite OS to date. Go for it.

In Topic: 2D / 3D Head turn in after effects

18 September 2015 - 06:58 PM

The most popular method is displacement maps, though they're pretty limited in what they can accomplish. You can only turn the face a few degrees in each direction before things start looking weird.


For more advanced movement, people have had success with FreeForm -- a plugin that used to be included with After Effects, but has since been split out. David Legion has a good series on it here: 

In Topic: A bit of depression right for the weekend

04 September 2015 - 07:51 PM

cool! what kind of stuff do you do for game development? I've been kinda reading up about the various engines and stuff. But i dont think i have the story telling skills yet to develop my own games... could make simple arcade ones i guess..


can you just generally tell us what its like in a game dev studio? I imagine the projects are pretty long term.


According to my job description, I "define and deliver the linear visual narrative language of The Long Dark." Essentially, I head up the creation of any story content that isn't in-engine, like the cinematics.


Originally I wasn't going to touch the game at all, but I have a bit of a programming background, and took to Unity's particle system very quickly. So I've found myself working on some of the in-game effects. It's fun to work on stuff where you need to worry about render time in fractions of milliseconds instead of hours.


One of the biggest differences I noticed right away -- I've never had time for R&D before. Since starting at Hinterland, I've been able to really refine my tools and effects. When your project is going to last a year or two, you can afford to spend time on pipeline. I've made a lot of progress with different effects that I've done more or less the same way for the past five years. I think, visually, the result is going to be some of the strongest and most visually unique work I've done.


I also feel like over the last few years my skills were becoming more and more focused -- I went from being a generalist to someone who often served a very specific function in a pipeline. Game development let me reclaim a bit of the variety again -- I'm programming, designing cinematics, doing in-game VFX, cutting trailers. It's nice.


That said, my experience is at a company of 24. I know people at larger companies who have dealt with nine-month-long crunch times, working from 9am to 9pm seven days a week, with absolutely no vacation time allowed. It seems like the cycle at large game devs is to push the team until they burn out completely, give them a month off for therapy, and then repeat.


I can't speak highly enough of Hinterland. It's an insanely talented team.

In Topic: Hackintosh, PC, or stick w/ Mac?

03 September 2015 - 08:50 PM

Absolutely no issues. Actually. Not a single crash, not a single incompatibility that I can think of.


Okay, what do I like about Windows 10? Hmm.


It's fast. Boots in a few seconds, everything's snappy.


Pretty much everything got incrementally better. Command Prompt is finally on par with (or better than) Terminal. The overhauled Task Manager is great. The new stuff trickling out it awesome, too -- Snip is a fantastic screenshot tool that sits at the top of the screen. Lets you take a screenshot, annotate it, and share it instantly. Just lots of nice little things like that.


After Effects has been way more stable for me in Windows 10 than OSX.


It's pretty. The prettiest OS, by far. No stupid effects or gimmicks, just really solid minimal design.


It's smart. For example, the entire interface tweaks itself on the fly depending on whether you're using a mouse or touch.


It just...all feels very well thought-through. And stable.


What I don't like: there are some lingering legacy dialog boxes. The price you pay for long-term backwards compatibility, I guess.