Chris Goodswen, 3D artist, twitter@tincow, portfolio: http://www.tincow.net/
On the 8th of October 10 I was fortunate enough to have the chance to meet an ‘ex’ student of NUCA ‘Chris Goodswen’ who had studied Game Art & Design at foundation level, before he moved on to the BA(Hons). Like most people on this course, we all enjoy playing games and are also creative people, the best of both worlds.
Chris rather enjoyed designing 2D Characters but at the time didn’t know a lot about 3D design and to design characters for the gaming world he needed to know both, which he achieved. Chris then went on to study the BA(Hons) Game Art & Design.
He focused on the popular culture and fashion of the 1980’s with a twist of fairy tale horror. Chris found himself enjoying using software’s such as ‘Mudbox, ‘Maya’ and ‘Zbrush’ to create 3D characters. After he’d graduated Chris then went on to develop his skills at the University of Abertay, in Dundee to do a Master course in professional game play. This really challenged Chris as he only had ten weeks to create a working game and if it wasn’t bad enough he was responsible for all the artwork where he had weekly visits with harsh criticism.
This was the final outcome of the ten weeks. ‘QUAD XNA’
After completing the first semester at Abertay Chris now had a team of six to create another working game, this game was called ‘Trap Inc’. Again he was responsible for the artwork etc, Character design. Only this time whist creating this game and these characters he used software called ‘Unreal Development Kit’ or ‘UDK’ for short. However whilst developing the game Goodswen, he had a very strict brief including the look and feel of the artwork and characters, this often meant that he'd spend hours perfecting the designs to fit the brief.
'Trap Inc.'
In the final semester, Chris was working in a team of 14, yet again he had to create another working game only this time there was to be a public showing. The game was called ‘Mount Dash’ again the game was built on a “UDK’ engine over ten weeks just like ‘Trap Inc.’ ‘Mount Dash’s’ target audience was young children so the game had to appeal to them.
'Mount Dash'
The game was a huge success, after doing everything to get him where he is today, Chris has gained valuable skills and abilities with working with both 2 and 3D designs. These days Chris is a freelancer helping out with various games and Character designs within the gaming Industry. If I’ve learnt anything from having this lecture it’s that to become a Character designer in 2D & 3D design I’ve got to gain an understanding of anatomy and how people move in order to create the human form.
My personal gaming history
My first experience with games was when I was about nine when every time I visited my granddad because he owned an ‘Atari 2600’ which is famous because it was one of the first video game consoles you could play pong and of course he owned a copy of it, so used to sit there for hours playing either against the console or with my cousins but after a couple of months playing this basic video game I grew tired of it, it wasn’t until I was eleven where my parents bought me a second hand ‘Play station’ along with games like ‘Tomb Raider’ and ‘2002 FIFA World Cup’. I rather enjoyed playing ‘Tomb Raider’ compared to ‘FIFA World Cup’ because I felt it was more challenging solving puzzles and shooting various enemies, but this was shortly lived as my parents especially my mother wasn’t keen on violence so it was taken away so there I was left with ‘2002 FIFA World Cup’, not impressed.
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