What tips would you give to new artists that want to work in games or film, related to Houdini?
Are there interesting lessons about your career or art journey that Houdini has helped you learn?
Houdini tips or lessons from the VFX field?
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- jstew
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- SWest
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Currently I'm not working in any VFX/animation field but have done it a little. My notes are not specific to Houdini though. Additionally, I know a few stories from fellow (previously) students to draw some inspiration from.
First, you can read descriptions from VFX/games studios about job positions. However, maybe you do not have a good opportunity to study or do not want to take a student loan of some sort. Then the following is an alternative approach.
Step 1: In general I'd say you need to have a steady base income somehow although it might be very little for a while. Then you probably should accept to live within that margin. Find activities that keep you healthy physically and mentally that does not need to be expensive. Get away from the machines regularly. If you only can handle machines but not people probably no one can work with you anyway. So, just make sure you meet people and practice "small talking" so you stay sane.
Step 2: Usually people say, learn the general pipeline first, then specialize. I'd say, no, specialize first so that you can replace step 1 with some place in the industry. You will be able to learn much better then. If you get an offer, work for as little as you get offered as long as you can survive, because at least you get into the place (if you say no to the little wage you might have to wait long for another offer).
Avoid advanced things, because you simply might fail then. Focus on the bread and butter manual work that the more experienced people find boring. Just be happy as a "side kick" for a couple of years at least. Let the experienced people solve the challenges for you. First you need to be able to produce usable content that someone is willing to pay you for. That is quicker to learn if you focus on a narrow field, for example just be a great modeler, or an awesome texture artist etc.
Step 3: Once you are actually working in the industry, you should start to think about specialization or being a generalist.
Remember that consuming art/VFX is completely different from producing it. The first you do on your "free" leasure time, the latter you do for studies/work. If it occasionally is fun, it will probably not be for long. It is a job. If you want to have an "easier" job, probably do not go for games or VFX. (I've read some studies about people in the games industry that have to work overtime and about too many never attaining their own family, besides a lot of cancelled projects).
If you plan to do internship be picky and don't work at a "toxic" place (since you're not getting paid it is probably not worth it, right?). For a suitable internship place it is probably better to aim for a location where you can be an assistant (junior) rather than alone and responsible (senior) for everything.
Also, once you start to attain spuse, children, cars, bills etc you might be in trouble. It is probably better to be happy alone and poor at least until you reached step 3 (given that you are single in the first place, but if you have a very understanding partner things might work as well). This I write because first you need to survive financially, then learn a profession, and finally have some free leasure time on top of that as well (not everyone will be happy with or understand such a life style).
Once you are actually very skilled you are no longer very stressed by challenges and then, just maybe, you might find you job to be more fun. Give it five years or so. This is about the time it took for hired Disney artists, around mid 20th century, to be considered as skilled (Thomas, Johnston, The Illusion of Life [books.disney.com]).
Someone else, more experienced with VFX, once mentioned that great colleagues are more important than prestigious projects. I think it is correct. So another advice is don't be stupid and egoistic, but build quality relationships with people you enjoy working with and stick with them. It is quite a small industry after all.
My final advice is this, never ever work for free unless you are in a studio or company where you are actually learning from other people around you. Whenever you read remote "work for credits" or "you will get paid when we are" just flush it down the drain. The motivation for this is that you are likely going to be working for an insecure director who can just mess with you without it costing a dime. It is not worth your time so focus on something better rather.
First, you can read descriptions from VFX/games studios about job positions. However, maybe you do not have a good opportunity to study or do not want to take a student loan of some sort. Then the following is an alternative approach.
Step 1: In general I'd say you need to have a steady base income somehow although it might be very little for a while. Then you probably should accept to live within that margin. Find activities that keep you healthy physically and mentally that does not need to be expensive. Get away from the machines regularly. If you only can handle machines but not people probably no one can work with you anyway. So, just make sure you meet people and practice "small talking" so you stay sane.
Step 2: Usually people say, learn the general pipeline first, then specialize. I'd say, no, specialize first so that you can replace step 1 with some place in the industry. You will be able to learn much better then. If you get an offer, work for as little as you get offered as long as you can survive, because at least you get into the place (if you say no to the little wage you might have to wait long for another offer).
Avoid advanced things, because you simply might fail then. Focus on the bread and butter manual work that the more experienced people find boring. Just be happy as a "side kick" for a couple of years at least. Let the experienced people solve the challenges for you. First you need to be able to produce usable content that someone is willing to pay you for. That is quicker to learn if you focus on a narrow field, for example just be a great modeler, or an awesome texture artist etc.
Step 3: Once you are actually working in the industry, you should start to think about specialization or being a generalist.
Remember that consuming art/VFX is completely different from producing it. The first you do on your "free" leasure time, the latter you do for studies/work. If it occasionally is fun, it will probably not be for long. It is a job. If you want to have an "easier" job, probably do not go for games or VFX. (I've read some studies about people in the games industry that have to work overtime and about too many never attaining their own family, besides a lot of cancelled projects).
If you plan to do internship be picky and don't work at a "toxic" place (since you're not getting paid it is probably not worth it, right?). For a suitable internship place it is probably better to aim for a location where you can be an assistant (junior) rather than alone and responsible (senior) for everything.
Also, once you start to attain spuse, children, cars, bills etc you might be in trouble. It is probably better to be happy alone and poor at least until you reached step 3 (given that you are single in the first place, but if you have a very understanding partner things might work as well). This I write because first you need to survive financially, then learn a profession, and finally have some free leasure time on top of that as well (not everyone will be happy with or understand such a life style).
Once you are actually very skilled you are no longer very stressed by challenges and then, just maybe, you might find you job to be more fun. Give it five years or so. This is about the time it took for hired Disney artists, around mid 20th century, to be considered as skilled (Thomas, Johnston, The Illusion of Life [books.disney.com]).
Someone else, more experienced with VFX, once mentioned that great colleagues are more important than prestigious projects. I think it is correct. So another advice is don't be stupid and egoistic, but build quality relationships with people you enjoy working with and stick with them. It is quite a small industry after all.
My final advice is this, never ever work for free unless you are in a studio or company where you are actually learning from other people around you. Whenever you read remote "work for credits" or "you will get paid when we are" just flush it down the drain. The motivation for this is that you are likely going to be working for an insecure director who can just mess with you without it costing a dime. It is not worth your time so focus on something better rather.
Edited by SWest - Jan. 19, 2023 13:31:08
Interested in character concepts, modeling, rigging, and animation. Related tool dev with Py and VEX.
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- Mike_A
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