Domain: piselli.com
Stories and comments across the archive that link to piselli.com.
Comments · 9
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well, if you don't want to group...
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well, if you don't want to group...
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Artists have many "scratch an itch" outlets
... they draw in sketchbooks, paint, sculpt, design web pages, or any other of a variety of personal artistic projects.
now the question then becomes: "well what of the CG artists who have an itch to scratch?" well, many of them opt to create their own highly detailed renderings, or digital paintings, or even make their own animated shorts. there is far more artistry at your fingertips when you are not constrained by the limitations of a realtime graphics engine.
"ok, ok, but what about the miniscule subset of artists who both work on computers and have some odd fixation on creating graphics for games, and have an itch to scratch because they aren't working in the games industry?" Well, they have their outlets, such as making add-on artwork for professional quality games, or perhaps contributing artwork to one of the many many mod projects out there.
"ok, ok, but what about the hypothetical subset of artists who work on computers, have some odd fixation on creating graphics for games, have an itch to scratch because they aren't working, don't mind subjecting their creativity to my ideas while working on my pet OSS game project, and share in the ethos of open source software?"
So is this starting to make sense to you guys yet?
Discalimer: I am a computer scientist and a former professional video game artist, so I might know what I'm talking about. -
Artists have many "scratch an itch" outlets
... they draw in sketchbooks, paint, sculpt, design web pages, or any other of a variety of personal artistic projects.
now the question then becomes: "well what of the CG artists who have an itch to scratch?" well, many of them opt to create their own highly detailed renderings, or digital paintings, or even make their own animated shorts. there is far more artistry at your fingertips when you are not constrained by the limitations of a realtime graphics engine.
"ok, ok, but what about the miniscule subset of artists who both work on computers and have some odd fixation on creating graphics for games, and have an itch to scratch because they aren't working in the games industry?" Well, they have their outlets, such as making add-on artwork for professional quality games, or perhaps contributing artwork to one of the many many mod projects out there.
"ok, ok, but what about the hypothetical subset of artists who work on computers, have some odd fixation on creating graphics for games, have an itch to scratch because they aren't working, don't mind subjecting their creativity to my ideas while working on my pet OSS game project, and share in the ethos of open source software?"
So is this starting to make sense to you guys yet?
Discalimer: I am a computer scientist and a former professional video game artist, so I might know what I'm talking about. -
Artists have many "scratch an itch" outlets
... they draw in sketchbooks, paint, sculpt, design web pages, or any other of a variety of personal artistic projects.
now the question then becomes: "well what of the CG artists who have an itch to scratch?" well, many of them opt to create their own highly detailed renderings, or digital paintings, or even make their own animated shorts. there is far more artistry at your fingertips when you are not constrained by the limitations of a realtime graphics engine.
"ok, ok, but what about the miniscule subset of artists who both work on computers and have some odd fixation on creating graphics for games, and have an itch to scratch because they aren't working in the games industry?" Well, they have their outlets, such as making add-on artwork for professional quality games, or perhaps contributing artwork to one of the many many mod projects out there.
"ok, ok, but what about the hypothetical subset of artists who work on computers, have some odd fixation on creating graphics for games, have an itch to scratch because they aren't working, don't mind subjecting their creativity to my ideas while working on my pet OSS game project, and share in the ethos of open source software?"
So is this starting to make sense to you guys yet?
Discalimer: I am a computer scientist and a former professional video game artist, so I might know what I'm talking about. -
Artists have many "scratch an itch" outlets
... they draw in sketchbooks, paint, sculpt, design web pages, or any other of a variety of personal artistic projects.
now the question then becomes: "well what of the CG artists who have an itch to scratch?" well, many of them opt to create their own highly detailed renderings, or digital paintings, or even make their own animated shorts. there is far more artistry at your fingertips when you are not constrained by the limitations of a realtime graphics engine.
"ok, ok, but what about the miniscule subset of artists who both work on computers and have some odd fixation on creating graphics for games, and have an itch to scratch because they aren't working in the games industry?" Well, they have their outlets, such as making add-on artwork for professional quality games, or perhaps contributing artwork to one of the many many mod projects out there.
"ok, ok, but what about the hypothetical subset of artists who work on computers, have some odd fixation on creating graphics for games, have an itch to scratch because they aren't working, don't mind subjecting their creativity to my ideas while working on my pet OSS game project, and share in the ethos of open source software?"
So is this starting to make sense to you guys yet?
Discalimer: I am a computer scientist and a former professional video game artist, so I might know what I'm talking about. -
Artists have many "scratch an itch" outlets
... they draw in sketchbooks, paint, sculpt, design web pages, or any other of a variety of personal artistic projects.
now the question then becomes: "well what of the CG artists who have an itch to scratch?" well, many of them opt to create their own highly detailed renderings, or digital paintings, or even make their own animated shorts. there is far more artistry at your fingertips when you are not constrained by the limitations of a realtime graphics engine.
"ok, ok, but what about the miniscule subset of artists who both work on computers and have some odd fixation on creating graphics for games, and have an itch to scratch because they aren't working in the games industry?" Well, they have their outlets, such as making add-on artwork for professional quality games, or perhaps contributing artwork to one of the many many mod projects out there.
"ok, ok, but what about the hypothetical subset of artists who work on computers, have some odd fixation on creating graphics for games, have an itch to scratch because they aren't working, don't mind subjecting their creativity to my ideas while working on my pet OSS game project, and share in the ethos of open source software?"
So is this starting to make sense to you guys yet?
Discalimer: I am a computer scientist and a former professional video game artist, so I might know what I'm talking about. -
linux will never die with LINUX TEAM FIGHTING!!!
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here's an interesting one for ya ...
Went in to UMass at Amherst pre-declared CompSci. Sophmore year I took a 3D Modelling & Animation class within the CS dept (no programming!), and stayed involved with the animation lab for the rest of my undergrad. I eventually went on to TA a character animation class as an undergrad, then co-instruct for a year after graduating.
In the mean time I had finished my degree in computer science with a healthy portion of traditional architecture, algorithms, networks, formal language theory, etc., an extra helping of math (one class short of double major - damn me for not taking field theory seriously!), and a dash of opengl and raytracer programming with Sandy Hill :( while he was still teaching.
So, armed with this multidisciplinary background, and the good word of my professors, I landed a job as a "character builder" (a job somewhere between AI programmer and programmatic animator).
On the job I made the mistake of exhibiting my artistic talent and have ended up doing 3D modelling and 2D artwork for the past 2 years. If thats not a convoluted path to follow for an artist, I don't know what is. :)
For the curious, my website is essentially the same as it was when I was job hunting.